HISE Logo Forum
    • Categories
    • Register
    • Login
    1. HISE
    2. eggnog
    3. Posts
    E
    • Profile
    • Following 0
    • Followers 0
    • Topics 3
    • Posts 9
    • Groups 0

    Posts

    Recent Best Controversial
    • RE: LLVM Error building on OSX

      @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.

      posted in General Questions
      E
      eggnog
    • RE: Multiple MainController's/SynthChain's

      @Christoph-Hart Makes sense, I investigated more about having multiple MainController's and it was definitely the wrong route. Pretty satisfied with FRONTEND_IS_PLUGIN for my use-case.
      Thanks!

      posted in C++ Development
      E
      eggnog
    • RE: Multiple MainController's/SynthChain's

      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 define FRONTEND_IS_PLUGIN to 1, but that might not be the right approach for my use case.

      Any help appreciated!

      Thanks!
      E.

      posted in C++ Development
      E
      eggnog
    • Multiple MainController's/SynthChain's

      Hi!

      Quick question: is it currently possible to run multiple MainController's (and SynthChain's) simultaneously ?
      I'd like to host each instance of a ModulatorSampler in a separate track plugin to allow rendering each of them separately (and possibly concurrently). The only concern about this is that the MainController has its own SampleManager, so if I create multiple instances, I get mulitple SampleManager's as well. It would be quite trivial to use a unique SampleManager, but I'm just wondering if that's the right approach to get a more fine-grain access to processing different chains separately.

      TIA!
      E.

      posted in C++ Development
      E
      eggnog
    • RE: Previewing segments of the same sample

      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.

      posted in C++ Development
      E
      eggnog
    • RE: Previewing segments of the same sample

      Alright for those interested, the most straightforward solution (in my case) was to map one ModulatorSamplerSound per 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.

      posted in C++ Development
      E
      eggnog
    • Previewing segments of the same sample

      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 ModulatorSamplerSound referencing the same sample over a range of MIDI notes (1 per slice), each sound having a specific SampleStart / SampleEnd
      • Simply set the SampleStart and SampleEnd right before triggering the portion of the sample
      • Use SamplePreview from the SampleEditorHandler

      I believe all methods would work but some might have advantages over others.

      Thanks in advance for any help,
      E.

      posted in C++ Development
      E
      eggnog
    • RE: Storing extra properties within ModulatorSamplerSound

      @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.

      posted in C++ Development
      E
      eggnog
    • Storing extra properties within ModulatorSamplerSound

      Hi there! Quick question.

      What would be the best approach to store extra properties (using a child ValueTree) within ModulatorSamplerSound? I tried using the data ValueTree (via ModulatorSamplerSound::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.

      posted in C++ Development
      E
      eggnog