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    Topics

    • OrvillainO

      Is it possible to bake in extra meta data into SampleMaps?

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      David HealeyD

      @Orvillain The ch file is just the samples, not the sample map. The sample map is embedded in the plugin.

      There is no method for adding additional data to the sample map, a separate file (or files) is the way to go. If these are data files (like json or xml) you need to put them in the app data folder when the plugin installs so that you can find them. If you want them to be embedded in the plugin you need to make them .js files and valid script so that they can be included as scripts.

    • OrvillainO

      z-ordering issue when using drawModulationDragger/drawModulationDragBackground

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      ustkU

      @Christoph-Hart awesome! I was in the same situation so πŸ‘

    • OrvillainO

      Setting a projects minimum MacOS version?

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      SifresS

      @Orvillain I ran into a similar issue with snex nodes and Hise defaulting to 10.11 and the compiler wanting to do 10.13+. Both are at the DSP networks compiler end.

      I've got a feeling it's more Xcode related and dropping support for the 10.x range slowly.

      Claude told me this but won't be able to test it till.tomorrow. Let me know if it helps.

      Got it. So the flow would be:
      Export/compile the DspNetwork DLL from HISE on Mac
      The AutogeneratedProject.jucer gets regenerated with 10.11
      Xcode refuses to build it
      The fix is to patch the .pbxproj after Projucer has re-saved it but before Xcode compiles. The easiest place to hook this in is your batchCompileOSX.sh script in DspNetworks/Binaries/ β€” add the sed line right after the Projucer re-save step.
      Open that file and it'll look something like:
      Bash

      cd "$(dirname "$0")" "$HISE_PATH/tools/Projucer/Projucer" --resave AutogeneratedProject.jucer xcodebuild ...

      Add the patch between the resave and the xcodebuild call:
      Bash

      sed -i '' 's/MACOSX_DEPLOYMENT_TARGET = 10.11;/MACOSX_DEPLOYMENT_TARGET = 10.13;/g' \ "Builds/MacOSX/$(ls Builds/MacOSX/ | grep .xcodeproj)/project.pbxproj"

      That way it survives re-exports automatically without touching HISE source. Want me to look at your actual batchCompileOSX.sh if you paste it here?

    • OrvillainO

      Latest develop won't build in VS2022

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      OrvillainO

      So I went back to March 6th. And I got quite a bit further with the build. But then it stalled at:

      include_hi_core.cpp HISE\hi_tools\simple_css\Renderer.h(333,4): error C2872: 'Rectangle': ambiguous symbol [MyProject_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)' HISE\JUCE\modules\juce_graphics\geometry\juce_Rectangle.h(66,7): or 'juce::Rectangle' HISE\hi_tools\simple_css\Renderer.h(333,4): the template instantiation context (the oldest one first) is 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 HISE\hi_tools\simple_css\Renderer.h(333,14): error C2062: type 'float' unexpected [MyProject_SharedCode.vcxproj] (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp') HISE\hi_tools\simple_css\Renderer.h(336,33): error C2065: 'copy': undeclared identifier [MyProject_SharedCode.vcxproj] (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp') HISE\hi_tools\simple_css\Renderer.h(336,16): error C2530: 'toUse': references must be initialized [MyProject_SharedCode.vcxproj] (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp') HISE\hi_tools\simple_css\Renderer.h(337,37): error C3536: 'toUse': cannot be used before it is initialized [MyProject_SharedCode.vcxproj] (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp') HISE\hi_tools\simple_css\Renderer.h(346,25): error C2672: 'hise::simple_css::Positioner::RemoveHelpers::slice': no matching overloaded function found [MyProject_SharedCode.vcxproj] (compiling source file '../../../AdditionalSourceCode/nodes/factory.cpp') HISE\hi_tools\simple_css\Renderer.h(306,50): could be 'juce::Rectangle<float> hise::simple_css::Positioner::RemoveHelpers::slice(juce::Rectangle<float> &,float)' 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)' HISE\hi_tools\simple_css\Renderer.h(346,25): With the following template arguments: HISE\hi_tools\simple_css\Renderer.h(346,25): 'D=hise::simple_css::Positioner::Direction::Top' HISE\hi_tools\simple_css\Renderer.h(306,33): 'Rectangle': ambiguous symbol HISE\hi_tools\simple_css\Renderer.h(306,42): syntax error: missing ';' before '<'

      This was with: 0567740 - - fixed compilation on macOS!

      Confirmed locally and as part of CI build; which I have switched from VS2022 to VS2026.

      It seems like it is using Rectangle but without specifying whether it's a juce:: or whether it's from the Windows SDK.

      @Christoph-Hart

      I think the fix is to directly specify juce::Rectangle in /hi_tools/simple_css/Renderer.h:

      - Rectangle<float> copy = totalArea; + juce::Rectangle<float> copy = totalArea;
    • OrvillainO

      String literal issue when compiling latest develop?

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      OrvillainO

      Hey @Christoph-Hart

      Heads up, you might still have an issue:

      > Compiling dll plugin Failed to load the project file: <project>\DspNetworks\Binaries\AutogeneratedProject.jucer Compiling 64bit <project> ... MSBuild version 18.4.0+6e61e96ac for .NET Framework include_hi_dsp_library_01.cpp include_hi_tools_03.cpp Main.cpp RNBO.cpp !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(842,5): error C2653: 'zstd': is not a class or namespace name !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(842,11): error C2065: 'ZDefaultCompressor': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(842,30): error C2146: syntax error: missing ';' before identifier 'comp' !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(842,30): error C2065: 'comp': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(843,5): error C2065: 'comp': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(937,4): error C2653: 'zstd': is not a class or namespace name !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(937,10): error C2065: 'ZDefaultCompressor': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(937,29): error C2146: syntax error: missing ';' before identifier 'comp' !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(937,29): error C2065: 'comp': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(939,4): error C2065: 'comp': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(958,4): error C2653: 'zstd': is not a class or namespace name !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(958,10): error C2065: 'ZDefaultCompressor': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(958,29): error C2146: syntax error: missing ';' before identifier 'comp' !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(958,29): error C2065: 'comp': undeclared identifier !<HISE>\hi_dsp_library\node_api\helpers\node_ids.h(959,4): error C2065: 'comp': undeclared identifier

      Sanitised log. But seems to be to do with zstd::ZDefaultCompressor ????

    • OrvillainO

      47f54ba6f - remove Content.setColour & ScriptComponent.setColour - why ????

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      OrvillainO

      @Christoph-Hart said in 47f54ba6f - remove Content.setColour & ScriptComponent.setColour - why ????:

      @Orvillain yes they were relicts of long before the set call and I just forgot they exist until the AI tried to use it and messed up the magic numbers. Thereβ€˜s no need for it - they just route to the set call but without a self-contained explanation.

      The content.setColour call sets the background color of the interface and can easily be replaced with a panel if a plan colour background is what you want.
      Are you using these methods?

      I was! About 30 replacements later, I'm now not! They're still reference in the documentation on the website. I was using the call on a ton of script button objects.

    • OrvillainO

      mousewheel scrolling in a custom script panel - possible?

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      Christoph HartC

      @Orvillain yup viewport should consume the mousewheel events of a child component.

    • OrvillainO

      Loading wavetables by drag-and-drop takes a long time??

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      OrvillainO

      @dannytaurus said in Loading wavetables by drag-and-drop takes a long time??:

      @Orvillain Weird. I'll try it out here again and see if I get the same result.

      Is yours a standard mono, 'power of 2' file?

      Yeppers.

    • OrvillainO

      Hamburger menu - custom panel or combobox with custom LAF/paint routine?

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      OrvillainO

      @David-Healey Thought so, cheers Dave!

    • OrvillainO

      How do I flush the UI parameters on first run??

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      OrvillainO

      God I hate my stupid brain sometimes.

      So yes... that is exactly what it was....

      In my c++ I run these smoothers for some parameters. To avoid discontinuities when turning a parameter. You generally don't want to flush 1000's of parameter updates on things like delay times, so you smooth it out over time. Maybe only 10ms, but it helps to make it sound better and brings down CPU too. Cool.

      And that was all well and good. Worked fine.

      But in my setParameter callbacks, I was only setting the target. I wasn't setting the initial value. Which now I read it, is literally the dumbest stupidest mistake that I could've made.

      Time for more Guinness.

    • OrvillainO

      How do I remove or mask out sections of a path?

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      dannytaurusD

      @Orvillain You can set up the hierarchy in your script I guess. Then at least you have it all in one place.

    • OrvillainO

      Component search - how does it work?

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      dannytaurusD

      @Orvillain Also, to clarify, it only searches the Module Tree structure. It doesn't search the Interface Designer for UI components, nor any script content.

    • OrvillainO

      Plotter with a thin line

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      OrvillainO

      @David-Healey Oh weird. Must've deleted it somehow. Fixed.

    • OrvillainO

      Sampler "Sample Start" modulation doesn't support the MatrixModulator??

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    • OrvillainO

      CSS :nth-child() supported???

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      OrvillainO

      @Christoph-Hart said in CSS :nth-child() supported???:

      I can add an attribute to my parameter dictionary for scale/unipolar/bipolar,

      I've added a method requested by @DanH where you can setup default properties for each new connection (so you can eg. set the base intensity to 75% or whatever floats your boat.

      https://docs.hise.dev/scripting/scripting-api/scriptmodulationmatrix/index.html#setmatrixmodulationproperties

      siiiiiiicccckkkkk!! Nice one Christoph!

    • OrvillainO

      Updating matrixTargetId attribute on a knob - results in modulation not being visible

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      OrvillainO

      @Oli-Ullmann Yes I think you're correct. I checked the docs and there is a line about it not meant to be a dynamic state.

    • OrvillainO

      How do I create a matrix modulator for a given slotFX/HardcodedMasterFX instance?

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      OrvillainO

      Figured it out. It does support addModulator. This is how you do it:

      d3660d2c-72ae-45d4-8e6d-f5110a221950-image.png

      Content.makeFrontInterface(600, 600); const var builder = Synth.createBuilder(); builder.clear(); const var generator = builder.create(builder.Effects.SlotFX, "generator", 0, builder.ChainIndexes.FX); const var slotfx = Synth.getSlotFX("generator"); slotfx.setEffect("Hardcoded Master FX"); const hardcoded = Synth.getEffect("generator_Hardcoded Master FX"); const numP = 4; for (i = 0; i < numP; i++) { hardcoded.addModulator(i, "MatrixModulator", "P" + (i+1) + " Modulation"); } builder.flush();
    • OrvillainO

      Disabling interpolation in the wavetable synth

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      resonantR

      Sorry if this is off-topic.

      In a wavetable synth, even if the notes are played at different times, all sounds modulate with the same timing, right?

    • OrvillainO

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

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      OrvillainO

      And I assume these are the modulation colour references to use:

      HiseModulationColours::ColourId::ExtraMod HiseModulationColours::ColourId::Midi HiseModulationColours::ColourId::Gain HiseModulationColours::ColourId::Pitch HiseModulationColours::ColourId::FX HiseModulationColours::ColourId::Wavetable HiseModulationColours::ColourId::Samplestart HiseModulationColours::ColourId::GroupFade HiseModulationColours::ColourId::GroupDetune HiseModulationColours::ColourId::GroupSpread

      Is there any limitations around which colour a particular parameter should use? Or is it really just down to how you want it to appear in the module tree??

      And for the ParameterModes, would it be these ????

      modulation::ParameterMode::ScaleAdd modulation::ParameterMode::ScaleOnly modulation::ParameterMode::AddOnly modulation::ParameterMode::Pan modulation::ParameterMode::Disabled