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    Recent Best Controversial
    • RE: Unnecessary noise when saving presets

      @Christoph-Hart not that I'm aware of, I didn't even know this macro 🤷♂
      I checked and it's 8 as it should...

      posted in General Questions
      ustkU
      ustk
    • Unnecessary noise when saving presets

      @Christoph-Hart I thought this has been dealt with a while ago?

      Screenshot 2026-05-04 at 13.30.23.png

      posted in General Questions
      ustkU
      ustk
    • RE: API browser drawing a blank

      @David-Healey yeah absolutely, for a couple of days or more…

      posted in Bug Reports
      ustkU
      ustk
    • RE: Builder InterfaceTypes

      Just a quick question without polluting the thread to much.

      Is this what I need if:

      • I want to create predefined modules only in "dev mode" (meaning I can use a macro processor during development and disable it before export)
      • I want to add scripts to those modules (they would be scriptFX that are using their process callback)
      • add/remove corresponding buttons on the interface

      The rationale behind this is to dynamically create a set of tools (modules + scripts + components) that are helping me during development then throw everything away before export with a simple macro (or uncommenting an included file which is about the same)

      posted in General Questions
      ustkU
      ustk
    • RE: Agentic coding workflows

      @Christoph-Hart clever move…

      posted in AI discussion
      ustkU
      ustk
    • RE: z-ordering issue when using drawModulationDragger/drawModulationDragBackground

      @Christoph-Hart awesome! I was in the same situation so 👍

      posted in Bug Reports
      ustkU
      ustk
    • RE: Agentic coding workflows

      @Bart Recompile On File Change does work here on mac, the other things I don’t know…

      posted in AI discussion
      ustkU
      ustk
    • RE: Preset browser not fully functional in exported plugin

      Ok it's no bug... I have READ_ONLY_FACTORY_PRESETS=1 and I assumed, naively, that I could prepare a User folder in advance. But since it's shipped with the binary it is treated as factory... Shame...
      So in plugin, if I create a new Folder in the first column as a user would do, it's working...

      gclfo.gif

      posted in Bug Reports
      ustkU
      ustk
    • RE: Preset browser not fully functional in exported plugin

      And it's definitely not my drawDialogButton LAF function because even commented out I get the same result...

      posted in Bug Reports
      ustkU
      ustk
    • RE: Does anyone offer compilation service for plugins on PC/MAC

      @Morphoice GPT's answer: "the ultimate weapon against Defender is compliance. Not very rebellious, but highly compatible."
      Arfff... those robots will never have the balls... 👊

      posted in General Questions
      ustkU
      ustk
    • RE: Preset browser not fully functional in exported plugin

      @David-Healey oh sorry... well I tested today's one and 2 months ago...
      macOS 26.4

      posted in Bug Reports
      ustkU
      ustk
    • Preset browser not fully functional in exported plugin

      So all is good in Hise, but in exported plugin:

      • the additional buttons at the bottom are not showing
      • the SAVE button doesn't react (it does not even illuminate with mouse over like the mouse event is not received...)

      EXPORTED PLUGIN:

      Screenshot 2026-04-27 at 16.15.47.png

      HISE:

      Screenshot 2026-04-27 at 16.16.53.png

      Preset Browser data:

      {
        "ShowSaveButton": true,
        "ShowExpansionsAsColumn": false,
        "ShowFolderButton": true,
        "ShowNotes": false,
        "ShowEditButtons": true,
        "EditButtonOffset": 0,
        "ShowAddButton": true,
        "ShowRenameButton": true,
        "ShowDeleteButton": true,
        "ShowSearchBar": false,
        "FavoriteIconOffset": 0,
        "ShowFavoriteIcon": true,
        "FullPathFavorites": true,
        "ButtonsInsideBorder": false,
        "NumColumns": 3,
        "ColumnWidthRatio": [
          0.3,
          0.3,
          0.4
        ],
        "ListAreaOffset": [
          0,
          0,
          0,
          0
        ],
        "ColumnRowPadding": [
          0,
          -5,
          0,
          -5
        ],
        "SearchBarBounds": [],
        "MoreButtonBounds": [
          750,
          10,
          40,
          22
        ],
        "SaveButtonBounds": [
          635,
          10,
          22,
          22
        ],
        "FavoriteButtonBounds": [
          487,
          5,
          32,
          32
        ]
      }
      
      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Christoph-Hart here you go (all the fixes my pet and I tried until today haven't worked so my hacky solution... Using a processingSpecs BC works too, because the root problem as I understand it is the samplerate not being set before the module are constructed/connected)

      HISE bug: extra_mod runtime targets broken in exported plugins

      Setup

      NUM_HARDCODED_FX_MODS > 0, hardcoded FX modules with networks containing core::extra_mod nodes driven by Matrix Modulators in the FX's modulator chains.
      Works in HISE backend, broken in exported plugin (compiled DLL and interpreted both).

      Symptoms

      Network parameters don't respond to UI changes or preset recalls.
      Matrix modulator's Value updates correctly but its output never reaches the extra_mod node.

      Root cause

      Order-of-operations bug between project-state restore and prepareToPlay:

      1. Host loads project state → restoreHardcodedData → setEffect(name) → connectToRuntimeTargets(*newNode, true).

      2. ExtraModulatorRuntimeTargetSource::addConnection (ModulatorChain.cpp:2155) builds a SignalSource with sampleRate_cr / numSamples_cr from getSampleRate() — which is 0 because the host hasn't called prepareToPlay yet.

      3. target->onValue(signal) stores that zero-rate signal in every extra_mod node.

      4. When prepareToPlay finally runs, extra_mod::prepare() reads the stored signal, checkSignalRatio() sees rate 0, and the node ends up in a non-functional state — modulation values never reach the parameters.

      In the HISE backend the engine is already prepared when networks are loaded, so step 2 captures a valid rate.

      The early-return in HardcodedSwappableEffect::setEffect (if (factoryId == currentEffect) return true;) makes the broken signal sticky — no later preset load triggers a reconnect.

      Confirmed workaround

      After init delay (so prepareToPlay has run), force-reload each FX:

      fxSlot.setEffect("");
      fxSlot.setEffect(originalDLLName);
      

      This forces a full disconnect + recreate with a valid sample rate.

      Related

      Same class of bug as the recent GlobalModulator::prepareToPlay reorder fix ("Fix SmoothedValue assertion when sample rate is uninitialised"), but on a different code path (setEffect → connectToRuntimeTargets, not prepareToPlay).

      Suggested fix

      In HardcodedSwappableEffect::setEffect, skip connectToRuntimeTargets(*newNode, true) when getSampleRate() <= 0, and call it instead from prepareToPlay once the rate is valid. The scriptnode FX (JavascriptMasterEffect / JavascriptPolyphonicEffect) and HardcodedSynthesiser variants need the same treatment.

      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann By force the DLL I mean setEffect("") then setEffect("myFxDLL") to force a refresh at init

      const var DLLNames      = ["Tube_ClassA_DspNetwork", "Noise_DspNetwork", "EQ_DspNetwork", "Exciter_DspNetwork", "Tube_ClassB_DspNetwork", "Transformer_DspNetwork"];
      const var HCModuleNames = ["Tube Input HCFX", "Noise HCFX", "EQ HCFX", "Exciter HCFX", "Tube Output HCFX", "Transformer HCFX"]
      const var HCModules = [];
      
      for (name in HCModuleNames)
      	HCModules.push(Synth.getSlotFX(name));
      
      const var initTimer = Engine.createTimerObject();
      initTimer.setTimerCallback(forceReloadHardcodedDLL);
      
      inline function forceReloadHardcodedDLL()
      {
      	this.stopTimer();
      	
      	for (fxSlot in HCModules)
      	{
      		fxSlot.setEffect("");
      		fxSlot.setEffect(DLLNames[HCModules.indexOf(fxSlot)]);
      	}
      }
      initTimer.startTimer(500);
      

      The way the effect are built doesn't matter (I have a mix of networks, C++ and Faust as well...)
      Now I narrowed it down, the main difference is that I am using matrixTargetId for full matrix mod control of the parameters. This is where the connection breaks after init.
      I tried with Claude different patches but nothing does better than this "force refresh timer" thingy

      @Christoph-Hart Is this production safe enough?
      There might be a broadcaster that fires after init, that would be a better pal for the situation I think...

      posted in Bug Reports
      ustkU
      ustk
    • RE: ScriptNode - DC. Offset

      @Jeetender Hmmm... I'm might be wrong but I'm not so sure about this. You can surely set a parameter to any value below 20Hz, but I'm not sure the filter is capable of reaching this value. To me it's capped to 20Hz-20kHz no matter the range of your parameters.

      posted in General Questions
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann Thanks a lot for the detailed explanation!

      This confirms what I see, so the main difference is that you load your hardcoded DLLs dynamically.
      I doubt the setAttribute is the origin of the problem because when I force the DLL it then works.
      I need sample accuracy so the targetId is what I want.

      Now, when you say "I load the HardcodedFX dynamically via script", do you mean once at init or on preset load CB? (or other behaviour to swap them on the fly)

      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann @Christoph-Hart Alright I got something!

      When setting the hardcoded DLL to "" then back to the original one, the connection is made.
      So why it's not connecting at init I don't know...

      @Oli-Ullmann Do you set your networks/DLL from script or are they just set in the module tree like I do?

      Perhaps I should also add those module states to the presets?

      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann Mmmm... I have them all already...

      Do you mean you actually have an FX plugin working with the matrix modulation system? (extra_mod nodes, UI matrixTargetId, etc...)

      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann So in the end it's not this. I have it noted in my project check list like so:

      /*
      In the case the modulation is deleted when loading a DAW project, do this:
      Engine.addModuleStateToUserPreset("Global Modulator Container");
      https://forum.hise.audio/topic/14137/modulation-is-deleted-when-loading-a-daw-project/5
      */
      

      Thanks anyway!

      posted in Bug Reports
      ustkU
      ustk
    • RE: Matrix modulation connection is broken in exported plugin

      @Oli-Ullmann I have seen this! Testing...

      @Christoph-Hart Yes

      posted in Bug Reports
      ustkU
      ustk