@d-healey I will have a look, but I guess this option will not work at this time due to time pressure. Thanks anyway, at least I know the limitations.
Posts
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RE: Change text input position in drawPresetBrowserDialog
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RE: Change text input position in drawPresetBrowserDialog
Thanks @d-healey !
Oh damn. How can I do that?
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Change text input position in drawPresetBrowserDialog
Hi everyone,
I would like to ask for a little help.
I am currently working on a preset browser, and I changed the look of the dialog with drawPresetBrowserDialog.
But I can not change the position of the text input. My goal is to follow the changes of obj.labelArea, and somehow make it centered, but it doesn't work.
My code:
laf.registerFunction("drawPresetBrowserDialog", function(g, obj) { obj.area = [obj.area[0] + 75.0, obj.area[1], obj.area[2] -150.0, obj.area[3]]; obj.labelArea = [obj.labelArea[0] + 40.0, obj.labelArea[1], obj.labelArea[2] -80.0, obj.labelArea[3]]; g.fillAll(0x00000000); g.setColour(0xF0CECECE); g.fillRoundedRectangle(obj.area, 5.0); g.setColour(0x76000000); g.fillRoundedRectangle(obj.labelArea, 2.5); g.setColour(0xFF222222); g.drawAlignedText(obj.text, [-32, 160, 350, 4], "centred"); });
Is there any workaround for this?
Thanks!
Gábor -
RE: Hardcoded Neural Network does not work as expected
@Dan-Korneff Thanks, Dan! Let me know if it will work on your end.
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RE: Hardcoded Neural Network does not work as expected
@Christoph-Hart
Here's an update about the actual status.The JSON exception issue disappeared after I put all the file content into the script as an object. Now the plugin always opens, and the "plugin is not recognized" issue disappeared. Yay!
However, the neural stuff I am using still acts as bypassed in the exported plugin. In HISE it works properly, in the exported plugin it doesn't.
HISE_INCLUDE_RT_NEURAL=1 is used during the export as well.
Any tips for possible next steps?
Is there anyone who is facing the same issue, or who has a working setup with the same settings? -
RE: Hardcoded Neural Network does not work as expected
@Christoph-Hart
I could not solve the problem yet, but I have more details.When I run the plugin in debug mode, I get this error message:
I tried the same with the example project (NeuralNetworkExample):
- add script to create neural network, load the model layout weights (in this case model_tf.json), and load Tensorflow model
- add the model into a ScriptNode FX in math.neural
- export file to DLL and load it as a Hardcoded Master FX
- export plugin
I got the same error message as above. The JSON files pass JSON Validation, and the models work properly inside HISE, they are sounding in the way as expected.
Do you have any ideas on which direction should I move forward?
Your help would be greatly appreciated. :folded_hands: -
RE: Hardcoded Neural Network does not work as expected
@Christoph-Hart
I've added this to the extra definitions, but it's still the same. -
RE: Hardcoded Neural Network does not work as expected
Oh, and I did the same with the Example Neural Network snippet, and I had the same issue there as well.
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Hardcoded Neural Network does not work as expected
Hi everyone,
I'm currently building a plugin with a distortion neural network inside.
I used Tensorflow, and added my model in the same way as in the example snippet:
const var tf = Engine.createNeuralNetwork("ExampleNetwork");; const var weights_tf = pythonRoot.getChildFile("model_tf.json").loadAsObject(); tf.loadTensorFlowModel(weights_tf);
then I load it in Scriptnode into the Math.neural node, export it as dll, and use it as a Hardcoded Master FX. Everything works fine in HISE.
However, as soon as I export my plugin, and load it into my DAW, the plugin is not recognized.
If I remove the script (see above), and export again, the plugin loads up, but the neural network sounds like it's bypassed (it's hardcoded, so it's weird). This way it acts the same way inside HISE as well (bypassed).
Then I added the code above again, it works well in HISE, but the plugin is not recognized again when it is exported.What can be the problem here? Is there something I am missing?
Thanks!
Gábor -
RE: OpenGL shader is not working in 4.0.0
Thanks @Christoph-Hart !
I went through your points and everything seems to be working well now, even the shader we use in our plugin! I'm not 100% sure what made it work, as OpenGL was already enabled in the GeneralSettings.xml file, but everything is running smoothly now.
Thanks again for your time!
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RE: OpenGL shader is not working in 4.0.0
Thanks @ustk and @Christoph-Hart !
Yeah it would be definitely just an eye candy. We already designed the GUI of our product to have that in 3.6.2, and comitted to it, so we would stick to that whenever it is possible in version 4.0.0 as well.
@Christoph-Hart Please let me know when you could take a look, your help would be greatly appreciated. :folded_hands:
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RE: OpenGL shader is not working in 4.0.0
Is there anyone who works with shaders in HISE 4.0.0? If yes, at least I would know that I have some problems with my setup.
If someone is working with shaders, is there anything special in making it work besides enabling OpenGL?Thanks in advance!
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RE: OpenGL shader is not working in 4.0.0
@Christoph-Hart
I tried the Morphball snippet, and it works fine in HISE (Morphball is showing up, and reacts to the sound), but not in the exported plugin (only the keyboard is visible at the bottom). -
RE: OpenGL shader is not working in 4.0.0
@d-healey I just exported it again from 3.6.2, and it still works fine.
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RE: OpenGL shader is not working in 4.0.0
Thanks @aaronventure ! The intereting point is that my plugin worked properly with HISE 3.6.2, and I could export it, and use as a plugin on my Mac. Now I can't.
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RE: OpenGL shader is not working in 4.0.0
Hi again,
Is there anyone who successfully used a shader in HISE 4.0.0?
Any help would be greatly appreciated.Thanks!
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OpenGL shader is not working in 4.0.0
Hi everyone,
I used some OpenGL shaders in my project, which worked fine in HISE 3.6.2. Now I moved to 4.0.0, and in HISE everything seems to be working fine, but as soon as I export it into a plugin, it doesn't work anymore.
Mac: The plugin is not opening in my DAW, it says "It could not be opened".
Win: The plugin starts properly in my DAW, but the shader panel is not showing anything.As soon as I remove my shader, the plugin works fine again on my Mac as well.
Do you have any idea what can be the problem?
Thanks!
Gábor -
Accessing SliderPack in ScriptNode through an EffectSlot
Hi everyone,
Quick question:
I can access and change the parameters (e.g. Sliders) of an effect with scripting through a SlotFX like this:EffectSlot1.getCurrentEffect().setAttribute(paramIndex, 1.0);
Is there any possibility of accessing a SliderPack made in ScriptNode in the same way through SlotFX? I have set it up as an External SliderPack Slot.
If I add a SliderPack to the interface, I can set the "ProcessorId" to the HardcodedMasterFX, and that's fine, but not for me. I want to do it with scripting, in the same way as for my other parameters, but the SliderPack is not available as Attribute.
Thanks in advance!
Gábor