@JulesV I haven't heard back from Christoph so I assume not...
Posts
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RE: Latest version of HISE breaks existing presets....posted in General Questions
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RE: Change Look And Feel Dynamicallyposted in General Questions
@Orvillain definitely do-able, I do it here - where each effect slot has a fixed max number of knobs, and depending on which effect is loaded in a slot it selects the correct background, colours and knob styling (as well as visibility and placement obviously):

-- theres even a control on the Ui to set overall brightness of the colour palette...
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RE: More Full Expansion issues.....posted in Scripting
@Lindon well there was a problem in one of my includes, that neither HISE player nor HISE expansion projects was prepared to report.... so moving on for a bit...
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RE: More Full Expansion issues.....posted in Scripting
@David-Healey Okay I will send you a link - I cant post it here as the Activation Module is not mine...
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RE: More Full Expansion issues.....posted in Scripting
@David-Healey they are in the init of the expansion...
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More Full Expansion issues.....posted in Scripting
OK so I have a Player, and a Full expansion it is loading....
This works fine if I dont add the activation code but the player and the expansion share a code library for doing activation....so I load the activation module in both the player and the expansion....
This activation module creates its own UI in both cases, so there will be some duplicated named objects but Im not sure if thats important or not, as the expansion is loading, and in (my) theory completely overwriting the players code base....
So I load the player, all fine, I load the Full expansion, and the activation screens show up - still fine...
But none of the ui works now...literally nothing.
Some observations:
HISE wont let the expansions code use const in some instances: Complaining they are not at a GLOBAL level, since when was that required?
HISE wont recognise or load my logging code, so this bit of code appears in both the player and the expansion:
var logDir = FileSystem.getFolder(FileSystem.AppData); var log = logDir.getChildFile("Log.txt"); var logContents; if(!log.isFile()) { logContents = ""; }else{ logContents = log.loadAsString(); }telling me .isFile() isnt recognised.....but if I do this(just rename log to mylog):
var logDir = FileSystem.getFolder(FileSystem.AppData); var mylog = logDir.getChildFile("Log.txt"); var logContents; if(!mylog.isFile()) { logContents = ""; }else{ logContents = mylog.loadAsString(); }it doesnt object... so this makes me think for some reason its objecting to having a button called inlayActivateButton in the player and also having a button called inlayActivateButton in the Expansion....
Clearly theres some rules I dont know about, anyone have any clues why this is the way it is...
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RE: Embed non-audio files into the plugin?posted in General Questions
@Orvillain said in Embed non-audio files into the plugin?:
@Lindon Hmmm, no they are not. Not at the moment. I have embed audio files and embed image files enabled btw.
as Christoph says above, I found non-image and non wav files in the Audio Files folder didnt load well - so I had to abandon the embedding and they had to get copied in there by the installer...
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RE: Embed non-audio files into the plugin?posted in General Questions
@Orvillain are they also in the AppData folder structure?
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RE: Sampler: Preload Size questionposted in General Questions
@Christoph-Hart said in Sampler: Preload Size question:
You probably might want to put that in a non-preset setting file somewhere.
exactly what im doing....
with the complication that the Preload size is actually being set in another executable, the "player", so now when the Full instrument Expansion gets loaded I say this in the init:
for(i = 0; i < NUM_SAMPLERS; i++) { if((instrumentMetadata.instrumentSettings.PreloadBuffer * 1024) != TheSamplers[i].getAttribute(TheSamplers[i].PreloadSize)) { TheSamplers[i].setAttribute(TheSamplers[i].PreloadSize, instrumentMetadata.instrumentSettings.PreloadBuffer * 1024); } }only question is -- do I need to wait for everything to load before checking this?
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RE: Combobox not syncing Presets properlyposted in Scripting
@duma as Dave says... and this is why most of us ran away from using comboBoxes for this, instead one alternative approach is:
- add a TextBox to your UI, that contains the name of your preset (or sample map) and this is the saveInPreset object that loads your preset or map.
Your Combo Box is then just there to populate this textBox and call changed() on it... the comboBox then should not be saveInPreset...
It is also possible to set the LAF for your comboBox to show nothing in its default state...and you can then place a LAFed textBox that looks exactly like a "closed" ComboBox underneath the ComboBox, thus from the end users point of view it looks and behaves just like a regular ComboBox
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RE: Sampler: Preload Size questionposted in General Questions
@David-Healey so follow up question....
how is this new setup saved? part of a preset?
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RE: Sampler: Preload Size questionposted in General Questions
@David-Healey duh...didnt even look, silly me... Ok great thanks.
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Sampler: Preload Size questionposted in General Questions
Ok so I want to be able to change the preload size for my samplers, easy enough but....
Lets say I do this, changing from 8192 to (say) 1024....
do this get applied immediately? so the sample map is reloaded, or do I have to reload the sample map myself to get it to work???
Cant find any documentation to say one way or the other...
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RE: Sampler oneshot mode in scriptingposted in General Questions
@David-Healey thanks yeah spent another go round in the source to uncover this too.. thank you.
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Sampler oneshot mode in scriptingposted in General Questions
MAAAN! I cant WAIT for the new documentation!!!
I want to set a sampler into one shot mode (and back again) in my script:
TheSamplersAsSamplers[0].setAttribute(TheSamplersAsSamplers[0].OneShot,0);Can anyone tell me the correct attribute name?
I looked in XML
<Processor Type="StreamingSampler" ID="mySampler" Bypassed="1" Gain="0.0" Balance="0.0" VoiceLimit="256.0" KillFadeTime="20.0" IconColour="0" PreloadSize="8192.0" BufferSize="4096.0" VoiceAmount="256.0" SamplerRepeatMode="3.0" RRGroupAmount="1.0" PitchTracking="1.0" OneShot="1.0" CrossfadeGroups="0.0" Purged="0.0" Reversed="0.0" NumChannels="1" UseStaticMatrix="0.0" Group0Table="" Group1Table="" Group2Table="" Group3Table="" Group4Table="" Group5Table="" Group6Table="" Group7Table="" SampleMapID="myMap"> <ChildProcessors>which makes it look like it should be "OneShot" but that give this:
Interface:! Warning: undefined parameter 0 -
RE: Capturing CC values for Assigned Controllers....posted in General Questions
@David-Healey yes thank you - perfect.
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Capturing CC values for Assigned Controllers....posted in General Questions
So I have a couple of LAF-ed sliders to represent Pitch Wheel and Modulation Wheel

In my on Controller call back I look for their CC numbers and move them accordingly...
function onController() { if(Message.getControllerNumber() == 1) { ModulationControlDisplay.setValue(Message.getControllerValue()); }; if(Message.getControllerNumber() == 128) { PitchControlDisplay.setValue(Message.getControllerValue()); }; }This all works fine - I wiggle either of these and the sliders get re-drawn.... until.....
I assign CC1 to some on-screen widget..... now wiggling the Mod Wheel moves this on-screen widget...but I dont get to see the CC value showing up in my script, so the LAF-ed wheel never gets redrawn....
Do we have a work around?
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RE: Latest version of HISE breaks existing presets....posted in General Questions
@Christoph-Hart I think not. As this is showing up in HISE as well as compiled plugins.... see my posts at the start about using Console.print to tell me whats happening...
Sent you the project link to your email
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RE: Latest version of HISE breaks existing presets....posted in General Questions
@Christoph-Hart said in Latest version of HISE breaks existing presets....:
@Lindon yes send over.
So your particular problem is that plugin parameters + macros + preset recall is not working (mastervolume +30 = 1.0 normalized)?
yes that about sums it up - I will send it over...