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    Orvillain

    @Orvillain

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    Best posts made by Orvillain

    • I wrote a reverb

      Don't know if this is the done thing really, but I wanted to show off:
      https://youtu.be/1kMHloRQLcM

      posted in C++ Development
      OrvillainO
      Orvillain
    • I wrote a bbd delay

      Again, wasn't sure where to put this. But I created my own node.

      https://youtu.be/-siB1UJfrD0

      Modelled analog bucket brigade delay. I'm starting to build up quite a nice collection of delay and reverb utilities now!

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: I wrote a reverb

      @Chazrox I might do a video or two on everything I've learned!

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Need filmstrip animations

      @d-healey I really like that UI. Very simple, accessible, and smooth looking - for lack of a better word!

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Can We PLEASE Just Get This Feature DONE

      Free mankini with every commercial license???

      posted in Feature Requests
      OrvillainO
      Orvillain
    • RE: I wrote a reverb

      @Chazrox said in I wrote a reverb:

      @Orvillain Please. 🙏 I've been waiting for some dsp videos! I've been watching ADC's everyday on baby topics just to familiarize myself with the lingo and what nots. I think im ready to start diving in! There are some pretty wicked dsp guys in here for sure and I'd love to get some tutuorials for writing c++ nodes.

      There's two guys who got me started in this. One is a dude called Geraint Luff aka SignalSmith. This is probably his most accessible video:
      https://youtu.be/6ZK2Goiyotk

      Then the other guy of course is Sean Costello of ValhallaDSP fame:
      https://valhalladsp.com/2021/09/22/getting-started-with-reverb-design-part-2-the-foundations/
      https://valhalladsp.com/2021/09/23/getting-started-with-reverb-design-part-3-online-resources/

      In essence, here's the journey; assuming you know at least a little bit of C++

      1. Learn how to create a ring buffer (aka my Ring Delay thread)
      2. Learn how to create an all-pass filter using a ring buffer.
      3. Understand how fractional delays work, and the various types of interpolation.
      4. Learn how to manage feedback loops.

      Loads of resources out there for sure!

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Orv's ScriptNode+SNEX Journey

      Lesson 5 - SNEX code in a bit more detail.

      So I'm by no means an expert in C or C++ - in fact I only just recently started learning it. But here's what I've sussed out in regards to the HISE template.... and template is exactly the right word, because the first line is:

      template <int NV> struct audio_loader
      

      Somewhere under the hood, HISE must be setup to send in an integer into any SNEX node, that integer corresponding to a voice. NV = new voice perhaps, or number of voices ????

      The line above declares a template that takes this NV integer in, and creates a struct called audio_loader for each instance of NV. Indeed we can prove this by running the following code:

      template <int NV> struct audio_loader
      {
      	SNEX_NODE(audio_loader);
      	
      	ExternalData data;
      	double note = 0.0;
      	
      	// Initialise the processing specs here
      	void prepare(PrepareSpecs ps)
      	{
      
      	}
      	
      	// Reset the processing pipeline here
      	void reset()
      	{
      		
      	}
      	
      	// Process the signal here
      	template <typename ProcessDataType> void process(ProcessDataType& data)
      	{
      
      	}
      	
      	// Process the signal as frame here
      	template <int C> void processFrame(span<float, C>& data)
      	{
      
      	}
      	
      	// Process the MIDI events here
      	void handleHiseEvent(HiseEvent& e)
      	{
      		double note = e.getNoteNumber();
      		Console.print(note);
      
      	}
      	
      	// Use this function to setup the external data
      	void setExternalData(const ExternalData& d, int index)
      	{
      		data = d;
      	}
      	
      	// Set the parameters here
      	template <int P> void setParameter(double v)
      	{
      		
      	}
      };
      
      

      There are only three things happening here:

      1. We set the ExternalData as in a previous post.
      2. We establish a variable with the datatype of double called 'note' and we initialise it as 0.0. But this value will never hold because....
      3. In the handleHiseEvent() method, we use e.getNoteNumber() and we assign this to the note variable. We then print the note variable out inside of the handleHiseEvent() method.

      Now when we run this script, any time we play a midi note, the console will show us the note number that we pressed. This is even true if you play chords, or in a scenario where no note off events occur.

      That's a long winded way of saying that a SNEX node is run for each active voice; at least when it is within a ScriptNode Synthesiser dsp network.

      The next line in the script after the template is established is:

      SNEX_NODE(audio_loader);
      

      This is pretty straight forward. The text you pass here has to match the name of the script loaded inside your SNEX node - not the name of the SNEX node itself.

      2aa2dbe0-4ea2-40b8-8a45-49d96ada26ec-image.png

      Here you can see my SNEX node is just called: snex_node.

      But the script loaded into it is called audio_loader, and so the reference to SNEX_NODE inside the script has to also reference audio_loader.

      posted in ScriptNode
      OrvillainO
      Orvillain
    • RE: scriptAudioWaveForm and updating contents

      @d-healey said in scriptAudioWaveForm and updating contents:

      @Orvillain Did you try, AudioWaveform.set("processorId", value); ?

      Yeah I did, and it does update it based on a follow up AudioWaveform.get('processorId') call - but the UI component doesn't seem to update, and still shows data from the previous processorId. When I compile the script, then the UI updates one time... but not on subsequent calls to the set method.

      I figured I needed to call some kind of update() function after setting the processorId, but no such luck so far.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Third party C++ log to console

      Don't forget to add this to HISE's preprocessor definitions too:
      JUCE_LOG_ASSERTIONS=1

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Setting UI values from a combobox - doesn't fall through to linked processorId+parameterId ??

      Oh for n00b sake... I just call .changed() it would seem.

      posted in General Questions
      OrvillainO
      Orvillain

    Latest posts made by Orvillain

    • RE: Is there a way to give a custom c++ node parameter modulation support without wrapping in a network??

      Also, note to self. Don't name your custom c++ node the same name as the network. It won't compile. Dohhhhh.

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Is there a way to give a custom c++ node parameter modulation support without wrapping in a network??

      @Oli-Ullmann said in Is there a way to give a custom c++ node parameter modulation support without wrapping in a network??:

      @Orvillain

      Oh, I didn't know that this high number works.

      NUM_HARDCODED_FX_MODS=32
      NUM_HARDCODED_POLY_FX_MODS=32
      

      Have you already compiled your project with these preprocessor definitions and does it work?

      Yep it does work!

      posted in C++ Development
      OrvillainO
      Orvillain
    • Is there a way to give a custom c++ node parameter modulation support without wrapping in a network??

      I've written a bunch of c++ effects, and I notice that they appear as options in the HardcodedMasterFX and HardcodedPolyFX modules, even without wraping them in a scriptnode network.

      I was wondering if the parameters can be linked to the wider HISE modulation system, without wrapping them in a scriptnode network?

      I have these preprocessor definitions specified in my project:

      HISE_NUM_SCRIPTNODE_FX_MODS=32
      HISE_NUM_POLYPHONIC_SCRIPTNODE_FX_MODS=32
      NUM_HARDCODED_FX_MODS=32
      NUM_HARDCODED_POLY_FX_MODS=32
      

      But I'm not really sure what I would need to do in my c++ for the effects, to make this happen... if it is even possible?

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Third party C++ log to console

      Don't forget to add this to HISE's preprocessor definitions too:
      JUCE_LOG_ASSERTIONS=1

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Dynamic reassignment of effect slots

      This thread feels like the future.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: User presets not showing up in exported plugin

      So the plot thickens.... I installed on Windows, and it was all fine. Installed on Mac... de nada.... new presets don't show up, even after wiping the App Support folder for the plugin.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Setting ControlCallback w/ Loops ?

      Is that the full script? You don't seem to ever be calling allSampleVolumeKnobs ???

      posted in Scripting
      OrvillainO
      Orvillain
    • RE: User presets not showing up in exported plugin

      @Lindon said in User presets not showing up in exported plugin:

      @Orvillain did you changee the name? even slightly?

      Tell her to remove the contents of AppData for the plugin and try reinstalling...

      Of the plugin? I didn't no.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: User presets not showing up in exported plugin

      @ulrik said in User presets not showing up in exported plugin:

      @Orvillain said in User presets not showing up in exported plugin:

      This isn't a fresh install if that matters

      I think it matters, because when installing fresh the plugin should extract all presets and put them in the AppData folder.
      You could ask your colleague to remove the AppData folder just for testing

      Yeah asked them to do that, and no difference :-/

      posted in General Questions
      OrvillainO
      Orvillain
    • User presets not showing up in exported plugin

      Any ideas on this? I've shipped a plugin and I've got embed user presets turned on. I even see them appearing in the GIT repo I have for the plugin, inside the UserPresets folder. But seemingly they don't get embedded and aren't showing up for my colleague after she's installed the plugin. This isn't a fresh install if that matters. A version of the plugin has been installed on her machine before.

      posted in General Questions
      OrvillainO
      Orvillain