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    • RE: Scripnode 101

      @Christoph-Hart Got it. Thanks

      posted in General Questions
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      crd
    • RE: Scripnode 101

      @Christoph-Hart

      Am I wrong or is not currently possible to compile a dll for a network that contains a global_mod node in it?

      posted in General Questions
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      crd
    • RE: Scripnode 101

      @ulrik Thanks - I did not notice that!

      Still, it seems impossible to compile a network with global mod nodes which means you can never use a global mod node and math.expr in an exported plugin...

      posted in General Questions
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      crd
    • RE: Scripnode 101

      This is what I see when I edit the properties of a global node:Screen Shot 2022-04-05 at 8.44.30 PM.png

      It makes since to me that I would need to disallow these nodes from compiling into dll's but I do not see a way to do that. (but once again, I might just be spinning wheels here if there are no actual performance gains to be had by compiling these types of networks.)

      posted in General Questions
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      crd
    • RE: Scripnode 101

      @Matt_SF How does that help in the case of a network that needs a global mod node to interact with a math.expr node?

      posted in General Questions
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    • RE: Scripnode 101

      @Matt_SF Are the two scriptfx just for the purpose of creating the dll? I’m away from my rig st the moment but am sure the edit properties window is not giving the option to disallow compiling global mod nodes in a network.

      The network isn’t complicated but does involve many nodes so maybe there are no performance gains to be had by doing this anyways…

      posted in General Questions
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    • RE: Scripnode 101

      Has anyone here had any success trying to compile a scriptFX with global mod node in the network? Details about what I am trying to do are here:
      https://github.com/christophhart/scriptnode_testsuite/issues/5

      I understand what Christoph is saying but there seems to be no way to disable global nodes from compiling.

      Also, are there any actual performance gains to be had by compiling in this specific case??

      posted in General Questions
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      crd
    • RE: Oversampling for polyphonic scriptFX

      I'm surprised this isn't something other people would use. Is everyone else just over sampling the entire plugin? Isn't it much more efficient to oversample your filters and saturation/drive dsp?

      posted in Feature Requests
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      crd
    • RE: How to make Trial Plugins for 10 days

      @orange it's so bizarre for me to think of someone spending $100 + dollars just to upload it to a torrent site

      posted in General Questions
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      crd
    • RE: How to make Trial Plugins for 10 days

      @orange How does that grant them access to download sample content? I see how it's easy to grab the registration code for the vst but if you are using a download manager or something, isn't it possible to keep them from downloading the samples?

      I know the pulse downloader talks about having some extra steps to protect against piracy but I have no experience with it.

      posted in General Questions
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      crd
    • RE: How to make Trial Plugins for 10 days

      I'm surprised people are cracking software instruments with huge sample libraries... It seems like people who want that type of content would be the type of person who would pay for the instrument. I always associate cracked software with quick downloads like simple effects rather than libraries with 5+ gigs of content.

      posted in General Questions
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      crd
    • Oversampling for polyphonic scriptFX

      It would be great to easily oversample filters either in polyphonic scriptFX or have the option in the stock Hise filter module. I know you can oversample the whole plugin but this seems to create more problems than it solves and it would be more useful to directly oversample filters and Math.expr nodes in polyphonic scripts.

      posted in Feature Requests
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      crd
    • RE: Sampler Voice Count

      How does the max voice setting in the settings floating tile interact with the sampler's voice count settings?

      Even when I have the voices in sampler set to under 20 I see a difference between the max voice count settings...

      posted in General Questions
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      crd
    • RE: IPP and convolution questions

      @d-healey I haven't posted them. I'd rather not share the specific IR's. I've tested using your hall IR and gotten the same results. It doesn't seem to be about the IR but the voice count. The issue is only happening in the compiled vst.

      The pops and clicks disappear when I limit the voice count using the settings comobox, Max Voices, which is strange since my sampler's are already set to Amount, 30 and Soft Limit, 29. Good news, setting the Max Voices to 128, 64 or 32 fixes it. I'm not sure what the exact relationship is between voices and the convolution engine or the max voice setting but it's working.

      posted in General Questions
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      crd
    • RE: IPP and convolution questions

      @d-healey It doesn't seem to be the IR's. It seems to be a performance issue with the convolution reverb module.

      posted in General Questions
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      crd
    • RE: IPP and convolution questions

      I am still having these performance issues with the convolution reverb.

      Is anyone else getting pops and clicks like this?

      posted in General Questions
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      crd
    • RE: setUseStaticMatrix creates false mic positions

      @d-healey
      That makes sense.

      It seems like for my purposes (changing settings dynamically depending on what sample map is loaded) using an array or object with all the settings saved to it is the best solution.

      posted in Bug Reports
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      crd
    • RE: setUseStaticMatrix creates false mic positions

      @d-healey

      Everything seems to be working correctly but for whatever reason I am unable to use .getMicPositionName inside of a combo box call back the way I'd hoped. It always returns the values of the last loaded sample map not the current one. However .getMicPositionName called via a button callback works as I would expect it. Here is an example project that demonstrates the issue I am having:
      https://www.dropbox.com/s/qfkhhq8exbbvsbo/staticMatrixIssue_2.zip?dl=0

      posted in Bug Reports
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    • RE: setUseStaticMatrix creates false mic positions

      @d-healey Yes. It all seems to be working correctly now. Thanks!

      posted in Bug Reports
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