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    Recent Best Controversial
    • RE: HISE Bootcamp - Full Course for Beginners

      Congrats!

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: Bug: HardcodedSynth Volume Glitch

      @griffinboy Are you saying that parameter 0 for hardcoded effects are defaulting to the value of the synth volume? (-12dB)

      posted in Bug Reports
      Dan KorneffD
      Dan Korneff
    • Project-Specific Debug Logging Directory Structure

      When you use Settings.setEnableDebugMode(), HISE dumps all debug logs into a global “HISE” folder, which can be a bit messy (especially when juggling multiple projects). It makes it harder to keep logs organized and track down issues for a specific project.

      What’s happening now:
      Logs go to:
      ProjectHandler::getAppDataDirectory(nullptr).getChildFile("Logs/")
      Which means all logs—no matter the project—end up in the same generic spot under AppData. Not ideal if you’re debugging multiple projects.

      What I’m proposing:
      Change DebugLogger::getLogFolder() to use the project’s own AppData directory instead.

      So:

      Each project gets its own log folder (way easier to debug specific issues)

      Presets, logs, and other project stuff stay together

      How it works:
      This would keeps things backwards-compatible:

      In the frontend/plugin: it uses FrontendHandler::getAppDataDirectory() for project-specific logging

      In the HISE editor: it still uses the global method

      Here’s the tweak I made that seems to be working great:

      // DebugLogger.cpp - line 1169:
      #if USE_FRONTEND
      File f = FrontendHandler::getAppDataDirectory().getChildFile("Logs/");
      #else
      File f = ProjectHandler::getAppDataDirectory(nullptr).getChildFile("Logs/");
      #endif
      

      This would make debugging a bit easier on the end user if Logs were kept together with the plugin data.

      posted in Feature Requests
      Dan KorneffD
      Dan Korneff
    • RE: Default Oversampling Filter

      @tomekslesicki is selectable in the oversampling node.

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: Plugin processing no sound...

      @Adam_G the issue I was having seemed to be related to how gestures were implemented. There's a proposed fix from Christoph on github that works for me.
      I'm not sure if it's related to the issues you guys are having, but might be in the same area since the parameters were overhuled recently.

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @Christoph-Hart yup. But I really just wanna compile my C++ node with 60 parameters and toss it in a hardcoded FX 😀

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @d-healey said in How I tell an instance of a ScriptSynth to load a particular DSP network?:

      That's a work of art

      And that's not even a complex arrangement yet 😆

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @Christoph-Hart Even with folded nodes, I have an onslaught of knobs at the top of the container.

      1000009653.jpg

      Luckily, I have a monitor just for the DSP network.

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @Orvillain Those are almost ALL custom C++ nodes. I just need a ton of parameters exposed for tweaking

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @d-healey Am I the only one that ends up with networks like this?

      Screenshot 2025-06-24 150119.png

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How I tell an instance of a ScriptSynth to load a particular DSP network?

      @Christoph-Hart said in How I tell an instance of a ScriptSynth to load a particular DSP network?:

      Consider it a good thing that this missing feature nudges you towards using hardcoded FX modules :)

      Only if it nudges you towards increasing the parameter limit for hardcoded effects. 😉
      Some of my basic nodes can have 40-50 parameters.

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: The big bug tier list

      @Christoph-Hart excellent. I'll give it a try now.

      posted in Bug Reports
      Dan KorneffD
      Dan Korneff
    • RE: Sticky knobs

      Is this an IPP thing? Appears to be related to drawing the impulse waveform.

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: Slider issue

      @pcs800 it looks like you aren't dividing the frames into the correct vertical pixel height.

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: Plugin processing no sound...

      @ustk said in Plugin processing no sound...:

      isPluginParameter

      There's definitely something going on with this. It's affecting automation in the latest version, so I can only imagine it's causing other issues as well. Hopefully I can investigate tonight

      posted in General Questions
      Dan KorneffD
      Dan Korneff
    • RE: Running a shell script

      @tomekslesicki said in Running a shell script:

      it still opens in XCode here becuase it's set as the default app for .sh files.

      Ahh.. I see. Well, you have 2 options with that. #1 is to change the extension.
      I think the .command will automatically open terminal.

      The other option is to use tell application "Terminal" which would activate the Terminal and run your script:
      https://superuser.com/questions/195633/applescript-to-open-a-new-terminal-window-in-current-space

      I haven't done that before, but here's what GPT says:

      Force Terminal to launch and execute the script by explicitly passing the shell command to Terminal.app:
      
      #!/bin/zsh
      osascript <<EOF
      tell application "Terminal"
          activate
          do script "zsh '${PWD}/DeletePlugin.sh'"
      end tell
      EOF
      
      This launches Terminal, activates it, and runs your script using zsh, ignoring file type associations
      
      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: Running a shell script

      @tomekslesicki Use the .sh extension and then chmod +x on the file so it's executable.

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: Running a shell script

      @tomekslesicki I think something like this:

      #!/bin/zsh
      osascript <<EOF
      do shell script "rm -rf '/Library/Audio/Plug-Ins/Components/Plugin.component'; rm -rf '/Library/Audio/Plug-Ins/VST3/Plugin.vst3'" with administrator privileges
      EOF
      
      killall Terminal
      
      

      with administrator privileges will pop up the password dialog

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: Running a shell script

      What about using an AppleScript instead? This will pop up the MacOS system dialog to enter a password.

      posted in Scripting
      Dan KorneffD
      Dan Korneff
    • RE: How to get CPU serial number using HISE?

      @CatABC You have to enable this setting in projucer and rebuild HISE:
      proID.png

      Now HISE will use the new code to gather system IDs.

      Then you need to set JUCE_USE_BETTER_MACHINE_IDS=1 in your project so the exported plugin references the correct system ID.

      Screenshot 2025-06-11 080150.png

      posted in General Questions
      Dan KorneffD
      Dan Korneff