Happy New Year
Posts made by VHO
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RE: Monolith creation....again!
@Lindon . Yep. I can also second that at this point it is needed to do them individually.
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RE: PercX is released
@Christoph-Hart Huge congrats mate. It looks, sounds and performs amazing. Awesome plugin
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RE: Scriptnode no opening the juce file
@Jay Do you mean projucer on Mac not opening?
If so, just open projucer as a standalone app and direct it to the juce file ( ie the one that opens and closes)
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RE: Mojave Xcode 11.1 HISE plugin build failing
@ulrik it was clean install for me. There was no Xcode prior as I did clean Mojave install. I was on High Sierra for ages and I'm not brave enough to go to Catalina yet and probably won't be for a while :D
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RE: Mojave Xcode 11.1 HISE plugin build failing
@ulrik Not really helpful, but I have to say it :D I find Xcode to be much more of a pain then Visual ever was... :D
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RE: Mojave Xcode 11.1 HISE plugin build failing
Christoph is correct. Xcode does weird caching that results in build limbo (especially between versions :( Clearing derived data is a must) that can cause strange errors, but also Please select Script Node branch (make sure that script node branch is selected -https://github.com/christophhart/HISE/tree/scriptnode ) Script node is the cutting edge build and I've tested AU and Stand Alone in the last 24 h and both should compile without issue on Mojave 14.6 and Xcode 11.1
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RE: Mojave Xcode 11.1 HISE plugin build failing
Just tried the compile of AU on Xcode 11.1 and all compiled ok (From schemes I've selected only AU to check specifically for AU only. (I'm sure I'm using todays build (downloaded earlier) as I was testing the HLAC monolith Serialisation. The one thing I can think of is making sure that you select 64bit in the Schemes as 32/64 bit version won' compile on Mojave or Xcode 11 ( this can be done selected on Projucer, but it is always good to check again in schemes if it really pushed through ok.
I had few issues before with Xcode not properly flushing through the cached data, so I would recommend to clear your derived data folder for Xcode and also rename old HISE source folders for when you download the new one.
PS @d-healey made a very helpful video on building in MacOSX https://www.youtube.com/watch?v=zeLeCSNh0XM
Hope this helps
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RE: Max monolith size ?
Latest commits allowed HLAC Monolith beyond 2GB to be serialized. Not to be used with multi mic as well, but now if your sampler has above 2GB of HLAC compressed audio, it will serialize and play back just fine.
Just though to update this forum post if anybody searches monolith in future.
Big thanks to @Christoph-Hart -
RE: Mojave Xcode 11.1 HISE plugin build failing
Newest stand alone on Xcode 11.1 compiled ok. Didn’t have a chance to test AU yet. Will do tomorrow
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RE: scriptnode code fail to build
@ulrik said in scriptnode code fail to build:
@VHO yes I'm sure I'm using the latest code
Sorry it was me who was accidentally using old cached build hence it was building for me earlier. I'm still getting used to Xcode (used be on Visual before on PC) and the way Xcode caches projects is still annoyingly confusing to me. Getting the handle on it slowly. Sorry to take up your time with false info
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RE: scriptnode code fail to build
Not really sure. Are you sure that you are compiling the newest script node? not caching older version?
Unless it is what I'm doing and hence my compile works. Sorry that I can't be more help :/
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RE: scriptnode code fail to build
I actually had few issues on Xcode 10 while on Mojave 10.14.6 and I found the Xcode 11.1 pretty stable ( but keep in mind I use it only for HISE and HISE related projects, so I can not speak for other projects you might be developing )
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RE: scriptnode code fail to build
@ulrik
Just tried to build the newest ScriptNode as HISE Stand Alone and it did manage to build ok. Just the usual warnings, but no errors. (I'm running on Mojave and Xcode 11.1). Unless I'm accidantely cashing some older Script Node (I don't think that I'm) it should work fine on the newest commit as far as I can see. Are you changing in Projucer to 64 bit? Building the 32/64 bit version will result in errors (at least on Mojave and Xcode 10+) You might need to check that setting in your Xcode Scheme as well (I had this issue on High Sierra before)PS I'm just talking about the standard Projucer Release Preset. Not without any Preprocessor definitions, Plist definitions or Xcode Flags
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RE: Max monolith size ?
@Christoph-Hart said in Max monolith size ?:
Yes, 4GB is the current limitation (also it's not recommended to go beyond that because it won't work consistently on all platforms).
Be aware that it creates one monolith file per mic position and samplemap so you have to be very generous with disk space to hit that limit :)
Would it be possible in Source to adjust the monolith to create Monolith per Group? That way stuffing the groups could allow for one Sampler to hold all the necessary samples of corresponding type under one Sample map, but numerous monoliths, therefor bypassing any size soft limit and avoid the need for too many samplers?
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RE: Max monolith size ?
@Christoph-Hart Thank you for the answer so fast :) . We only have single mic position, but it isn't that hard for me to hit it due to the number of legatos we have, so I was simply wondering as this will impact sampler count and sampler arrangement. Up int legatos with their corresponding variants will exceed that limit, so hence I was wondering.
However I also have an issue that at the moment when I create monolith it ends at 3.06GB, Set SaveMode to 2 on XML sample map and I don't get any sound... (it has 60RR groups) so I wonder if I'm not hitting other soft limit elsewhere? 5.7Gb raw wav size 24 bit 48khz
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Max monolith size ?
Hi @Christoph-Hart , I was wondering what is the max size of a monolith. Is it limited to 4gb or can a sampler hold samples that generate monolith above this size? Maybe even better way to ask is if there is a max monolith size ( therefor sample map size) that can be slotted into a single Sampler?
Thank you.
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RE: Finally: Fully customize stock UI elements with a scripted LookAndFeel
@Christoph-Hart
Really sweet awesome addition -
RE: BTW everyone: Welcome to the Docs!
Awesome. Really well done. This will be very helpful. Thank you