@dustbro @d-healey Quick update, I stumbled upon this bug while archiving my app too. Just tried with Xcode 14 beta 2 and it works. It took a LONG time to link though, but at least it doesn't SIGTRAP!
Cheers.
E.
Posts
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RE: LLVM Error building on OSXposted in General Questions
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RE: Multiple MainController's/SynthChain'sposted in C++ Development
@Christoph-Hart Makes sense, I investigated more about having multiple
MainController's and it was definitely the wrong route. Pretty satisfied withFRONTEND_IS_PLUGINfor my use-case.
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RE: Multiple MainController's/SynthChain'sposted in C++ Development
Moreover, right now updating some sample properties (like Sample Start/End), is done via the
KillStateHandler, which kill all voices on the main synth chain, which momentarily suspend all sampler instruments, app-wise.
I can avoid this by setting the defineFRONTEND_IS_PLUGINto 1, but that might not be the right approach for my use case.Any help appreciated!
Thanks!
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Multiple MainController's/SynthChain'sposted in C++ Development
Hi!
Quick question: is it currently possible to run multiple
MainController's (andSynthChain's) simultaneously ?
I'd like to host each instance of aModulatorSamplerin a separate track plugin to allow rendering each of them separately (and possibly concurrently). The only concern about this is that theMainControllerhas its ownSampleManager, so if I create multiple instances, I get mulitpleSampleManager's as well. It would be quite trivial to use a uniqueSampleManager, but I'm just wondering if that's the right approach to get a more fine-grain access to processing different chains separately.TIA!
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RE: Previewing segments of the same sampleposted in C++ Development
Note that I had to disable the pool "search mode" when loading the same sample over a range of MIDI notes, otherwise updating the start/end positions would be mirrored on every sample.
auto pool = sampler->getSampleMap()->getCurrentSamplePool(); jassert(pool); pool->setDeactivatePoolSearch(true);I believe this is why this pool mode exists, @Christoph-Hart, i.e.: to allow each duplicate sample entry to have its own properties?
E.
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RE: Previewing segments of the same sampleposted in C++ Development
Alright for those interested, the most straightforward solution (in my case) was to map one
ModulatorSamplerSoundper MIDI note and set the Sample start/end accordingly.It would be really cool to be able to synchronously set the sample start/end positions without killing the voices when the sample is loaded entirely in memory (no streaming).
E.
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Previewing segments of the same sampleposted in C++ Development
Hi!
I am currently implementing a sample slicer (aka sample chop) and I want to let the user preview each slice individually.
What would be the most straightforward approach for this purpose:
- Map a
ModulatorSamplerSoundreferencing the same sample over a range of MIDI notes (1 per slice), each sound having a specificSampleStart/SampleEnd - Simply set the
SampleStartandSampleEndright before triggering the portion of the sample - Use
SamplePreviewfrom theSampleEditorHandler
I believe all methods would work but some might have advantages over others.
Thanks in advance for any help,
E. - Map a
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RE: Storing extra properties within ModulatorSamplerSoundposted in C++ Development
@Christoph-Hart Hi! Thanks for the quick reply. Yeah, that's what I came down to, I'll base64 encode my properties to avoid adding a child ValueTree. That'll work even though it's not really optimal.
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Storing extra properties within ModulatorSamplerSoundposted in C++ Development
Hi there! Quick question.
What would be the best approach to store extra properties (using a child ValueTree) within
ModulatorSamplerSound? I tried using thedataValueTree (viaModulatorSamplerSound::getData()) and appending a new child ValueTree to store my own properties, but upon reloading it's getting interpreted has multi-mic data.The alternative would be to store my properties outside but I thought I'd ask first, as there might be a way to do this already.
Thank you in advance!
E.