@David-Healey I think I have found the solution... https://setup.hise.dev/update
Posts
-
RE: Crash creating Script FX in SlotFX — null pointer in JavascriptMasterEffect::applyEffectposted in Bug Reports
-
RE: Crash creating Script FX in SlotFX — null pointer in JavascriptMasterEffect::applyEffectposted in Bug Reports
@David-Healey Where can I find an updated version? All I see is 4.1.0
-
Crash creating Script FX in SlotFX — null pointer in JavascriptMasterEffect::applyEffectposted in Bug Reports
HISE 4.1.0, macOS 26.5.2 (Tahoe), Apple Silicon (Mac17,2), standalone app.
Crash occurs when adding a Script FX module to a SlotFX effect slot. Reproduced
twice — first attempt with audio actively playing on the channel, second attempt
on a muted channel with no kit loaded (to rule out a race condition), same crash
both times.EXC_BAD_ACCESS (SIGSEGV), KERN_INVALID_ADDRESS at 0x0000000000001000.
Crashing thread (Thread 9, com.apple.audio.IOThread.client):
hise::JavascriptMasterEffect::applyEffect(juce::AudioBuffer&, int, int)
hise::MasterEffectProcessor::renderWholeBuffer(juce::AudioBuffer&)
hise::EffectProcessorChain::renderMasterEffects(juce::AudioBuffer&)
hise::ModulatorSynth::renderNextBlockWithModulators(...)
hise::ModulatorSampler::renderNextBlockWithModulators(...)
hise::ModulatorSynthChain::renderNextBlockWithModulators(...) [x2, nested chains]
hise::MainController::processBlockCommon(...)
hise::BackendProcessor::processBlock(...)far: 0x0000000000001000 — reads as a near-null pointer dereference inside
applyEffect(), suggesting the DSP network reference isn't valid at the point the
audio thread tries to render through it.A second thread (Thread 0, JUCE Message Thread) was concurrently mid-construction
of the ScriptNode editor panel when the crash was captured:scriptnode::DspNetworkGraph::DspNetworkGraph(scriptnode::DspNetwork*)
hise::HiseShapeButton::HiseShapeButton(...)
non-virtual thunk to scriptnode::DspNetworkGraph::RootUndoButtons::createPath(...)
juce::Path::loadPathFromData(...)
juce::MemoryInputStream::read(...)Not certain if these two are related or coincidental, including both since they
were captured in the same crash report.Steps to reproduce:
- Fresh HISE 4.1.0 standalone project (also happens in [your project name])
- Add a SlotFX effect slot to a channel
- Set its effect type to Script FX via the Module Tree
- Crash occurs [immediately / when opening its DSP network editor — confirm which]
Happy to attach the full crash log (I have it) and/or a minimal repro project if
useful. -
RE: Electrodyne Drum Sampler (Looking for Co-Developer)posted in General Questions
@d-healey Thanks for the advice, this makes a lot of sense ill be doing this!!
-
Electrodyne Drum Sampler (Looking for Co-Developer)posted in General Questions
Hey everyone,
I’m new to HISE and plugin development, but I’ve been working on an idea I’d love to bring to life: a drum sampler plugin called Reel Dyne.
The concept is to build a sampler that uses my own recorded drum and percussion sounds (tracked through tape machines and vintage gear) with built-in analog-style processing inspired by reel-to-reel tape and vintage hardware.
Feature ideas so far:
• Drum sampler engine with my own custom kits
• Electrodyne-style EQ & preamp emulation
• Tape/tube saturation for warmth & punch
• Compressor/limiter with drum-focused settings
• Toggleable/bypassable sections (EQ, tape, comp, etc.)
• Clean, rack-inspired GUI (I’ve got design concepts ready)I’ve got the sound design covered — I’m recording everything myself through tape and gear — but I’m looking for a co-developer to help with the coding side (DSP, sampler engine, GUI implementation, etc.).
If you’re interested in collaborating or even just sharing some guidance on how to approach this in HISE, I’d love to connect.
Thanks for reading!
– Tahina