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    Topics

    • ChazroxC

      How do I port DspNetworks ---> NewProject file ?

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      ChazroxC

      @HISEnberg @David-Healey Yup that works! I get it now. I've been compiling like a mad man lol

    • ChazroxC

      Dsp network wont compile: // <--Changed to more relevant title :)

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      ChazroxC

      FIXED!!!!!! 😭 😭

      Screenshot 2026-06-05 at 7.22.38 PM.png

      @David-Healey @HISEnberg @dannytaurus OMG! A Year of trying and it was a stale template file....I wanna cry. lol

      Finally made it to this window:

      Screenshot 2026-06-05 at 7.25.10 PM.png

      and compiled dll successfully !

      Screenshot 2026-06-05 at 7.37.24 PM.png

    • ChazroxC

      "Error at node: chain" while 'compiling network to dll'

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      HISEnbergH

      I'm looking for documents and examples to guide you and I am seeing this is rather poorly documented.

      Basically DspNetworks folder works like this:

      DspNetworks/Binaries: The compiled DLL. When you compile networks to .dll, HISE is launching and creating a mini-project of just your FX networks, so it contains a .jucer, XCode or VisualStudio file, etc. DLL (Dynamic Link Library) is, to put it crudely, a pre-written and formatted library that contains the DSP code which HISE can load at runtime (for example, load into the HardcodedMasterFx). You can simply delete the entire Binaries folder before compile to DLL for a fresh start (in fact it is a good idea). More info here: https://docs.hise.dev/scriptnode/manual/third_party.html

      DspNetworks/CodeLibrary: I don't look here much, but it's usually where a lot of the faust and snex networks are saved to.

      DspNetworks/Networks: Where scriptnode networks are saved as .xml. So you can actually look at these in a code editor and see the same structure flow and module settings (it is fairly human readable). This is what is saved and recalled when you are launching networks (it's very similar to how a User Preset works).

      DspNetworks/ThirdParty: Mainly for C++ files if you are working that way. I think Snex headers are stashed here as well (I can't remember). You'll also notice HISE will autogenerate headers depending on what you are using, example for Faust.

      AdditionalSourceCode/nodes: This is also important. When you go to compile networks you see the menu below. Basically it is autogenerating some headers that are stashed here for when you are ready to compile the entire project. They help link the compiler to the necessary DSP files. You don't really ever need to bother with this folder, but for a completely fresh build, you can just delete the "nodes" folder before compiling the networks to DLL.

      Screenshot 2026-06-04 at 6.58.44 AM.png

    • ChazroxC

      Stupid Quotation marks behavior....

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      ChazroxC

      @Christoph-Hart I can breathe again....and move much faster now lol

    • ChazroxC

      Get Panel Attributes - Colours

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      ustkU

      @David-Healey There might be a bad parsing at some point. Without really knowing, the hex might be first parsed as string by the property editor...

    • ChazroxC

      Script Oscilloscope Buffer Size

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      ChazroxC

      @ustk ahh. makes sense. Thank you.

    • ChazroxC

      Can we detect DAW marker points?

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      ChazroxC

      @Lindon Still a good read either way. Good stuff to know. 🤛

    • ChazroxC

      Set Label Text on Preset Load?

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      ChazroxC

      @David-Healey Thanks! I ended up figuring it out from an old post you advised on as well. lol. Attached the callback to a slider with 'save in preset' loaded that triggers the callback on preset load.

    • ChazroxC

      Webview cant find index file.....Help please.

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      ChazroxC

      @VirtualVirgin whaaa 500mb?? Its take alot for a normal browser window to hit that much ram. What does ur plugin do?

    • ChazroxC

      Help me create LFO(Sinewave) in ScriptNode?

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      ChazroxC

      I had to break that down to just 1. Here's a screenshot of it now.

      for the next one:.....
      Screenshot 2025-12-08 at 7.39.41 PM.png

    • ChazroxC

      LFO Modulator as Global Cable || Help.

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    • ChazroxC

      How do we use this repitch node?

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      ChazroxC

      @ustk That makes total sense. I also read the thread that @resonant posted. I think Im understanding whats going on now.

      Thank you guys. 🙏

    • ChazroxC

      ADMIN Button??

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      David HealeyD

      @Dominik-Mayer Can you change it to "David Healey"?

    • ChazroxC

      How do I get GlobalCable value?

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      ChazroxC

      update...

      I figured it out...

      I found the snippet in Docs and modified it for my usage. Yee.

      const var rm = Engine.getGlobalRoutingManager(); const var mc = rm.getCable("bars"); const var pnlMasterPlayheadBars = Content.getComponent("pnlMasterPlayheadBars"); pnlMasterPlayheadBars.data.value = 0; mc.registerCallback(function(value) { pnlMasterPlayheadBars.data.value = value; pnlMasterPlayheadBars.repaint(); //Console.print(value); }, AsyncNotification); pnlMasterPlayheadBars.setPaintRoutine(function(g) { var a = this.getLocalBounds(0); g.fillAll(this.get("bgColour")); g.setColour(Colours.withAlpha(this.get("textColour"), 1.0)); var x = a[2] / 100 * (this.data.value * 100); g.drawVerticalLine(x, 0, a[3]); });
    • ChazroxC

      Need More 'reg' variables !

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      David HealeyD

      @Chazrox said in Need More 'reg' variables !:

      can you give me a quick tip on which reg's be change to const?

      All component and module references, arrays, and objects.

    • ChazroxC

      How do we get accurate playHead feedback?

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      ChazroxC

      We've made it this far....

      Screen Recording 2025-11-23 at 1.11.25 PM.mov

    • ChazroxC

      Drag & Drop || Viewport List item --> Drop Panel

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      ChazroxC

      Anybody know how to check viewport list for 'scroll bar dragging'?