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    Recent Best Controversial
    • RE: Preset Browser Tags....?

      @DanH said in Preset Browser Tags....?:

      @Lindon Nice, I need to do something similar. So are all the presets in one folder? So the user searches by tag essentially? How do you deal with Expansions?

      yes the Presets all live in AppData/User Presets, expansions ship with their own meta data file called (unsurprisingly) MyExpansionName_presets.json.

      Note:I dont "do" expansions like anyone else here I think (thank god) so the only attribute of expansions I use is the {EXP::somename} for the sound loading capability, and AppData/Expansions as the place where the samplemaps live. So my plugin downloads and installs expansion components into the "standard" folders - so all expansion presets live in AppData/User Presets too...

      posted in Scripting
      LindonL
      Lindon
    • RE: Preset Browser Tags....?

      @Chazrox heres what the browser looks like:

      3f680ffc-92d0-41d3-a3a3-03638f4bbf7f-image.png

      posted in Scripting
      LindonL
      Lindon
    • RE: Rename Monolith Files?

      @Chazrox said in Rename Monolith Files?:

      How do I rename a samplemap that I already compiled as a monolith? Im tempted to just delete it but I think I caused some crashes last time I did that so I want to make sure before I do anything. I accidentally misnamed something and I just want to fix the name if possible.

      Thanks! 🙏

      Well basically you cant - the monolith is a compressed item if I remember correctly - I dont use them any more,...

      One work around that might work is to rename your preset(s) to whatever you want in your UI, and in the sample map load process look up the bad name associated with your nice new name and load that...

      {
        "RemappingCollection": [
           {
                "nastyOldName": "UglyUgly",
                "niceNewName":   "HappyAsLarry"
          },
          {    
              "nastyOldName": "DumbDumbDumb",
              "niceNewName":   "SmartyPants"    
          }  
          ]
      }
      
      posted in Scripting
      LindonL
      Lindon
    • RE: Preset Browser Tags....?

      @Chazrox more or less yes, heres a look inside the Factory_presets.json file:

      {
        "ExpansionName": "Factory",
        "Key": "Not Set",
        "PresetCollection": [
          {
            "PresetName": "ActionArp",
            "PresetLocation": "{PROJECT_FOLDER}/User Presets",
            "PresetTags": [
              "Factory",
              "Arps"
            ],
            "DataFile": "Factory_presets.json"
          },
          {
            "PresetName": "ArcadeVibe",
            "PresetLocation": "{PROJECT_FOLDER}/User Presets",
            "PresetTags": [
              "Factory",
              "Arps",
              "Distorted"
            ],
            "DataFile": "Factory_presets.json"
          },
          {
            "PresetName": "Arp Chorder",
            "PresetLocation": "{PROJECT_FOLDER}/User Presets",
            "PresetTags": [
              "Factory",
              "Arps"
            ],
            "DataFile": "Factory_presets.json"
          },
          {
            "PresetName": "Atmos Arp",
            "PresetLocation": "{PROJECT_FOLDER}/User Presets",
            "PresetTags": [
              "Factory",
              "Arps",
              "Eerie"
            ],
            "DataFile": "Factory_presets.json"
          },
      
      posted in Scripting
      LindonL
      Lindon
    • RE: Preset Browser Tags....?

      @Chazrox so what I did was hold the tags in a meta data file(json) in the app data folder where each preset has an entry with an array of tags associated with it.

      I read the json file at init, retain a list of unique tags, and display these in the custom preset browser. In the browser when the user selects a set of tags I display all matching presets.

      I allow the user to add and delete presets,, add and remove tags to a preset and create new tags...

      There is a json file for the factory sounds and another for each expansion.

      posted in Scripting
      LindonL
      Lindon
    • RE: Preset Browser Tags....?

      @Chazrox when it came to using a tag based solution I found the default presets browser too inflexible so I bit the bullet and built my own browser...

      posted in Scripting
      LindonL
      Lindon
    • RE: How to include the samples when building the plugin?

      @jeffd er.. doesnt that just give you an empty Link file? what you actually want in this approach is to have the link file deleted.

      You'd be way better off just asking (in the plugin) for the new folder...and replacing the current Link file value.

      posted in Newbie League
      LindonL
      Lindon
    • RE: HISE Meet Up

      One of the things I would find interesting to discuss at one of these meet ups (probably not the next one as it seems to be rightfully aimed at the new modulation system) is how each of us is using AI in our development processes, and if and how we might improve the tool set for our specific use case...

      posted in General Questions
      LindonL
      Lindon
    • RE: Mono delay

      I still think merging 2(or more) audio channels in scriptNode is a pain, unless someone has a nice simple example???

      posted in General Questions
      LindonL
      Lindon
    • RE: Syncing Custom LFO to Plugin Attributes

      @xander what do you mean by "custom made"?

      posted in General Questions
      LindonL
      Lindon
    • RE: Mac FX failing pluginval.....

      @Christoph-Hart said in Mac FX failing pluginval.....:

      @Lindon said in Mac FX failing pluginval.....:

      DLL?, If so then if its broken(corrupt) for one HCFX shouldn't it be broken for all of them?

      Yes, but the error you describe is not a deterministic programming logic error but a case of undefined behaviour - something in there is not clearing the buffers correctly and this may or may not result in trash values being in there which is what pluginval complained about.

      Okay, well its all a bit academic and I dont want to monopolise your time, but that sorta doesnt jive with my understanding(which may well be where the fault lies)... these HCFX are simple filters, and there is no signal being sent thru them by pluginval, and they work fine in 3 cases (slots 1,2, & 4) but not a 4th(slot 3), where all cases are exactly the same "piece of code". One of them is generating "something unpleasant"(tm) which I might thing was the cumulative effect of the previous signal modifications, but then the 4th slot should accept this unpleasant output and reproduce it again, and it doesnt....

      So bypass slot 3, but include slots 1,2, & 4 = passes
      Bypass Slot 4, and include 1,2 & 3 = fail
      bypass everything except 3 = fail
      Bypass any combo that includes slot 3 = pass

      well never mind this bit is working, more pressing issues(like the macro modulators not working at all...)

      posted in General Questions
      LindonL
      Lindon
    • RE: Mac FX failing pluginval.....

      @Christoph-Hart said in Mac FX failing pluginval.....:

      @Lindon what if you put the entire network in a frame container?

      Thanks yes that may help, but as you may see above the issue seems resolved - well this issue anyway - with this product, somehow the 3rd Hardcoded FX was corrupted. Simply deleting it, and replacing it and loading the same script again made it work...

      Of course this sort of breaks my mental model of how HISE is working at any level with Hardcoded FX.

      i.e. If I load the same compiled script node into 4 different Hardcoded FX aren't they using and referencing the same "spot" in the DLL?, If so then if its broken(corrupt) for one HCFX shouldn't it be broken for all of them?

      posted in General Questions
      LindonL
      Lindon
    • RE: Macro Modulators in FX

      @Lindon Ok I was conflating Global Modulators and Macro modulators, so cleaned up the title and my posts....

      I have Macro modulators in an FX and they are completely screwing my plugin, so before I rebuild (again, or wait until I can get to V5 and its all new modulation system...) does anyone know if these work properly in FX?

      Sidebar question re V5 modulation...does it work in FX?

      posted in General Questions
      LindonL
      Lindon
    • RE: Mac FX failing pluginval.....

      @ustk said in Mac FX failing pluginval.....:

      @Lindon what about setting the strictness level of pluginval to a lower value?
      I don’t really know what it does though… I always keep mine at 10

      10, 7 , whatever same same...

      posted in General Questions
      LindonL
      Lindon
    • RE: Is it possible to merge two ch1 files?

      @CatABC nope... you will have to rebuild with a different size limit

      posted in General Questions
      LindonL
      Lindon
    • RE: Mac FX failing pluginval.....

      @DanH well Im not using HISE 5.

      posted in General Questions
      LindonL
      Lindon
    • RE: Macro Modulators in FX

      @Lindon sadly that aint it, ......anyone?

      posted in General Questions
      LindonL
      Lindon
    • RE: Macro Modulators in FX

      @Lindon hmm t-shirt time I think:

      Link Preview Image
      Effects and Global Modulators

      I added a global modulator (an LFO for my filter freq) but it seems not to work in my FX when compiled...is there some secret I should know or do Global Mod...

      favicon

      Forum (forum.hise.audio)

      posted in General Questions
      LindonL
      Lindon
    • Macro Modulators in FX

      OK so having got my plugin to pass pluginVal, now to get it to start behaving on MacOS how it should...

      Here's my Module Tree:

      a767149a-1e88-4c83-8c91-049adad5c06f-image.png

      and here's how Im referencing them:

      	Engine.setFrontendMacros(["LFO1", "LFO2", "LFO3", "LFO4"]);
      

      But none of these Macro Modulators work in the compiled FX plugin - they work fine in HISE, and by work I mean, show up as a right click assignment option: do anything to their attached target controls....so Q1:

      Do Macro Modulators even work in FX plugins?

      posted in General Questions
      LindonL
      Lindon
    • RE: Mac FX failing pluginval.....

      @Lindon said in Mac FX failing pluginval.....:

      @Lindon okay so now its getting a bit silly....

      I have 4 instances of a script node in my plugin, all compiled, all the same and if I activate 2 of them we pass, if I activate the third , we fail with this Nan silliness...

      ...aaaand it turns out(by the look of things) that it is this third script node Hardcoded effect that is somehow corrupted....delete instance 3 - add a new instance 3 in its place and we pass pluginval...

      ...how in Gods name are we ever going to find this sort of thing beyond laboriously deleting and replacing every single scriptnode/hardcoded effect until it works...????

      posted in General Questions
      LindonL
      Lindon