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    • LindonL

      More Full Expansion issues.....

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      LindonL

      @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...

    • LindonL

      Sampler: Preload Size question

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      LindonL

      @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?

    • LindonL

      Sampler oneshot mode in scripting

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      LindonL

      @David-Healey thanks yeah spent another go round in the source to uncover this too.. thank you.

    • LindonL

      Capturing CC values for Assigned Controllers....

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      LindonL

      @David-Healey yes thank you - perfect.

    • LindonL

      Trying to build DLL with a newly downloaded HISE

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      LindonL

      @David-Healey yep great, and dumping the quarantine worked for me so thanks.

    • LindonL

      Player and expansion communication......

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      LindonL

      @Christoph-Hart said in Player and expansion communication......:

      @David-Healey yup sync

      Good news then.. thanks.
      @David-Healey and thanks to you too.

    • LindonL

      Viewport - set(""viewPositionY")

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      LindonL

      @David-Healey nope there are no dynamic panels any more...

    • LindonL

      Images in panels - load and unload

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      LindonL

      @Lindon ohh

      "height": undefined <---whata dumb ass....

    • LindonL

      Hise.Activate

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      LindonL

      @dannytaurus we have modified the requirement.

    • LindonL

      Full Instrument Expansions - how, what where....

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      LindonL

      @David-Healey well we are all good to go then... thanks again for your (expensive) time. I (as usual) owe you another bottle...

    • LindonL

      Expansions and executable HiseScript in AdditionalSourceCode folder

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      LindonL

      @David-Healey said in Expansions and executable HiseScript in AdditionalSourceCode folder:

      @Lindon said in Expansions and executable HiseScript in AdditionalSourceCode folder:

      until then...........

      Global script folder

      yes....

    • LindonL

      Sound Designer available

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      ustkU

      @Sampletekk yes, chat it is 😉

    • LindonL

      Hardcoded Polyphonic FX - Filters - some observations.

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      LindonL

      @Lindon Ok well more investigations..... and a "work around" solution....

      So you need to put your Hardcoded Polyphonic FX in an Effects chain in the same container as your Gain AHDSR envelope, and add a small (around 100-150) ms of release and this clicking goes away....

      So for example lets say you have this structure:
      2201b459-a17a-4291-a850-4dcd9d00ca65-image.png

      You must put your AHDSR envelope (here AHDSR Envelope1) in the Syntesiser Group1 where you must also place your Hardcoded Polyphonic FX

      Put the FX down in the Waveform Generator and leave the AHDSR where it is? - nope no worky...
      Put the Poly Hardcoded FX down in the Waveform Generator and leave the AHDR where it is? - again - not gonna work reliably....

    • LindonL

      Builder InterfaceTypes

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      OrvillainO

      Also, worth remembering... a compiled plugin CANNOT use the builder - at least for the most part. So what I've also got is a PluginStateData namespace, which maintains a key:value dictionary of module id's to module references. This runs on plugin instantiation, retrieves all of the actual object references, and stores them in a const dictionary.

      You should only use the builder to build the module tree. You should not use it for retrieving or storing id's or object references.

    • LindonL

      Polyphonic Hardcoded FX - filter fx - nasty noises.....

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      LindonL

      @Lindon ok more investigation..it really doesnt matter what you attach the LFO to its making nasty noises in the audio stream.....

    • LindonL

      Cant get NUM_HARDCODED_FX_MODS to have any effect.....

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      HISEnbergH

      @Lindon Apologies, needed to have my coffee first ☕

      Glad to see it is resolved!

    • LindonL

      Last best commit for VS2022....?

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      David HealeyD

      @Lindon Looks like the JUCE sub module was added on the 8th of January, so try end of December.

    • LindonL

      *sigh* iLok ......

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      Dan KorneffD

      @Lindon I've used iLok on 4 of my plugins. Just wrapping, not fusion. Totally doable, but you'll be editing the HISE source to implant the code.

    • LindonL

      iPlug3

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      David HealeyD

      I also saw this one: https://github.com/Noizefield/audio-plugin-coder

    • LindonL

      HISe/Plugins and OBS Studio

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      OrvillainO

      Yes, on Windows ASIO is not multiclient. On MacOS, CoreAudio is multiclient. Thought this was common knowledge??

      Again in reference to my earlier RME comment, what they do is handle everything in TotalMix for you. You just tell it which outputs you want to feed through to the WDM driver. I like this solution because it is a permanent wiring. Sorry, I know this doesn't help if you don't have an RME card!