@d-healey Yes I have seen in with multiple third Party Plugins
Posts
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RE: How to show knob value in DAW tooltipposted in General Questions
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RE: How to show knob value in DAW tooltipposted in General Questions
@d-healey
I want the knobs to show their value on this tool tip. -
How to show knob value in DAW tooltipposted in General Questions
How can I make my knobs show their value in the DAW’s status bar like in FL Studio, I just want the DAW to display the % or dB when I move a knob.
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RE: Parametric EQ Makes the Exported Plugin to Freeze on Windowsposted in General Questions
@Christoph-Hart Oh I was Using the old commit. I just Compiled the updated one . it works perfect Thank you
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Parametric EQ Makes the Exported Plugin to Freeze on Windowsposted in General Questions
I’ve successfully exported my plugin — it works perfectly on macOS. However, I’ve noticed that when I use the Parametric EQ module on Windows, the plugin freezes completely (both in the DAW and in the standalone version). Has anyone else experienced this issue or found a workaround?
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RE: plugin exports on windows but does not openposted in General Questions
@HISEnberg i just checked with the plugin i get this error message
pluginval v0.2.7 - JUCE v5.4.7 Started validating: C:\Program Files\VSTPlugIns\Riot.vst3 Random seed: 0x251f4b5 Validation started: 22 Oct 2025 8:00:54am Strictness level: 5 ----------------------------------------------------------------- Starting test: pluginval / Scan for known types: C:\Program Files\VSTPlugIns\Riot.vst3... *** FAILED: VALIDATION CRASHED 4: UnhandledExceptionFilter + 0x1ec 5: memcpy + 0x2bbd 6: _C_specific_handler + 0x97 7: _chkstk + 0x12f 8: RtlFindCharInUnicodeString + 0xa96 9: KiUserExceptionDispatcher + 0x2e 10: rlottie::Surface::drawRegionPosX + 0x95e8 11: InitDll + 0x7b6fc2 12: InitDll + 0x7c0b7a 13: InitDll + 0x7db7a7 14: InitDll + 0x2b8e40 15: InitDll + 0x2ae6b4 16: InitDll + 0x5b748f 17: InitDll + 0x5b748f 18: InitDll + 0x5a984d 19: InitDll + 0x62773d 20: InitDll + 0x5b748f 21: InitDll + 0x5a984d 22: InitDll + 0x5808da 23: InitDll + 0x18f959 24: InitDll + 0x19119d 25: InitDll + 0x191c46 26: rlottie::Surface::width + 0x83cf 27: GetPluginFactory + 0x733 28: rlottie::Surface::width + 0xba5c 40: BaseThreadInitThunk + 0x1d 41: RtlUserThreadStart + 0x28 -
RE: plugin exports on windows but does not openposted in General Questions
@HISEnberg I get an error when I turn the Use IPP on but no error when the IPP is off. Note I compiled Hise without IPP . And Yes I have the VST3 Support checked...let me check the plugin tester you just shared and see what might be the problem
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plugin exports on windows but does not openposted in General Questions
Hi GuysI just finished my plugin and it exports + runs perfectly on macOS (both the standalone and VST). However, when I export the same project on my Windows laptop, it builds successfully but doesn’t open in any DAW or even as a standalone app. Anyone who might know the problem?
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RE: EQ bands recall wrong when loading presetsposted in General Questions
@Christoph-Hart You are Right!! I now see my mistake. I disabled the saveInPreset and it works fine now.
@Chazrox ,@HISEnberg @Christoph-Hart You are the best. -
RE: EQ bands recall wrong when loading presetsposted in General Questions
@Chazrox I may need this method in the future. have you attempted to do it? anything I should keep in mind?
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RE: EQ bands recall wrong when loading presetsposted in General Questions
@HISEnberg thanks I used this "
const var ParametriqEQ1 = Synth.getEffect("Parametriq EQ1"); Engine.addModuleStateToUserPreset("Parametriq EQ1")but the Eq still recalls the wrong bands.
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EQ bands recall wrong when loading presetsposted in General Questions
I’m running into an issue with EQ recall in my project. I create a preset with specific EQ band settings . After saving and reloading the preset, the EQ recalls different bands than the ones I set the values seem to shift or swap between bands.
Anyone knows the reason for this
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RE: Scriptnode compilation error on Macposted in General Questions
@Oriah-Beats sorry for the long thread here is a better one

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RE: Scriptnode compilation error on Macposted in General Questions
@Oriah-Beats > Sorting include dependencies > Creating C++ file for Network NoiseGenerator_ScriptFx > Creating C++ file for Network ReverbFx > Creating C++ file for Network script_fx2 > Compiling dll plugin Re-saving file: /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/AutogeneratedProject.jucer Finished saving: Visual Studio 2017 Finished saving: Xcode (macOS) Finished saving: Linux Makefile Compiling Riot ... ** BUILD FAILED ** CompileC /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/Builds/MacOSX/build/Riot\ .build/Release/Riot\ \ -\ Dynamic\ Library.build/Objects-normal/x86_64/Main.o /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/Source/Main.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target 'Riot - Dynamic Library' from project 'Riot ') (1 failure) why this error when I export my hise project
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Scriptnode compilation error on Macposted in General Questions
tried compiling my scripnode and I get this error, anyone who knows what is the reason.
> Sorting include dependencies > Creating C++ file for Network NoiseGenerator_ScriptFx > Creating C++ file for Network ReverbFx > Creating C++ file for Network script_fx2 > Compiling dll plugin Re-saving file: /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/AutogeneratedProject.jucer Finished saving: Visual Studio 2017 Finished saving: Xcode (macOS) Finished saving: Linux Makefile Compiling Riot ... ** BUILD FAILED ** CompileC /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/Builds/MacOSX/build/Riot\ .build/Release/Riot\ \ -\ Dynamic\ Library.build/Objects-normal/x86_64/Main.o /Users/oriahphahlane/Downloads/Riot2/DspNetworks/Binaries/Source/Main.cpp normal x86_64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target 'Riot - Dynamic Library' from project 'Riot ') (1 failure) why this error when I export my hise project -
RE: Feed live signal to Stretch Player Nodeposted in General Questions
@HISEnberg I am abit lost but let me do more research and see if I can implement this
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RE: Feed live signal to Stretch Player Nodeposted in General Questions
@HISEnberg I understand. my knowledge is limited to create my own Faust. have you done something similar before?
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Feed live signal to Stretch Player Nodeposted in General Questions
Hi everyone,
I’m experimenting with the Time Stretch Player and I’d like to use it in an FX plugin context for vocals. My idea is to take the incoming vocal signal in real-time and then process it through the Stretch Player to make it faster (or slower) so I have 2 questionsis it possible to feed live input audio directly into the Stretch Player, or does it only work with preloaded samples?
Are there any performance considerations (CPU, latency) I should keep in mind if I want this to run live? I’d really appreciate any guidance or examples from anyone who has tried something similar