@DabDab @Fortune arguing in a forum is totally pointless guys, and I'm sure the rest of us would prefer not to read any of it. Everyone be nice and civil towards eachother please and we can all carry on making super plugins... :)
DanH
@DanH
Artist / Producer / International DJ / Developer
DC Breaks
DHPlugins
London Town
Best posts made by DanH
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RE: How can I make Vocal Remover Plugin
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Customer Feedback Lols :D
Thought I'd leave these here in case anyone also wants to post hilarious customer interactions to make us all laugh
followed by:
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RE: The definitive feature request & bug fix roadmap
Feature Request: Draggable ADHSR Envelope (like the curve EQ and Tables etc)
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RE: Thank you Christoph
@obolig it's a good post. Had a similar experience and after some digging back in 2020 I came across HISE (not so much digging required these days!).... It was instantly intuitive and the members on this forum more or less taught me how to script. Many thanks for putting it together @Christoph-Hart
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New Plug-In Released - MOD-EQ-1
For anyone interested I released a new effect plug-in this week... The MOD-EQ-1
Check it out here:
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RE: Open GL on Mac
@MikeB So you might know some of this but here is what I've done to get OpenGL working on both plugin and standalone formats:
1 - Place a Floating Tile set to Custom Settings in your project
2 - Set"GraphicRendering": true,
in the Data section
3 - Set this flag below within your project Preferences in the Extra Definitions categoriesHISE_USE_OPENGL_FOR_PLUGIN=1
So in my experience, at this point, the setting for OpenGL will not appear in the Custom Setting floating tile in HISE itself, but it will appear in your compiled plugin / standalone app. Remember to make the Customs Settings window large enough in your project to include all the settings.
Another way to set the OpenGL to be on/off in your compiled plugin/standalone is to navigate to the AppData folder and open the 'General Settings.xml' file and change the OpenGL setting as per below:
<?xml version="1.0" encoding="UTF-8"?> <GLOBAL_SETTINGS DISK_MODE="0" SCALE_FACTOR="1.5" VOICE_AMOUNT_MULTIPLIER="2" MIDI_CHANNELS="1" SAMPLES_FOUND="1" OPEN_GL="1"/>
Hope this helps. @Casey-Kolb may have more to add to this, however, as his excellent Cube plugin uses OpenGL as well :)
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RE: Starting to use HISE is one of the biggest pains in the neck I've ever had
@AudioHobbyist As @d-healey says start without IPP.
However, if you do want it later here's the last installers I downloaded last year which worked with VS2017 / XCode 10.3:
https://www.dropbox.com/sh/4gx74wg1jpfnk7r/AACkGmy8SdV-j0qsiw5VFYFza?dl=0
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RE: HISE HEAVY ON GPU PROCESSING?
@dustbro @Fortune @d-healey @Natan @Tania-Ghosh Ok so I found this thread:
https://forum.hise.audio/topic/2122/open-gl/10
@Lunacy-Audio found the setting in this doc: StandalonePopupComponents.cpp β line 128
#if !HISE_USE_OPENGL_FOR_PLUGIN properties[(int)Properties::UseOpenGL] = false; #endif
I've set it to 'true' and recompiled HISE and now I have the 'Use OpenGL' option in my CustomSettings window :)
Latest posts made by DanH
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RE: AudioWaveform LAF, How to Mono?
@Natan having said that if the sample map is actually mono the AudioWaveform will only display one channel
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RE: AudioWaveform LAF, How to Mono?
@Natan you could hide one of the channels with a panel / inside a panel ?
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RE: Broadcaster Mouse Events - remove double click?
@d-healey ok turns out disabling double click with the broadcaster wouldn't ever help but I managed to edit the source code to get the desired effect :)
Thanks for the help! Always learning
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RE: Broadcaster Mouse Events - remove double click?
@d-healey said in Broadcaster Mouse Events - remove double click?:
|| event.doubleClick
like this?
if (!event.drag && !event.clicked && !event.hover || event.doubleClick)
If so it doesn't change behaviour
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RE: Broadcaster Mouse Events - remove double click?
@d-healey Ok so double clicking is still allowed.... Possibly because all those conditions are still actually met when double clicking...
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RE: Broadcaster Mouse Events - remove double click?
@d-healey Not sure I follow... do you mean like this?
eqWatcher.addListener("RefreshFunction", "sets the table data from FloatingTile12", function(component, event) { if(event.drag || event.clicked || event.hover) { for (k = 0; k < numOfNodes; k++) { //stuff happens } } if (!event.drag && !event.clicked && !event.hover) { return; } });
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RE: Broadcaster Mouse Events - remove double click?
@d-healey Thanks currently I only have this in the callback:
if(event.drag || event.clicked || event.hover)
Do I want a
if(event.doubleclick) { ///Nothing Here }
as well?
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RE: Engine.loadFromJSON if undefined...
@d-healey said in Engine.loadFromJSON if undefined...:
if (!isDefined(data.newThing))
Hmmm... I had tried that. No errors but doesn't do the new thing either....
EDIT - Actually I'd already written some other stuff below which cancelled out the changes to this if statement
So it did work, thanks for confirming!!
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Broadcaster Mouse Events - remove double click?
Very new to broadcasters.... I'm currently using
eqWatcher.attachToComponentMouseEvents("FloatingTile12", "All Callbacks", "Mouse Listener for FloatingTile12");
But I don't want to enable anything for double clicking with the mouse - Is there a way to be selective with mouse events?