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    voxuer1

    @voxuer1

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    Best posts made by voxuer1

    • RE: Connect Slider Value

      @d-healey After hours of watching YouTube tutorials, I've found a solution to link a label value to a slider, yeh, but there's just a small problem left that I can't fix. I want to round the value to 2 decimal places, which works, but sometimes I get values with more than 10 decimal places. Hmm, can you tell me what's wrong with my script?

      const var Speed = Content.getComponent("Speed");
      const var SpeedValue = Content.getComponent("SpeedValue");

      inline function onSpeedControl(component, value)
      {
      local roundedValue = Math.floor(value * 100 + 0.5) / 100;
      SpeedValue.set("text", roundedValue);
      Console.print("Slider Value: " + roundedValue);
      };

      Content.getComponent("Speed").setControlCallback(onSpeedControl);

      posted in Newbie League
      voxuer1V
      voxuer1
    • RE: Tooltips

      @d-healey I did it, broadcaster was the right tool!

      posted in Scripting
      voxuer1V
      voxuer1
    • RE: RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?

      @voxuer1 Hi everyone,
      I’ve been trying to get RNBO 1.4.2 to compile with HISE on macOS for an entire day, but unfortunately without success.
      What I already tried:
      Clean reinstall of HISE
      Regenerating the JUCE project multiple times
      Fresh builds in Xcode
      No custom modifications to the generated project

      Create files
      Sorting include dependencies
      Copying third party files
      Compiling dll plugin
      Re-saving file: /Users/thomaszalud/Documents/HISE Projects/0/DspNetworks/Binaries/AutogeneratedProject.jucer
      Finished saving: Visual Studio 2022
      Finished saving: Xcode (macOS)
      Finished saving: Linux Makefile
      Compiling 0 ...
      ** BUILD FAILED **

      The following build commands failed:
      CompileC /Users/thomaszalud/Documents/HISE\ Projects/0/DspNetworks/Binaries/Builds/MacOSX/build/0.build/Debug/0\ -\ Dynamic\ Library.build/Objects-normal/arm64/Main.o /Users/thomaszalud/Documents/HISE\ Projects/0/DspNetworks/Binaries/Source/Main.cpp normal arm64 c++ com.apple.compilers.llvm.clang.1_0.compiler (in target '0 - Dynamic Library' from project '0')
      (1 failure)

      posted in C++ Development
      voxuer1V
      voxuer1
    • RE: RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?

      @DanH said in RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?:

      Should be DspNetworks/ThirdParty/src for the c++ rnbo file and the rbno folder goes in there too. Then compile DSP networks as dll. restart Hise and it should appear in the Hardcoded FX list. If not check it exists in Scriptnode. Open a Script FX effect module, open up the patch and click anywhere to open the node menu, click project tab and look if it's in there.

      Thanks for the suggestion, but the standard workflow is currently failing with newer RNBO versions.

      While this approach works perfectly for older exports (Max 8 / RNBO 1.3), it fails with RNBO 1.4.2. Even with the correct folder structure (DspNetworks/ThirdParty/src/) and the "Create C++ template" tool, the compiler throws errors in Xcode.

      The main culprit seems to be a change in RNBO's code generation:

      Error: Use of class template 'RNBO::Volume' requires template arguments.

      Result: HISE fails to find members like prepare and process because the generated wrapper doesn't match the new template-based structure of RNBO 1.4.2.

      It seems RNBO changed its C++ export format, and the HISE 4.1.0 template generator isn't handling these new class templates correctly yet. Has anyone found a workaround for this specific version mismatch?

      posted in C++ Development
      voxuer1V
      voxuer1
    • RNBO Integration in HISE 4.1.0: Updated Workflow for Hardcoded-style DSP Networks?

      Hi everyone,

      I’m currently migrating my workflow to HISE 4.1.0 and I’m looking for clarity on the recommended way to integrate RNBO patches.

      In previous versions, I used to integrate my RNBO patches as hardcoded effects. I’ve been following the classic tutorial ([link to video]), which relies on placing the RNBO export into DspNetworks/ThirdParty/rnbo and using the “Compile DSP networks as dll” command.

      However, in 4.1.0 (built from the latest GitHub source), I’m hitting a wall:

      My Setup:

      HISE: 4.1.0 (Custom build from GitHub, Standalone)

      Max/RNBO: 9.1 / 1.4.2

      OS: macOS

      Path: Project/DspNetworks/ThirdParty/rnbo (contains adapters, src, RNBO.cpp/h, etc.)

      The Confusion:

      Hardcoded vs. Scriptnode: Since I previously used the hardcoded route, I’m struggling to see RNBO appearing in the FX/Processor list. I understand that HISE now leans heavily towards the DSP Network / Scriptnode approach.

      Workflow Step: Does the "Compile DSP networks as dll" function now require an existing .jnode file within a DSP Network before it recognizes the RNBO source?

      Manual Node Creation: How do I properly "expose" the RNBO patch inside the DSP Network Editor in 4.1.0 so I can compile it as a high-performance DLL?

      My Questions:

      Is the "Hardcoded Master FX" route still the way to go, or is the Scriptnode/DSP Network approach now the mandatory path for RNBO integration?

      Could someone clarify the exact sequence for 4.1.0: Do I need to create a Script FX first, open the DSP Network Editor, and then add a specific RNBO node?

      I want to avoid the "Projucer stress" and stick to the internal C++ compilation if possible. Any guidance on the current "Best Practice" would be greatly appreciated!

      Thanks a lot!

      posted in C++ Development
      voxuer1V
      voxuer1

    Latest posts made by voxuer1

    • RE: Does Oversample 4x work correctly with an RNBO FX in Scriptnode?

      Okay, thanks for your quick answer. I think this works nowBildschirmfoto 2026-08-11 um 14.51.44.png

      posted in ScriptNode
      voxuer1V
      voxuer1
    • Does Oversample 4x work correctly with an RNBO FX in Scriptnode?

      Hi, I’m not quite sure how oversampling in HISE actually works. As you can see in the screenshot I attached, I added an Oversample 4x container to my Script FX. Inside the container I have an RNBO FX, and an outport connection which is currently working fine.
      Does this construction work as intended? In other words, will the RNBO FX inside the oversampling container actually be processed at 4x oversampling, including its nonlinear processing?
      Or is there something else I need to do to make sure the RNBO FX is actually oversampled?!Bildschirmfoto 2026-08-11 um 14.20.48.png

      posted in ScriptNode
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @HISEnberg Yes, it works now 😄
      Thank you very, very much!

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @HISEnberg Yes, if I compile the simple gain network with Export -> Compile DSP networks as DLL and load it into the HardcodedMasterFX, then the DSP works correctly after export.

      But with my RNBO setup I lose the outport / modulation connection in Hardcoded mode, which I need for the peak meter communication.

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @HISEnberg tested it with a completely simple core.gain ScriptFX network (no RNBO at all) and the same thing happens: works inside HISE, but after export the plugin passes audio through dry. So it seems the issue is not RNBO-specific but Scriptnode/ScriptFX export related on my setup (HISE 4.1 macOS).Bildschirmfoto 2026-05-21 um 21.38.21.png

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @Oli-Ullmann no no success

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @HISEnberg export as custom Cpp?Bildschirmfoto 2026-05-21 um 20.07.50.png

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @HISEnberg Yeah, that’s the frustrating part — as a hardcoded master FX everything works perfectly, including the exported VST/AU.

      But I need RNBO outports for my peak meter / UI data, and I can only access those through Script FX / Scriptnode runtime. In hardcoded mode I lose the outport communication completely.

      posted in General Questions
      voxuer1V
      voxuer1
    • Rnbo-ScriptFX

      Has anyone successfully exported an RNBO patch running inside a Script FX in HISE as a working VST3 or AU plugin?

      posted in General Questions
      voxuer1V
      voxuer1
    • RE: RNBO effect bypassed in exported VST3 (works perfectly in HISE editor via Script FX / Global Cables)

      @Oli-Ullmann already tried all of that exactly as you suggested, but unfortunately no success yet — neither as AU nor as VST3.
      Current setup:
      Project Type = FX Plugin
      Force Stereo Output = enabled
      Enable Sound Generator FX = enabled
      Dry/Wet default is set to Wet
      I even added an extra global bypass button for testing
      The GUI works, but the audio signal just passes through unchanged in the exported plugin.
      The reason I’m not using a hardcoded effect is because I need to read data back from RNBO via outports for my peak meter. That only works for me through Global Cables / Script FX. As soon as I hardcode the network, I lose the outport communication.
      So currently the RNBO patch is loaded directly inside a Script FX on purpose.
      Inside HISE everything works perfectly, including:
      RNBO processing
      Global Cable communication
      Peak meter
      parameter control
      Only the exported plugin loses the DSP processing.

      posted in General Questions
      voxuer1V
      voxuer1