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    Lurch

    @Lurch

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    Best posts made by Lurch

    • Trying to give back in my own small way - KnobForge!

      Howdy Hise Homies!

      I use a Mac primarily and find using knobman online to be pretty unreliable in Safari, I got sick of running Knobman in parallels because it was really slow for my (niche) use case.
      I saw Christoph professing how good Claude had gotten so I decided to give it a little go and ended up making KnobForge, a Knobman alternative with some extra bits added in that I use all the time but that take me ages - they now take me minutes!

      https://www.nevermoreaudio.co.uk/knobforge

      What is KnobForge -
      Basically it does what knobman does - you can layer shapes, lighting and shadow effects etc to create your own knob designs, render them into a sprite sheet of up to 360 steps at 500x500 each, and then preview that knob in the canvas area before you download it.
      KnobForge can also do what I in my head have always called 'Arc Knobs' where the body of the knob is invisible and turning the knob up and down reveals and hides an arc/circle around the body - hope that makes any sense. Sweep mode will show what I mean!

      What ELSE is KnobForge -
      I'm developing a brand for my plugin releases that is very much "Poe-esk" - it's all a bit hopefully-not-cheesy-gothic, ink on parchment and so on. I wanted to convert some stock footage ink blotting videos into sprite sheets that I could then control via timers etc in HISE for UI purposes.
      SO - back to KnobForge - it can:
      Read a short video
      Strip it down frame by frame
      Strip the background from those frames in 3 different ways with controllable tolerances
      Build those frames into a sprite sheet of up to 500x500 per image (Browser limitation)
      Preview that sprite sheet as a knob in canvas (heavily scaled, you'll need to download it to see the full resolution sheet)

      You can also do the above with images - got a pedal in your house with a cool knob? Take a top down photo, pop it into knobforge, strip the background and generate a sprite sheet!

      Known issues;
      With really large sheets - like 360 Frame 500x500 sheets, you sometimes have to click generate twice - the first time looks like it's worked, but it's not quite there. Click generate, go back to the design tab, click 'use as source' again and then regenerate the sheet - this should then work. This is due to the way it has to encode and decode the image, it's not the end of the world just something worth knowing.

      Other stuff:
      I've compiled this into a Mac app using HISE WebView and it works great, I don't think I'm allowed to publish it here due to the HISE license agreement but I'm honestly not sure so if Christoph sees this maybe he can shed some light, I don't want to tag him as he's busy enough already without my nonsense :)

      Hopefully this helps someone out, this community is packed with absolute legends and I just want to give back in some way!
      I take no credit for this, all I did was lob prompts at Claude for 3 days,

      https://www.nevermoreaudio.co.uk/knobforge

      EXAMPLE SPRITES (you can use these however you like, go nuts):
      https://www.dropbox.com/scl/fo/6qawfu5nymxqgfbp9rz4x/ALt0mXkKsj178W6ZRCArbpU?rlkey=d3zhx3rvolqd12nwscm7cci8x&st=rma1k8rs&dl=0

      posted in General Questions
      L
      Lurch
    • RE: Neural Amp Modeler (NAM) in HISE

      @JulesV Don't know if this helps but I have this working fine in my current project:

      //ML Model Loader
      const neuralNetwork = Engine.createNeuralNetwork("Plasma");
      
      const namModel = FileSystem.getFolder(FileSystem.AudioFiles).getChildFile("Plasma.json").loadAsObject();
      
      neuralNetwork.loadNAMModel(namModel);
      ;
      
      

      I renamed my NAM model to a JSON, in this case Plasma.json and put it in AudioFiles as I found Samples wasn't working reliably for me.
      This then pops up in the Neural node in scriptnode no problem. This is a 1000 Epoch NAM model so the json is pretty big/has a lots of weights.
      Again, hope this helps!
      And thanks so much @aaronventure for the help getting this going, it's been a bit of a game changer for me distortion wise!

      posted in General Questions
      L
      Lurch
    • RE: Preset Browser callback?

      @d-healey Ahh gotcha - thanks as always d.healey!

      For the future:

      //PresetDisplay
      const var PresetNameLabel = Content.getComponent("PresetNameLabel");
      UserPresetHandler.setPostCallback(function()
      {
      	PresetNameLabel.set("text", Engine.getCurrentUserPresetName());
      });
      
      posted in Scripting
      L
      Lurch
    • RE: Best way to do wet dry volume compensation?

      @griffinboy This was it! For some reason I never even noticed the drop down on the wet/dry gain! Thanks as always :)

      posted in ScriptNode
      L
      Lurch
    • RE: More Types of Saturation

      @griffinboy Can't wait to see what you make, this sounds amazing!

      posted in General Questions
      L
      Lurch
    • RE: Is it possible to insert a looping video in a UI?

      @ulrik That one didn't work properly for me so I use this:

      https://www.cssportal.com/css-sprite-generator/

      What I did to get this working was:

      • Trim the empty space from the video edges.
      • Convert the video to GIF - https://ezgif.com/video-to-gif
      • Extract the frames from the GIF as PNG files - https://ezgif.com/split
      • Convert all the PNGs into a filmstrip with the above CSS Sprite Generator
      • attach filmstrip to Panel in HISE.
      /** Looping Video Panel */
      inline function createHeadSprite(name, x, y)
      {
          local widget = Content.addPanel(name, x, y);
          
          Content.setPropertiesFromJSON(name, {
            "width": WIDTH OF SINGLE PNG,
            "height": HEIGHT OF SINGLE PNG,
            "saveInPreset": true,
            "allowCallbacks": "Clicks, Hover & Dragging"
          });
          
          // Asset Strip
          widget.loadImage("{PROJECT_FOLDER}FILMSTRIP.png", "filmstrip");
          
          widget.setPaintRoutine(function(g)
          {
              // Calculate the index (the filmstrip has 100 slices, each ???px high
              var index = parseInt(this.getValue()*197.0);
              
              g.drawImage("filmstrip", [0, 0, this.getWidth(), this.getHeight()], 0, index * ???);
          });
          
          // This is the sensitivity of the rotation
          widget.data.sensitivity = 300;
          
          // Save the down value as reference for all drag deltas
          widget.data.downValue = 0.0;
          
          widget.setMouseCallback(function(event)
          {
              if(event.clicked)
              {
                  // Store the current value for reference when dragging
                  this.data.downValue = this.getValue();
              }
              
              if(event.drag)
              {
                  // Use both axis to allow diagonal drag behaviour
                  var delta = event.dragX + -1.0 * event.dragY;
                  
                  // normalize the delta using the given sensitivity
                  var deltaNormalized = delta / this.data.sensitivity;
                  
                  // Calculate the new value and truncate it to 0...1
                  var newValue = this.data.downValue + deltaNormalized;
                  newValue = newValue - Math.floor(newValue);
                  
                  // Update the panel
                  this.setValue(newValue);
                  this.changed();
                  this.repaint();
              }
          });
          
          return widget;
      };
      
      const sprite = createHeadSprite("LOOPPANEL", X, Y);
      
      //	timer for animation (FPS)
      reg count = 0;
      sprite.setTimerCallback(function()
      {
      	count = (count+1) % 24;
      	this.setValue(count * 1/24);
      	this.changed();
      });
      //Speed
      sprite.startTimer(62); //Play with this to set speed
      

      Hope that helps someone out!

      posted in General Questions
      L
      Lurch
    • RE: Is it possible to insert a looping video in a UI?

      @d-healey I saw in another thread you advised someone to check the pool to see how much memory the bitmaps were using (if I understood correctly at least!). Created a popup window, Image pool table, although looking at it now it might not be showing the full size as hise sees it.

      posted in General Questions
      L
      Lurch
    • RE: Is it possible to insert a looping video in a UI?

      @ulrik Thank you! Thank works beautifully - I had a few issues but I've got it going smoothly and it looks killer. Thank you to you all.

      RE memory usage, I cropped the dead space from the video when I converted it to a film strip, according to the image pool table it looks like it's using around 100mb RAM, much better than expected.

      @d-healey Once again thanks for your help - is there a way we can update the documentation to reflect the fix above? Or can only Christopher do that?

      posted in General Questions
      L
      Lurch
    • RE: Convolution impulse not included in final plugin

      @Soundavid Thanks for your response!
      I already have multithreading and 'Rebuild Pool Files' enabled as I suspected they might help! I hadn't cleaned my build folder, I've done that now and recompiled and ITS WORKING! Thank you so much for your help.
      Just as a learning moment - did I do something wrong here? How often should I be cleaning my build directories?

      posted in General Questions
      L
      Lurch
    • RE: Bizarre project compilation issue

      @David-Healey I've fixed it - just incase anyone ever sees similar weirdness in future -

      Open Terminal and:

      xcode-select -p
      

      That should return similar to:

      /Applications/Xcode.app/Contents/Developer
      

      If not, sort it with this:

      sudo xcode-select --switch /Applications/Xcode.app
      sudo xcodebuild -runFirstLaunch
      

      Then reset dev tools:

      sudo xcode-select --reset
      sudo xcodebuild -license accept
      

      Delete derived data and module cache:

      rm -rf ~/Library/Developer/Xcode/DerivedData
      rm -rf ~/Library/Developer/Xcode/ModuleCache.noindex
      

      Double check clang if you've got clang errors:

      clang --version
      xcrun clang --version
      

      If either of those hang, reinstall clang.

      Reinstall commandlinetools:

      sudo rm -rf /Library/Developer/CommandLineTools
      xcode-select --install
      

      Delete Xcode caches (bit severe but I think this is what sorted mine out):

      rm -rf ~/Library/Caches/com.apple.dt.Xcode
      rm -rf ~/Library/Preferences/com.apple.dt.Xcode.plist
      

      Then reboot, open HISE and try your compile again - mine went straight through, no errors!

      posted in General Questions
      L
      Lurch

    Latest posts made by Lurch

    • RE: JUCE 8 Build Errors

      @ustk They're much better handled in JUCE 8 in my experience, I've built two shader based elements that work well in JUCE 8 when compiled as panels into a HISE build, I have had a lot of issues with GPU rendering though currently doing the work on CPU until I work that out. Annoyingly these depend on JUCE 8 functionality so neither works now I've had to downgrade to JUCE 6. Fingers crossed this is sorted soon!

      posted in Bug Reports
      L
      Lurch
    • RE: Bizarre project compilation issue

      @David-Healey I've fixed it - just incase anyone ever sees similar weirdness in future -

      Open Terminal and:

      xcode-select -p
      

      That should return similar to:

      /Applications/Xcode.app/Contents/Developer
      

      If not, sort it with this:

      sudo xcode-select --switch /Applications/Xcode.app
      sudo xcodebuild -runFirstLaunch
      

      Then reset dev tools:

      sudo xcode-select --reset
      sudo xcodebuild -license accept
      

      Delete derived data and module cache:

      rm -rf ~/Library/Developer/Xcode/DerivedData
      rm -rf ~/Library/Developer/Xcode/ModuleCache.noindex
      

      Double check clang if you've got clang errors:

      clang --version
      xcrun clang --version
      

      If either of those hang, reinstall clang.

      Reinstall commandlinetools:

      sudo rm -rf /Library/Developer/CommandLineTools
      xcode-select --install
      

      Delete Xcode caches (bit severe but I think this is what sorted mine out):

      rm -rf ~/Library/Caches/com.apple.dt.Xcode
      rm -rf ~/Library/Preferences/com.apple.dt.Xcode.plist
      

      Then reboot, open HISE and try your compile again - mine went straight through, no errors!

      posted in General Questions
      L
      Lurch
    • RE: Bizarre project compilation issue

      @Lurch Have now cleared the Xcode project, opened projucer and set the target arch to ARM64/ARM64e - export is still 32bit according to cubase?

      posted in General Questions
      L
      Lurch
    • RE: Bizarre project compilation issue

      @David-Healey Should have included this, sorry - hangs forever here:

      Last login: Fri May 15 12:34:08 on ttys000
      /Volumes/NVMR\ Dev/Projects/VOLUMES/Binaries/batchCompileOSX ; exit;
      (base) lozpetts@192 ~ % /Volumes/NVMR\ Dev/Projects/VOLUMES/Binaries/batchCompileOSX ; exit;
      Re-saving file: /Volumes/NVMR Dev/Projects/VOLUMES/Binaries/AutogeneratedProject.jucer
      Finished saving: Visual Studio 2022
      Finished saving: Xcode (macOS)
      Finished saving: macOS Makefile
      Finished saving: Xcode (iOS)
      Finished saving: Linux Makefile
      Compiling Instrument plugin Volumes Beta ...
      
      ----- xcbeautify -----
      Version: 2.28.0
      ----------------------
      
      ⚠️ Building targets in manual order is deprecated - check "Parallelize build for command-line builds" in the project editor, or set DISABLE_MANUAL_TARGET_ORDER_BUILD_WARNING in any of the targets in the current build to suppress this warning
      note: Target dependency graph (3 targets)
      
      
      posted in General Questions
      L
      Lurch
    • Bizarre project compilation issue

      Hey all - seeing really weird behavior trying to compile a plugin
      On the latest git (last night) but saw this issue on previous builds too. I go Export>Compile project and run the exporter, get this far:

      > Perform sanity checks
      > Create C++ autogenerated files
      > Create binary data files
      > Exporting the pooled resources
      Export audio files
      Writing {PROJECT_FOLDER}DAY.wav ... 0 kB
      Writing {PROJECT_FOLDER}Hall.wav ... 7185 kB
      Writing {PROJECT_FOLDER}MediumPlate.wav ... 7570 kB
      Writing {PROJECT_FOLDER}Sword Jogger Verb.wav ... 8732 kB
      Export image files
      Writing {PROJECT_FOLDER}BG.png ... 0 kB
      Writing /Users/lozpetts/Downloads/Slider test 1.png ... 595 kB
      Writing {PROJECT_FOLDER}FGTransFeathers.png ... 610 kB
      Writing {PROJECT_FOLDER}KNOBDEAD.png ... 1422 kB
      Writing {PROJECT_FOLDER}VOLUMESPENCILKNOBV1.png ... 1436 kB
      Writing {PROJECT_FOLDER}knob sprite.png ... 5086 kB
      Writing {PROJECT_FOLDER}VolumesBGPlain.png ... 5177 kB
      Writing {PROJECT_FOLDER}NVMR Small.png ... 5832 kB
      Writing {PROJECT_FOLDER}Nevermore Book Spine.png ... 5896 kB
      Writing {PROJECT_FOLDER}AboutButtonTransStrip.png ... 6103 kB
      Export samplemap files
      Export MIDI files
      DONE
      > Create embedded data files
      > Launch system compiler...
      Re-saving file: /Volumes/NVMR Dev/Projects/VOLUMES/Binaries/AutogeneratedProject.jucer
      Finished saving: Visual Studio 2022
      Finished saving: Xcode (macOS)
      Finished saving: macOS Makefile
      Finished saving: Xcode (iOS)
      Finished saving: Linux Makefile
      Compiling Instrument plugin Volumes Beta ...
      
      

      And then it hangs forever, regardless of AU, VST etc being selected, regardless of project. Obviously that doesn't tell me much so I opened the Xcode project and compiled it there, it compiled straight away no issues - except the exported file is 32bit? Despite being on Apple Silicon and the flags all saying ARM64e, Support 32bit macOS flag in HISE is unticked. This means I can't test it, which obviously makes the whole thing a bit pointless.
      This has happened on multiple builds of HISE, multiple commits, all my projects -

      HISE 4.9.0 80bc4934
      JUCE v6.1.3 (because JUCE 8 is currently not building in HISE)
      Xcode Version 26.5 (17F42)
      Apple clang version 21.0.0 (clang-2100.1.1.101)
      Target: arm64-apple-darwin25.2.0
      Thread model: posix
      InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin

      Is there a way of getting verbose logs out of the HISE exporter so I can see or at least post what's happening?

      posted in General Questions
      L
      Lurch
    • RE: JUCE 8 Build Errors

      @David-Healey I had this working on an older commit but realized on export that the exporter wasn't picking up any Xcode, xcpretty etc etc so I updated to the latest commit, where the exporter now works fine (ish, I have to start the compile in HISE, cancel it and then build from the auto generated xproj) - but now JUCE 8 is broken :(
      I have two custom shaders that rely on JUCE 8 to work so I can't really progress on those two projects until this is sorted.

      posted in Bug Reports
      L
      Lurch
    • RE: JUCE 8 Build Errors

      Also getting this issue - I have graphical elements dependent on JUCE 8, is there any movement on this yet?
      I'm on latest commit etc

      posted in Bug Reports
      L
      Lurch
    • Trying to give back in my own small way - KnobForge!

      Howdy Hise Homies!

      I use a Mac primarily and find using knobman online to be pretty unreliable in Safari, I got sick of running Knobman in parallels because it was really slow for my (niche) use case.
      I saw Christoph professing how good Claude had gotten so I decided to give it a little go and ended up making KnobForge, a Knobman alternative with some extra bits added in that I use all the time but that take me ages - they now take me minutes!

      https://www.nevermoreaudio.co.uk/knobforge

      What is KnobForge -
      Basically it does what knobman does - you can layer shapes, lighting and shadow effects etc to create your own knob designs, render them into a sprite sheet of up to 360 steps at 500x500 each, and then preview that knob in the canvas area before you download it.
      KnobForge can also do what I in my head have always called 'Arc Knobs' where the body of the knob is invisible and turning the knob up and down reveals and hides an arc/circle around the body - hope that makes any sense. Sweep mode will show what I mean!

      What ELSE is KnobForge -
      I'm developing a brand for my plugin releases that is very much "Poe-esk" - it's all a bit hopefully-not-cheesy-gothic, ink on parchment and so on. I wanted to convert some stock footage ink blotting videos into sprite sheets that I could then control via timers etc in HISE for UI purposes.
      SO - back to KnobForge - it can:
      Read a short video
      Strip it down frame by frame
      Strip the background from those frames in 3 different ways with controllable tolerances
      Build those frames into a sprite sheet of up to 500x500 per image (Browser limitation)
      Preview that sprite sheet as a knob in canvas (heavily scaled, you'll need to download it to see the full resolution sheet)

      You can also do the above with images - got a pedal in your house with a cool knob? Take a top down photo, pop it into knobforge, strip the background and generate a sprite sheet!

      Known issues;
      With really large sheets - like 360 Frame 500x500 sheets, you sometimes have to click generate twice - the first time looks like it's worked, but it's not quite there. Click generate, go back to the design tab, click 'use as source' again and then regenerate the sheet - this should then work. This is due to the way it has to encode and decode the image, it's not the end of the world just something worth knowing.

      Other stuff:
      I've compiled this into a Mac app using HISE WebView and it works great, I don't think I'm allowed to publish it here due to the HISE license agreement but I'm honestly not sure so if Christoph sees this maybe he can shed some light, I don't want to tag him as he's busy enough already without my nonsense :)

      Hopefully this helps someone out, this community is packed with absolute legends and I just want to give back in some way!
      I take no credit for this, all I did was lob prompts at Claude for 3 days,

      https://www.nevermoreaudio.co.uk/knobforge

      EXAMPLE SPRITES (you can use these however you like, go nuts):
      https://www.dropbox.com/scl/fo/6qawfu5nymxqgfbp9rz4x/ALt0mXkKsj178W6ZRCArbpU?rlkey=d3zhx3rvolqd12nwscm7cci8x&st=rma1k8rs&dl=0

      posted in General Questions
      L
      Lurch
    • Possible to add envelope to data in audio buffer/file player script node?

      Hi!

      I've been out for a bit so I'm getting back into things by working on a real-time granulator in Scriptnode. To my complete surprise I've actually managed to make some progress, I have grains, pitch control etc working. The issue I'm encountering is that the Recorder node is recording incoming audio, the file player is playing them back, but because there's no envelope control there's lots of clicks and pops happening at the start of each cycle/grain.
      Is there a way of adding any processing to the external audio slot/audio buffer to counteract this?

      HiseSnippet 3967.3oc6csrbbabEECIAoHshjsiSEuHUJVkyBYWxj3QitAJufCeJwXQJVbnYbxFFnY5gDkv.LA.CeXWthWjENqR15UIeBda1oOgTU9BxWPzhrW41MvLSOyzjD.hT1nhkpxB8Kz29z29dO2t6AlddBMnEs0QwAdc6RSTTpM8dQgMowwgQJ0V3fK5RUpcW0FWDjbx5m35Enr8FJ0tm5NtwIznESyZsK55FGSaoTq1zOhkQs4mQg+mWtxZt9tAMoCyRQ4vPulzm30wKYXt6U+S8782xsE8.uNB0FUe6lgAqG5G1CjmoU0T55174tGS20kUsoTUdra7IJ09HUaqVFHKLtsSyVn1ZHZaMMMbKaBE2hhIZ1sMa5Rb.gb1Ma4kDF0HwMgFCuz0BacQiSBOKHsCNzK16Y9TVBckFPOmlsx5m342Z.3DCPkp.TMcJT8dp630xaP9Cgr2lWvhCagHnUapqRjzKfHUSPjlIUjdG0FMi75lLrDl77VpaG.yfscg4FQQIstJ0dg55gPEBRVpi6yoaEAIFzfGf0zd3hv+4C+j18BZl3EFrXXvtgIzmF7fObgubg4W3qVXwwKpcaokw5lnPeeZjzhYpCQWUCePPuNOiF8vEO00uGcPEgg+nX5r4CSalNpEpXXv1AdIOsKMK8Vg9sXXE64ImATxfM3oOa6MbSbYSJY4A0qKMJwiIN01fdJrLHcJZd0MnwOOIrKrPXh4OPyIrUOe2jQUmXKzxJ.viQlCYSTAwdIWHtPr.5XZWoNVdEw2QcOujlmHWFmRhLBH0sgLlsx7mntY61zlICEvYT25yK6xPs7uLTMs+WHaYHzmrN+tYIWbqOWeDgX2dcVsWKuvs77YxfZsofgS+Ukei5vU.cinccinGDtmu6EOH1sSWe59ff+vEeleXym2v6KnStroapbsFqFOn4ItAAT+3xr5Z1aHKVJ6G1KwK33cbSh7NGFuv3uAXruIc8LoqOFjkViklorz.7bwS7J3OYEpyRWKqP89EJrlbWZxYgQOmOGk8rRs6jthZ2C2Y+GE4FjpHqrpue3YqG1oqWl5KL4vyauP+K5dRXfWSVVo0nuztZmvdPGkIxC08Wq+TReoGbacfqmOaoPidwfwkVOMnA7d39JqM8gznXdeNmp1RvegkF6F1BJZ1sbaBR2E64lbBaMFydEnPSiVpofwgwFJinewcbNQUXu89tYSkPXf0gAZLmrbVA8sckpdyRAKdmJUYd63CYk1z0W4PllBabwemoHMWzmiU0ETaEcwQmQS.CoW1HItqOvMfoMsmaDHtfaGlEyoDkw4m8zu83WwjyIGby2uOFaLzWd5CkCkmtLY3ZP1I6Gg1dcv2XcMGJteew7nNdmSiFs+ead+Cq.W571.qHYygi2d4vinbz20EXpazIzoFaB89rkgBfe1bZpVsxXUdVl0eZ+5bG0m.flaDrF7Ll8+CbiNllv6DwLxbKFP4FbhGMYFNscq9X7wrIfAxCK+Y4N.GsSx+6jAZW96TXfyz06mBHMsiWP1vbnSqcbOer7d4JMRncSWsOrdMdN8rzoXwZx.v4TSeAGPOO4fP9yfbeJ.w7NU8y.J5sAPsEHYGmx5sQum8nnvdc4IlPj1f11smexD4uZujvNfAatJfxDqJ4HxHZguEnEFQW53qR+mWXAz8lZf1FW2aTzd5qFs+suXRzFP1QQ6+929s+iUl.sewwe2Oqdp5JeVVNXyXh0z6YT+aVnVXTsPtzgp+WpmqQ0u+mtw+ZkT97M5DFlbB3J8RFZypxCsJWiKTc4iKT8qYnbSLAcW08owzjqZMwM1zjRY7qIpwpLhuDlckx5KYPaKnujYSiHODvlTRf1mOZ2+9Bc+H0ZRoXrWysIofoEj94TSXg4MpXe+Ad.SKbRoseytFwblqzU27pq6CuWv9elLBM4p8vMKDXCrJSfc2PebWlCmHJXHk4FeDGNyox4OykW.wOOKdQ0CbelO21XCeOnQ641jwXUQHt.EE3eyz.2vCHL4dwZ8f3ahlvh5TE11iT+WubkK2+0cTWEFwmdi4.6kqHe45KWQovNiq+2xmgzAClER2XDHdmWe6nPmO4H4eNmR8+X8sSeehdhyrgLPUYhUCfm3AEJyBxfBKx51wz8pIpjIjBVFsMLKdd+W3lPXgs.G57lAq0+xs28fM2e2UexWoLbdIspCmSTq8he4rWg94cuczO6uL6MJ+poFYFtvCxBq29NfWS1zOXZ5IzfiAclWK02u98lQY++Z8bQu4xzkumZaPy4HlwIZzXw68to5yBUPp6nQdAuwUqS29fhoOOSws2pTuX5y2SkskOOC7JvcKcqqVqb66BgQJO4MrCDICET8brP7Zhl69p6CDw2Jh9G5QCZdwkNlFVi7Ll95uT9ZQH+h6TbRMt5+6u3OcESOoR69LxN2HyQ+2W8p+ykNGcIgNMdv32RZh2UMkYEeWau8WZMRP3C1VhBED9fV8iAg+iAg++mAgeoFIl61YG6ti5FQW7anIiNjlzMT91Oxw2H2whQL6keoqWUVKL74cb4mpwq8gN9KRK7cAJyQT2NflbC9tAjdpwKnlkR+l3P+6l6C8euHpenaqQmfdQ8zPdGM2uqNuq5ePLC6qLIeeZWpaBm3zfBuS882mq2Ndqd4J7yv7fHfqEaQsPAOMf13jvDww35Qgwwrcqm+thEKZudQGyvpg4rOksSKil2t85HdpWL1leVLkE7hWy9GP1vZy6EM9dEvWuwSqOVZiwRaNVZzXosFKMdrzjgoqoN5Y.NW9NCvcb6tmKLDEp4ZdYZYPYo4L5oaKT0AXLWNDt1FRNE1YusteFyjuCF9Zto.+v+n9G4brmuuL1viMUsI3GvGLsvkw2UMyPX+bG09vNgAg8OwTwU.fF8wGSG05prAzpIIvBvg47d02m5SciEVB+qpmdrSitvtPXQwuZMRmude0TwcQlQsEecl2diplckWWioy0003FWdK+U23MJzcuLuhKB8dTxOvmmuqJ2N9hL2teeIpuItyG8ubKrUtYOmtoNSSCXtN3QA4CNg8EUoiAFELQhcH.oGCRGlKI0gt1c6zgsyPp5Kowwyet5p8NtWbB6tTzJyrTbicTFiQQZC1wq4dg.FyoCBnymnzv8TZpMqoUMTp8QocJnyy1DAlhtIR4IgeJ8hrmerW+msf7OjI8L.+wd7GgdwfzuqyttZd9YWVx+r5x.ahn3k8C+htzjj3k2.lGY7phW9v0a7jOVeIikL938We40OILpE2hMMd4emWxIrVwGfKtmmaP3CAMcpWvYtWr3ZKuaXidvqhFD5AZRK+qeLuJGwy9n08CioGs5Gnczo9FGEEouzYtmprQut9.c9jzq5RneOl3Mi5GiURWHsYPKFGaaCKSMSEl2CePHdZ61PDIYjHxxKaqN4UlX5Xj8B1m+tmWEgz0X2dFkIfUDdHrBOO.VQjpDrpWbXcdUccCSMBYBbc.FNN3xaBFookaz0xdH5BOO.csbpRnqQoTZsPDMqI.W.CcrLIRPWVSvZXTtAWh1PvknMDbI5UIv0rLfqERyfXKAbMr0b.XTB3BMASxucAaigfK77.v01rJAtnx.tXDhX6HAbMMszrLrk.tXDQGamav0QvWlifuLmJkuLqx.tHcSMjoLv0wgfcjo4BMgUP9.W.szF3RKMQF7xRTobpgKC9pqiMrjYY..LcSolc00sI142rqo.iASAFClEFb+lu2.200KkgASMMhgLrE3moSjo6BMoHXKRfu.Rfu.xoBgsFkhLlggstTEWKcrlCVSFaLnM1EfMFVfv.Vfv.VuBgtlkiLlMxVWB3hMsAytRii.qA.e9IiIvWfHvWfXVgv1RQWvjfIB9sFhsDCjiigLrEZhsYA3hIPWvVftfsUEBaKEaAKL.gxzaIXCLwRl2LKrkAp.TwD7l4H3MyoJ4MqTLELwZlVxn4ZqCZsZR0awZnbisL9V1hLwrEYhUkbnQJEQLKaCSjL30BTPQxhhP2xgfJ.QLAxBlBjELqPX6FkhHFA.JGYAQXSzMzkRxkf0YwEm6MtQfpfk.UAqJDUgMJ0913XZBDwjfsNHBRSpdKqI142jKVfp.Vfp.tBQUXixQCifLPStgiK.1CQZfFsrHHrIXqBXTfHvUfHvUfTg3JrQo3ggbLPVRAWcCavfqLGZHGKrd9sJXKPVvVfrfcEhrvFkaaar0rQ5RAWBDBl78sw1zzn.LwDbm4H3NyoJ4NqbLwLIVlVx.WCCrIXxPFULSGGbAnhoqIPESWSfJldUxkVInhMGDHF1xTJ7BTfksmXPSLIEP0EIvV.IvV.Ugf1M0KmGMMCGhbrk.jwjtyBDCTAhPyRftfk.cAqJDcgMK2QnoizvRsKXZw7bIiKFvcCHSjetXBzEvBzEvUH5BaVJtXDSrggTMWjIFgIRChfYUn.6Il.cAh.cAREhtvlkhKlklosbhtf1oti7MtAX.W.MWaA5B1BzErqPzE1zpjG9K6jrjAt3ajS+ks+LhzEzDoKnUk7oUJ5XF1XaIGyCfuX8K6.fMbzr0KvYTpaHRGyPjNVUxsV41YLHFXIa7HCeADyDIitKPmvgj+.0PBbFPBbFPUnauvVeP41aLafPlbsWK1oNHiQFwFiJv4QXIPZvRfzfkUUBcKEkLhggtgTcWBvIS9IRjdNP4mRl.qAr.qALoJgtk6ZM4.QSXKCcsAxADoVFrbLYGxVt4jIPafHPaf3TkP2RtAY1V1RsLXiA1vXjzMHyAhhK+6giPfvNBAB6nWkP2xwJS2QbCbEPWGv1fozaGhkgltSQXkIxZPSj0fVkxwV4nkAwTH23fC1wTdzvFZn7eAQXjuPhzxPhzxpT91J01jYaogjtaCN.taJAemK8RhjeVYB7FPB7FPUHr8QkiUlMveUxoAy.WGaDDr7q+M42Rf2fk.uAKRUBcKGqLDCEkftFPTY5Do1dIVbWd4lUl.uAr.uArSUBcK2oVhPlHY6etgtE6rIktGuHhcQts4B7FrE3MXqWkPWTI47hLjY10v.BF1T230myqiPzvNBQC6XVkP2RdcyMHNRQW9c40z3l39lKRZPSjzfVkxwV4tu4XGMGCo.Lx.JQ58bh.b4J.sWcwKzut3E5mWRkAfKEqLrklstT70xwP18hl0Dv21kAuuI9Mm1wsYT3QYe1JY+xSuCOGXtHH6CS8NrzKpqb53eSR530x6nlMG8UMQCMJaCMKaCQksgVksg3x1PRYan802P1GGhrulPreZ7JJ6r2lo+bhqs4feNwSqPy97wk985m8ScdPNAzyG74mqM+KO2Tr+oujv+RltzI8+++Do+Bj+eidG7V.
      
      posted in ScriptNode
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    • RE: Changed my machine - old HISE projects extremely slow?

      @David-Healey that's sorted it mate thank you! I set Projucer to Release with Faust but opening in Xcode, it was still trying to build the debug build. Changed to Release with Faust in Xcode and it's up and running (though did get a security error from the Faust dylib when I tried launching first time)

      posted in General Questions
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      Lurch