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    Recent Best Controversial
    • RE: Latest develop won't build in VS2022

      @Christoph-Hart

      MSBuild version 18.5.4+cb4e32d21 for .NET Framework
      
        CopyProtection.cpp
        Plugin.cpp
        PresetData.cpp
        factory.cpp
        RNBO.cpp
        BinaryData.cpp
        include_hi_core.cpp
        include_hi_core_02.cpp
        include_hi_core_03.cpp
        include_hi_core_04.cpp
        include_hi_core_05.cpp
        include_hi_dsp_library_01.cpp
        include_hi_dsp_library_02.cpp
        include_hi_frontend.cpp
        include_hi_lac.cpp
        include_hi_lac_02.cpp
        include_hi_rlottie.cpp
        include_hi_rlottie_1.cpp
        include_hi_rlottie_2.cpp
        include_hi_rlottie_4.cpp
        include_hi_rlottie_5.cpp
        include_hi_rlottie_6.cpp
        include_hi_rlottie_7.cpp
        include_hi_rlottie_8.cpp
        include_hi_rlottie_9.cpp
        include_hi_rlottie_10.cpp
        include_hi_rlottie_11.cpp
        include_hi_rlottie_12.cpp
        include_hi_rlottie_13.cpp
        include_hi_rlottie_14.cpp
        include_hi_rlottie_15.cpp
        include_hi_rlottie_16.cpp
        include_hi_rlottie_17.cpp
        include_hi_rlottie_18.cpp
        include_hi_rlottie_19.cpp
        include_hi_rlottie_20.cpp
        include_hi_rlottie_21.cpp
        include_hi_rlottie_22.cpp
        include_hi_rlottie_23.cpp
        include_hi_rlottie_24.cpp
        include_hi_rlottie_25.cpp
        include_hi_rlottie_26.cpp
        include_hi_rlottie_27.cpp
        include_hi_rlottie_28.cpp
        include_hi_rlottie_29.cpp
        include_hi_rlottie_30.cpp
        include_hi_rlottie_31.cpp
        include_hi_rlottie_32.cpp
        include_hi_rlottie_33.cpp
        include_hi_rlottie_34.cpp
        include_hi_rlottie_35.cpp
        include_hi_scripting_01.cpp
        include_hi_scripting_02.cpp
        include_hi_scripting_03.cpp
        include_hi_scripting_04.cpp
        include_hi_snex.cpp
        include_hi_snex_62.cpp
        include_hi_streaming.cpp
        include_hi_tools_01.cpp
        include_hi_tools_02.cpp
        include_hi_tools_03.cpp
        include_hi_zstd_1.cpp
        include_hi_zstd_2.cpp
        include_hi_zstd_3.cpp
        include_juce_audio_basics.cpp
        include_juce_audio_devices.cpp
        include_juce_audio_formats.cpp
        include_juce_audio_plugin_client_utils.cpp
        include_juce_audio_processors.cpp
        include_juce_audio_processors_headless.cpp
        include_juce_audio_utils.cpp
        include_juce_core.cpp
        include_juce_cryptography.cpp
        include_juce_data_structures.cpp
        include_juce_dsp.cpp
        include_juce_events.cpp
        include_juce_graphics.cpp
        include_juce_gui_extra.cpp
        include_juce_opengl.cpp
        include_juce_osc.cpp
        include_juce_product_unlocking.cpp
        include_melatonin_blur.cpp
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(333,4): error C2872: 'Rectangle': ambiguous symbol [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
            C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\um\wingdi.h(4639,24):
            could be 'BOOL Rectangle(HDC,int,int,int,int)'
            H:\development\HISE\HISE\JUCE\modules\juce_graphics\geometry\juce_Rectangle.h(66,7):
            or       'juce::Rectangle'
            H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(333,4):
            the template instantiation context (the oldest one first) is
                H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(365,95):
                see reference to function template instantiation 'juce::Rectangle<float> hise::simple_css::Positioner::slice<hise::simple_css::Positioner::Direction::Top>(const juce::Array<hise::simple_css::Selector,juce::DummyCriticalSection,0> &,float)' being compiled
        
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(333,14): error C2062: type 'float' unexpected [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
        
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(336,33): error C2065: 'copy': undeclared identifier [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
        
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(336,16): error C2530: 'toUse': references must be initialized [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
        
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(337,37): error C3536: 'toUse': cannot be used before it is initialized [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
        
      !H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(346,25): error C2672: 'hise::simple_css::Positioner::RemoveHelpers::slice': no matching overloaded function found [E:\The Audio Programmer\Repositories\cubeatz-hybrid-synth\cubeatz-hybrid-synth-hise-project\Binaries\Builds\VisualStudio2026\cubeatz-hybrid-synth-hise-project_SharedCode.vcxproj]
        (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp')
            H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(306,50):
            could be 'juce::Rectangle<float> hise::simple_css::Positioner::RemoveHelpers::slice(juce::Rectangle<float> &,float)'
                H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(346,25):
                Failed to specialize function template 'juce::Rectangle<float> hise::simple_css::Positioner::RemoveHelpers::slice(juce::Rectangle<float> &,float)'
                    H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(346,25):
                    With the following template arguments:
                        H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(346,25):
                        'D=hise::simple_css::Positioner::Direction::Top'
                    H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(306,33):
                    'Rectangle': ambiguous symbol
                    H:\development\HISE\HISE\hi_tools\simple_css\Renderer.h(306,42):
      !              syntax error: missing ';' before '<'
        
      !Compilation error. Check the compiler output.
      
      

      This, or something similar to it... has come back in the latest develop, sha: 6446c4ab64ba27c189f5d1ad31ecace25d02a292

      I've cleaned my build directory, but still get it.

      posted in Bug Reports
      OrvillainO
      Orvillain
    • RE: [Blog] My Favourite C++ Open Source DSP References

      @ustk said in [Blog] My Favourite C++ Open Source DSP References:

      @Orvillain Yes that was my first attempt at making a nice reverb too and I learned a lot fro Geraint! I did it first with a network so the efficiency was bad but I've added some really fun stuff to it! But next time I'll obviously go C++...

      It's probably a conversational side-quest, but I've stopped using scriptnode tbh, other than for wrapping my custom nodes and attaching parameters so the UI can access them. I don't like the workflow at all really.

      posted in Blog Entries
      OrvillainO
      Orvillain
    • RE: [Blog] My Favourite C++ Open Source DSP References

      Yep! Done a similar thing. The Valhalla links were how I first got into reverb design, as well as the SignalSmith stuff:
      https://signalsmith-audio.co.uk/writing/2021/lets-write-a-reverb/

      posted in Blog Entries
      OrvillainO
      Orvillain
    • RE: Custom filter graph output within a custom node?

      This thread:
      https://forum.hise.audio/topic/9788/hise-filter-display-inconsistencies/20?_=1750768491529

      And Claude, helped quite a bit. Got it working!

      The essential bits I'm calling in my c++ node are:

      void setExternalData(const ExternalData& d, int index) override
         {
             SNEX_INIT_FILTER(d, index);
         }
      
         // HISE calls this (message thread, on repaint) for each frequency point.
         // freqNorm is normalised to the sample rate (1.0 == fs); return linear gain.
         double getPlotValue(int /*getMagnitude*/, double freqNorm) override
         {
             return (double) magnitudeLinear((float)(freqNorm * fs));
         }
      
         // == Parameters ==========================================================
         template <int P>
         void setParameter(double v)
         {
             if      constexpr (P == 0) { pFreq   = (float)v; sendCoefficientUpdateMessage(); }
             else if constexpr (P == 1) { pReso   = (float)v; sendCoefficientUpdateMessage(); }
             else if constexpr (P == 2) { pGain   = (float)v; sendCoefficientUpdateMessage(); }
             else if constexpr (P == 3) { pDrive  = (float)v; sendCoefficientUpdateMessage(); }
             else if constexpr (P == 4) { pType   = (float)v; sendCoefficientUpdateMessage(); }
             else if constexpr (P == 5) { pMode   = (float)v; sendCoefficientUpdateMessage(); }
         }
      
      posted in C++ Development
      OrvillainO
      Orvillain
    • Custom filter graph output within a custom node?

      Does anyone know a good guide or the latest advice on doing a custom filter graph output for a custom node, so that I can have a floating tile or a script panel pick it up and draw it??

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: I made a really good sounding JUNO-6 emulation for free, shared it in the KVR forum - this is what happened

      @David-Healey said in I made a really good sounding JUNO-6 emulation for free, shared it in the KVR forum - this is what happened:

      @Orvillain said in I made a really good sounding JUNO-6 emulation for free, shared it in the KVR forum - this is what happened:

      make sure MacOS performs a postscript process to remove the quarantine flag that Apple helpfully decide to add to almost anything you download through a browser these days.

      Won't the installer itself have a quarantine flag if it's not codesigned/notarized?

      I've made a few this way now and sent them out as test builds to clients, with no problems. They might end up with it, but if you run it on MacOS and it says "open anyway" then that's probably good enough to start with.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: I made a really good sounding JUNO-6 emulation for free, shared it in the KVR forum - this is what happened

      I've been posting on KvR on and off since I was a teenager. FFS, I'm sooooooo olllldddddd.

      But yes ... it has always been a bit of a Wild West type of place. Not for the feint of heart. I had a guy stalking me around the forum recently, commenting on all my posts, telling me how he was going to make sure everyone knew what a POS I was - for the crime of having and then leaving a job I did my best at for 18 odd years!

      There's not enough asylum's in the world apparently!

      Having said that, there are some easy wins you can do to head it all off at the pass:

      • Just have Claude build you a stupid installer. Use Inno on Windows, and MacOS packages; make sure MacOS performs a postscript process to remove the quarantine flag that Apple helpfully decide to add to almost anything you download through a browser these days.
      • Have a proper list of features, known issues, known omissions, and "keep it simple, stupid" - don't give them any more ammunition!
      • There's a big difference between "I had a crash", "there's a bug" and "I don't like this" - a lot of the time, you can simply ignore the "I don't like this" stuff.
      posted in General Questions
      OrvillainO
      Orvillain
    • RE: I am making an open source audiovisual modular with in->out->in routing

      Very cool man!

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Verb Factory

      Thanks guys! No plans to open-source it at this stage, but at some point in the future I do want to release something back to the community. I just need to wrap up some projects first and get a bit more established 😁

      posted in C++ Development
      OrvillainO
      Orvillain
    • Verb Factory

      More showoff stuff from me. I've built my own standalone JUCE app that allows me to build effects processors on the fly:
      https://youtu.be/ogaE-hkUcsU

      This is primarily a dev tool for my own projects. The eventual plan is to have it export c++ code, and maybe even have it spit out a custom HISE node that I can just drop into projects too!!

      posted in C++ Development
      OrvillainO
      Orvillain
    • RE: Change Look And Feel Dynamically

      @Lindon said in Change Look And Feel Dynamically:

      @Orvillain said in Change Look And Feel Dynamically:

      @Lindon Nice! And you're doing all that with branching logic in the LAF's ??

      I did make a start, and I got a mix control to turn into a slider versus a knob, depending on what effect I have loaded. Seems pretty flexible for sure!

      actually Im doing all this with json, so when the user selects an FX I go find the JSON object for its background and its sliders, and use those in the LAF... so hardly any branching going on.... it'd be a fairly massive switch statement....

      Gotcha! Yes that makes total sense.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Change Look And Feel Dynamically

      @Lindon Nice! And you're doing all that with branching logic in the LAF's ??

      I did make a start, and I got a mix control to turn into a slider versus a knob, depending on what effect I have loaded. Seems pretty flexible for sure!

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Change Look And Feel Dynamically

      @David-Healey Gotcha. Thanks man! Looks like there's a chunky refactor in my future! 😁 😁

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Change Look And Feel Dynamically

      @David-Healey said in Change Look And Feel Dynamically:

      @Orvillain Depends on what you mean exactly. You can't swap out look and feel objects at run time, but you can change the appearance of components using either code branches or css classes if you're using css.

      hmmmmm... interesting......

      I've got a bunch of effect slots where the user can choose an effect. There are 16 sliders that get bound to the effect controls when an effect is selected... but also.... eventually each effect is going to need its own look; I sort of took it for granted that I could change the assigned LAF to the various components for the effect at runtime.

      Does this mean I need one big fat look and feel object, with effect-name aware branching??

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Change Look And Feel Dynamically

      @Christoph-Hart Am I reading this right Christoph - changing LAF dynamically isn't supported or supposed to work??

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Embed non-audio files into the plugin?

      @Lindon Yep - totally get what you're saying!

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Embed non-audio files into the plugin?

      @Christoph-Hart said in Embed non-audio files into the plugin?:

      @Orvillain are nam files binary or json?

      Thereβ€˜s currently a gap in all non image or audio file resources (.hwt wavetables too eg), so this would be a good feature addition

      Binary files, I was trying to use the AudioFiles folder as a hack, basically.

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Embed non-audio files into the plugin?

      @Lindon Hmmm, no they are not. Not at the moment. I have embed audio files and embed image files enabled btw.

      posted in General Questions
      OrvillainO
      Orvillain
    • Embed non-audio files into the plugin?

      I have ported over NAM to HISE for my plugin, and I want to embed some NAM files into my plugin. I put them into the AudioFiles directory, and they work and load inside HISE just fine. But they don't load in the compiled plugin. Any thoughts???

      posted in General Questions
      OrvillainO
      Orvillain
    • RE: Is it possible to bake in extra meta data into SampleMaps?

      @David-Healey Ahh cheers dude. Yeah I get it now. So I've done this for my factory content and it worked fine. I need to figure out expansion packs, but I would guess it is a similar approach; making sure my expansion pack installers put the files in the correct place, and having the plugin scan on startup.

      posted in General Questions
      OrvillainO
      Orvillain