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    Recent Best Controversial
    • RE: Full Expansions again....MASSIVE problems.....Warning swearing in the message....

      @David-Healey well done...for now I might stick to my "Load Request File" based appraoch...

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

      @David-Healey yeah I'm sure that was the original intent, but if we all could be bothered to look back at my previous post about how I really didn't like expansions taking the full interface he pretty explicitly say it should be easy to build a "loader" widget and copy it into all the expansions, so I think I'm on safe ground here assuming that the loader should work as outlined above...

      posted in General Questions
      LindonL
      Lindon
    • RE: Testers Needed for Rhapsody v3

      @David-Healey Im using this:

      33318d98-d689-403a-a99f-b9058d693c22-image.png

      to unload the expansion...

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

      @dannytaurus well good or not..it works....

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

      @dannytaurus said in Full Expansions again....MASSIVE problems.....Warning swearing in the message....:

      @Lindon From David's recent discussion about an unload/back button, I think you're right.

      However, my expansion-based project will need to work like yours - freely swapping expansions from a visible grid/list of available ones.

      So working on a work around ---- where I use a file to Request the load of an expansion:

      The player checks the request file every time it loads....if the request == NONE it just sets itself up as nomal... but if it == anything else - it loads the requested expansion...

      So the expansions themselves now no longer load other expansions, they just make a request and unload themselves...back to the Player who handles the load of the new expansion...

      its not great, in fact its a cludge, and Im about 20% of the way thru building it...

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

      @dannytaurus said in Full Expansions again....MASSIVE problems.....Warning swearing in the message....:

      @Lindon Is Engine.setCurrentExpansion useful here? What's the difference? 🤔

      https://docs.hise.dev/scripting/scripting-api/engine/index.html#setcurrentexpansion

      I have no idea what the difference is between Engine and ExpansionHandler versions of this call...

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

      @HISEnberg said in 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?

      I think Rhapsody only lets you load an expansion and then return to the player to load the next one, so the stack doesnt get corrupted

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

      @dannytaurus said in Full Expansions again....MASSIVE problems.....Warning swearing in the message....:

      Load exp1: pointer overload sees currentExpansion == nullptr, snapshots the base as default. Correct. exp1 loads.
      Load exp2 directly: name overload does currentExpansion = nullptr; without notifying, so the chain is still exp1's content. It then calls the
      pointer overload, which now sees nullptr and calls setNewDefault(...) snapshotting the current chain = exp1. The saved "base default" is now silently overwritten with exp1's preset. exp2 loads.
      Unload exp2 (setCurrentExpansion("")): DefaultHandler restores defaultPreset, which is now exp1's tree — but exp1 is no longer the active expansion, so its sample/resource references resolve against the wrong (or no) expansion. Result: the corrupted "nothing loaded, nothing working" UI.

      Almost exactly this yes.....

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

      @dannytaurus said in Full Expansions again....MASSIVE problems.....Warning swearing in the message....:

      @Lindon So you're manually unloading each expansion before loading the next one? Or are you relying on a HISE mechanism to unload/load?

      I've tried both ways ...neither work. I suspect calling eh.setExapnsion("") from within the expansion itself(whihc is what i would need to do) is def. a no go... and myexperience is this is the case...it no fixy the problemy...

      posted in General Questions
      LindonL
      Lindon
    • Full Expansions again....MASSIVE problems.....Warning swearing in the message....

      Full Expansions and the Expansion Handler are frankly a fucking nightmare...

      OK so I have a player.... and two expansions:

      These are listed in the right hand side in a viewport....this viewport is repeated INSIDE each expansion....

      So... start the player - and we get both expansions showing up correctly in the right hand side...

      Double click expansion 1 and it loads (correctly)
      Click its unload button and it unloads back to the player (correctly)
      Double click expansion 2 and it loads(Correctly)
      Click its unload button and it unloads back to the player (correctly)

      OK...

      Double click expansion 1 and it loads correctly...
      Whilst in expansion 1 double click expansion 2, and it loads correctly.....
      Now click the unload of expansion 2....and.....we should go back to the player, but we dont we get:

      UI mess....not the UI of the Player, but instead the UI of Expansion 1.....(I think)

      45571396-df5e-4217-b151-b4a8ca8fff7d-image.png

      How am I unloading the expansions I hear you ask... like this:

      eh.setCurrentExpansion("");

      So it seems the expansion handler is stacking up expansions as they load, and then unloading to the previously loaded expansion (but this is a guess..)

      ANYONE, anyone have any idea how to make this .....work... ???

      posted in General Questions
      LindonL
      Lindon
    • RE: Ui interactions saved but CC or keyswitch isnt.....

      @Chazrox thanks - yeah I will give a hand-coded version a spin...

      posted in General Questions
      LindonL
      Lindon
    • RE: Ui interactions saved but CC or keyswitch isnt.....

      @David-Healey ok thanks I will give it a go...

      posted in General Questions
      LindonL
      Lindon
    • RE: Ui interactions saved but CC or keyswitch isnt.....

      @David-Healey yes

      posted in General Questions
      LindonL
      Lindon
    • RE: Ui interactions saved but CC or keyswitch isnt.....

      @David-Healey yes

      posted in General Questions
      LindonL
      Lindon
    • Ui interactions saved but CC or keyswitch isnt.....

      Ok so I have 5 articulations, and five on screen radio ui buttons to select them with....

      I click any button save my HISE project and re-compile.

      The UI is set to the state I left it in (with the button I pressed == ON). So all good.

      Now I use either a keyswitch or a CC number to change the articulation....

      The buttons change as they should, the articulations load as they should, so all good still....

      I save my HISE project, and recompile......

      The buttons jump back to the last state of a mouse-clicked button....

      What am I forgetting to do?

      posted in General Questions
      LindonL
      Lindon
    • RE: Custom filter graph output within a custom node?

      @Orvillain said in Custom filter graph output within a custom node?:

      Does anyone know a good guide or the latest advice on doing a custom filter graph output for a custom node, so that I can have a floating tile or a script panel pick it up and draw it??

      Im sure you've thought of this, and this is not for a custom node, its for Faust based filter where I wanted a display like the cough normal, filters - only trouble is it doesnt seem to display exactly the same acorss normal and these ascript node based filters

      0e2dd2c1-5455-4293-8690-5dc904448cf0-image.png

      posted in C++ Development
      LindonL
      Lindon
    • RE: Volume Doesn’t Change

      @justinfitzmusic have you added a velocity modulator to the Gain of the Sampler?

      posted in General Questions
      LindonL
      Lindon
    • RE: Directory.hasWriteAccess()

      @David-Healey yeah that seems more comprehensive, its more or less doing under the hood what Im doing in HISEScript... so both approaches have the advantage of getting a result back for the plugin itself (no matter how the user has set up to run it..)

      Thanks for looking and confirming what I'd found.

      posted in General Questions
      LindonL
      Lindon
    • RE: Directory.hasWriteAccess()

      @Lindon yeah that works _ and Im guessing it works for all occasions...its a cludge but it works..

      posted in General Questions
      LindonL
      Lindon
    • RE: Directory.hasWriteAccess()

      @David-Healey well my work around might be;

      to write a file to the folder - and if it fails then its not writable...

      readCheck = FileSystem.fromAbsolutePath(FilePathValue.get("text")+ "\\test.txt");
      testResult = readCheck.writeString("sample folder");
      Console.print("and test result is = " + testResult);
      
      posted in General Questions
      LindonL
      Lindon