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    Recent Best Controversial
    • RE: Trying to compile FX plugin...new error on me...

      @Lindon Yes you spotted both of the main issues:

      1. JuceHeader collision. Previous versions used #include "../Binaries/JuceLibraryCode/JuceHeader.h" which was fine for the DLL, but exporting to VST3/AU caused the JuceHeaders (project info like companyName, versionString, etc.) to be pulled in twice. Solution is just to use #include <JuceHeader>

      2. .cpp.inc is resolved on all Fx to just .cpp (it was a leftover from the batch compile I ran).

      3. A handful of effects couldn't be compiled together — some of the amp/saturation nodes (the ones based on a shared __Gain_H template) and a few of the k-reverbs. Individually they were fine, but combining them caused build errors. It came down to a couple of effects accidentally reusing the same internal names behind the scenes, so they stepped on each other once everything compiled together. That's now sorted out, and the full set compiles as one.

      The repo is up-to-date now and should be more stable.

      posted in General Questions
      HISEnbergH
      HISEnberg
    • RE: Trading DSP's!

      @Chazrox Nice. I recall there was actually a fairly decent Harmonic Exciter made in scriptnode shared on the forum a while back.

      You're also welcome to plumb the Hise-fxLibraries . It's mainly C++ libs, but there's also a Faust one.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Logic crashes on startInternalDrag

      @Oli-Ullmann I reached out to Ableton last year for a NFR copy of Ableton 12 to test plugins and they were more than happy to accommodate me. Worth a shot ;)

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: One shared Script Voice Start Modulator for many Samplers?

      @observantsound I think the HISE CLI will one day handle this: https://github.com/christophhart/hise-cli . So you can point an AI agent at HISE and have it build the module tree.

      Likewise, you can crack open the .xml and copy/paste whatever is happening with one sampler to all the others, but you will need to update the names and everything. You can also just let an AI do that (but it can become problematic if it becomes corrupted).

      I believe your intuition was correct though, using the builder is meant to solve this but it is buggy atm.

      It can become tedious work though, a copy/paste feature for the module tree would be a nice addition.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Full Expansions again....MASSIVE problems.....Warning swearing in the message....

      @Lindon Given that Rhapsody uses it (and I see some people posting issues with it actually, is this the same issue?), would david's system be an option for you here?

      posted in General Questions
      HISEnbergH
      HISEnberg
    • RE: Full Expansions again....MASSIVE problems.....Warning swearing in the message....

      @dannytaurus 🤣 😂

      Agreed the Expansion system deserves quite a bit more swearing. I think it could use a pretty serious overhaul especially on the UX side when developing.

      posted in General Questions
      HISEnbergH
      HISEnberg
    • RE: Testers Needed for Rhapsody v3

      @David-Healey Yup was trying to save over the factory preset 🙃

      I used the drag n' drop feature for the sample install. Worked without an issue, it also removed the .hr1.

      posted in General Questions
      HISEnbergH
      HISEnberg
    • RE: Testers Needed for Rhapsody v3

      @David-Healey I like the LAF 😎

      The only thing I managed to break: Holding a note and adjusting the Transpose caused a hanging note. I'm assuming that's more of an issue with the MIDI module in HISE and it's not a really big deal anyways. Personally I keep a MIDI kill switch on the UI for these reasons.....

      Also, the save button on the Preset Bar doesn't work for me (no alert window, doesn't do anything).

      No other issues to note.

      I tested on Mac and installed the samples via the VST3 in Ableton.

      posted in General Questions
      HISEnbergH
      HISEnberg
    • RE: How do I port DspNetworks ---> NewProject file ?

      As @David-Healey says, the only file you need to copy over are the scriptnode network files (.xml) in the DspNetworks subfolder. Most of that other code is autogenerated when you compile the dll. So if you open them in the text editor you'll see the point to a path related to your project. I think I touched on some of this here.

      Copying over the xml and recompiling in a new project is the way to go!

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox Yea that won't resolve it. The no-space rule in naming files is somewhat ancient at this point, most of the time the compiler will resolve it.

      You also don't need the Custom Node Path set.

      The Export or Setup Wizard I believe has been abandoned which is why it's no longer there.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox Yea sorry I couldn't be more helpful, it seems like my initial suspicions were wrong here.

      Another thing to try, I notice your main folder is called "HISE Projects". Sometimes a space like that can throw the compiler off (a better name is just HISEProjects, no space). This probably isn't the issue but worth trying.

      When you hit that compile to dll button in HISE, there is a bash script that runs which sets up projucer and creates an xcode project, then compiles the dll. It's in DspNetworks/Binaries/batchCompileOSX.sh

      For me it looks like this:

      #!/bin/bash
      PATH="/usr/local/bin:$PATH"
      chmod +x "/Users/ernest/Github/HISE/JUCE/Projucer/Projucer.app/Contents/MacOS/Projucer"
      cd "`dirname "$0"`"
      "/Users/ernest/Github/HISE/JUCE/Projucer/Projucer.app/Contents/MacOS/Projucer" --resave AutogeneratedProject.jucer
      
      set -o pipefail
      echo Compiling  DeleteMe ...
      xcodebuild -project "Builds/MacOSX/DeleteMe.xcodeproj" -configuration "Release" -jobs "8" | "/Users/ernest/Github/HISE/tools/Projucer/xcbeautify"
      

      But it sounds like whatever issue you are having fails before this key file is ever even generated.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox Quite possibly. You could launch the xml in a code editor. Copy and paste the version I sent then try to compile again.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox Yes, maybe just double check. I'm not sure this is the case or if because I am launching the file you sent from the web.

      Screenshot 2026-06-05 at 12.04.00 PM.png

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox said in Build Failed - Missing JUCE 'modules' ?:

      script_fx.xml

      So I used your snippet and saved it to my project. The result is almost the exact same:

      <?xml version="1.0" encoding="UTF-8"?>
      
      <Network ID="script_fx" AllowCompilation="1" Version="0.0.0">
        <Node FactoryPath="container.chain" ID="script_fx" Bypassed="0" Name="script_fx">
          <Nodes>
            <Node ID="gain" FactoryPath="core.gain" Bypassed="0" Name="gain">
              <Parameters>
                <Parameter MinValue="-100.0" MaxValue="0.0" StepSize="0.1000000014901161"
                           SkewFactor="5.422270774841309" ID="Gain" TextToValueConverter="Decibel"
                           Value="0.0"/>
                <Parameter MinValue="0.0" MaxValue="1000.0" StepSize="0.1000000014901161"
                           SkewFactor="0.3010300099849701" ID="Smoothing" TextToValueConverter="Time"
                           Value="20.0"/>
                <Parameter MinValue="-100.0" MaxValue="0.0" StepSize="0.1000000014901161"
                           SkewFactor="5.422270774841309" ID="ResetValue" TextToValueConverter="Decibel"
                           Value="0.0"/>
              </Parameters>
            </Node>
          </Nodes>
          <Parameters/>
        </Node>
      </Network>
      

      But yours is missing the formatting version: <?xml version="1.0" encoding="UTF-8"?>

      Why I do not know!

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox Hmmm. Can you attach both a snippet with the scriptnode network, then also post the .xml from the DspNetworks/Networks?

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox You are trying with JUCE 6 right? The JUCE 8 integration is still very buggy so I wouldn't recommend building with JUCE 8.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: HISE Sampler VSTs Crash? Across multiple brands (FL Win)

      @Straticah I was poking around the HISE source code and saw this was added recently:
      https://github.com/christophhart/HISE/commit/488ad099eeb20a0f14073fefb1971689ae8578d4

      Possibly the fix you were looking for but I haven't tested myself yet!

      posted in Bug Reports
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox If I had to guess right now it looks like the script which HISE runs to autogenerate the template for the dll is failing you. Does the version of JUCE you used to create HISE match the JUCE version in the project settings?

      Screenshot 2026-06-05 at 11.17.05 AM.png

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: Dsp network wont compile: // <--Changed to more relevant title :)

      @Chazrox That is indeed an odd error. After you try the compilation, do you get the Binaries folder showing up in DspNetworks?

      So YourProject/DspNetworks/Binaries

      If so you can try launching and running this directly in XCode:
      DspNetworks/Binaries/Builds/MacOSX/YourProject.xcodeproj

      Building from xcode will give you more informative error reports.

      posted in Scripting
      HISEnbergH
      HISEnberg
    • RE: "Error at node: chain" while 'compiling network to dll'

      I'm looking for documents and examples to guide you and I am seeing this is rather poorly documented.

      Basically DspNetworks folder works like this:

      DspNetworks/Binaries: The compiled DLL. When you compile networks to .dll, HISE is launching and creating a mini-project of just your FX networks, so it contains a .jucer, XCode or VisualStudio file, etc. DLL (Dynamic Link Library) is, to put it crudely, a pre-written and formatted library that contains the DSP code which HISE can load at runtime (for example, load into the HardcodedMasterFx). You can simply delete the entire Binaries folder before compile to DLL for a fresh start (in fact it is a good idea). More info here: https://docs.hise.dev/scriptnode/manual/third_party.html

      DspNetworks/CodeLibrary: I don't look here much, but it's usually where a lot of the faust and snex networks are saved to.

      DspNetworks/Networks: Where scriptnode networks are saved as .xml. So you can actually look at these in a code editor and see the same structure flow and module settings (it is fairly human readable). This is what is saved and recalled when you are launching networks (it's very similar to how a User Preset works).

      DspNetworks/ThirdParty: Mainly for C++ files if you are working that way. I think Snex headers are stashed here as well (I can't remember). You'll also notice HISE will autogenerate headers depending on what you are using, example for Faust.

      AdditionalSourceCode/nodes: This is also important. When you go to compile networks you see the menu below. Basically it is autogenerating some headers that are stashed here for when you are ready to compile the entire project. They help link the compiler to the necessary DSP files. You don't really ever need to bother with this folder, but for a completely fresh build, you can just delete the "nodes" folder before compiling the networks to DLL.

      Screenshot 2026-06-04 at 6.58.44 AM.png

      posted in Scripting
      HISEnbergH
      HISEnberg