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Posts
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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)
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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.
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RE: Default Oversampling Filter
@tomekslesicki is selectable in the oversampling node.
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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. -
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
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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
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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.
Luckily, I have a monitor just for the DSP network.
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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
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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?
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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. -
RE: Sticky knobs
Is this an IPP thing? Appears to be related to drawing the impulse waveform.
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RE: Slider issue
@pcs800 it looks like you aren't dividing the frames into the correct vertical pixel height.
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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
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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-spaceI 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
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RE: Running a shell script
@tomekslesicki Use the .sh extension and then chmod +x on the file so it's executable.
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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
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RE: Running a shell script
What about using an AppleScript instead? This will pop up the MacOS system dialog to enter a password.
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RE: How to get CPU serial number using HISE?
@CatABC You have to enable this setting in projucer and rebuild HISE:
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.