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    Topics

    • LindonL

      Scope - .dump()

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    • LindonL

      HardCodedMaster FX and the GlobalRouting Manager

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    • LindonL

      Instrument Design problem.......

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      C

      Came here trying to learn something about instrument design and somehow ended up learning about decompiling laws and the current state of Claude

    • LindonL

      Fm mode in the Synthesiser Group seems to be broken

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      LindonL

      @Lindon so as a work around you can create a Faust based FX and drop it into a Hardcoded Fx slot, heres the faust code for a simple FM FX (as provided by Gemini):

      import("stdfaust.lib"); // Modulator Controls modFreq = hslider("Mod Frequency [unit:Hz]", 100, 10, 2000, 0.1); modOctave = hslider("Mod Octave Offset", 0, -3, 3, 1); modDepth = hslider("Mod Depth", 0.2, 0, 1, 0.001); // Calculate the effective modulator frequency using the octave offset effFreq = modFreq * ba.semi2ratio(modOctave * 12); // Modulator oscillator (sine wave oscillating between -1 and 1) modulator = os.osc(effFreq); // Convert depth to a delay modulation amplitude (in samples) // A small maximum delay (e.g., 2ms) keeps the FM effect tight and clean maxDelayMs = 2; maxDelaySamples = ma.SR * (maxDelayMs / 1000); delayMod = (modulator * modDepth + 1) * (maxDelaySamples / 2); // Apply Phase/Frequency Modulation using a fractional delay line fmEffect(x) = de.fdelay(maxDelaySamples, delayMod, x); // Process stereo or mono input process = _,_ : fmEffect, fmEffect;
    • LindonL

      Measuring plugin delay times....

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      LindonL

      @ustk thanks mate I will give it a go...I have no idea how to do a "correlation algorithm" but its all an adventure...

    • LindonL

      AAX Build on MacOS

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      Oli UllmannO

      @Lindon
      I second that! :-)

    • LindonL

      Trying to compile FX plugin...new error on me...

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      HISEnbergH

      @Lindon Yes you spotted both of the main issues:

      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>

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

      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.

    • LindonL

      Full Expansions again....MASSIVE problems.....Warning swearing in the message....

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      LindonL

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

    • LindonL

      Ui interactions saved but CC or keyswitch isnt.....

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      LindonL

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

    • LindonL

      Directory.hasWriteAccess()

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      LindonL

      @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.

    • 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...