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    Recent Best Controversial
    • RE: Max RNBO HISE Tutorial Vids available

      @Phelan-Kane Hi Meta Function,

      I’m encountering a compatibility issue between Max 9 / RNBO 1.4.2 and HISE 4.1 (Developer Branch).

      Current Status:

      RNBO 1.3.3 patches (Max 8) work and show up in the Scriptnode project list.

      RNBO 1.4.2 patches (Max 9) are created by the HISE wizard but stay invisible in the workspace.

      Individual compilation in Xcode fails with 23 errors.

      Errors indicate missing members in the C++ class: createParameters, prepare, process, and reset.

      It seems the HISE C++ wrapper doesn't recognize the new RNBO 1.4.2 class structure. Have you found a workaround for Max 9, or are you still using RNBO 1.3.3 for HISE integration?

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

      @Phelan-Kane Hello everyone,

      I wanted to say a huge thank you for all the help and the detailed suggestions!

      I followed the advice to 'build the node first' by manually opening the Xcode project and attempting to compile the Volume target individually. Unfortunately, I’m getting 23 compile errors that confirm HISE 4.1 (from August 2025) is not yet compatible with the C++ class structure of RNBO 1.4.2.

      Since I cannot easily roll back the RNBO version within Max 9 on my system, I will focus on getting my patches to run using Max 8 and RNBO 1.3.3, which I’ve already confirmed works perfectly with HISE.

      For those interested in the technical side, here are the key errors I encountered in Xcode when trying to compile a 1.4.2 patch:

      No member named 'createParameters' in 'project::Volume<1>'

      No member named 'prepare' / 'process' / 'reset' in 'project::Volume<1>'

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

      Maybe this info helps for a future HISE update so we can use RNBO 1.4.2 features eventually. Thanks again for the support!

      posted in C++ Development
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      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?:

      are you building networks at the same time as the nodes? if so remove the networks from the compile process and just build the nodes first. If it succeeds add the networks back in and compile again.

      Thanks for the advice regarding building the nodes first. I tried to follow this workflow, but I've hit a wall with my Max 9 / RNBO 1.4.2 patch (named 'Volume').

      What I did:

      I put the RNBO files into DspNetworks/ThirdParty/src/rnbo.

      I used the 'Create RNBO Template files' wizard. The wizard successfully recognized Volume.cpp.

      HISE confirmed: "The file Volume was created".

      The Problem: Despite the successful template creation and multiple HISE restarts, the 'Volume' node never appears in the Scriptnode Workspace 'Add Node' menu (under project or search).

      Interestingly, all my older Max 8 / RNBO 1.3.3 patches (like 'Grafik7') show up perfectly and can be added to the workspace. It seems like the template for the Max 9 patch is created but not registered by HISE, so I can't even reach the step of 'building the node first' as suggested.

      Has anyone encountered this where the wizard succeeds but the node remains invisible in the workspace?

      posted in C++ Development
      V
      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
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      voxuer1
    • RE: Stuck in Wizard / VST SDK Error - Path is correct but no "Green Checkmarks"

      @David-Healey I finally managed to get a successful VST3 export! "BUILD SUCCEEDED" in the terminal.

      What fixed the SDK error: The issue was indeed the VST3 SDK path. I had to point it exactly to the folder containing the base, public.sdk, and pluginterfaces directories. After correcting this in the Projucer Global Paths, the "SDK missing" error disappeared.

      posted in General Questions
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      voxuer1
    • RE: Stuck in Wizard / VST SDK Error - Path is correct but no "Green Checkmarks"

      @David-Healey said in Stuck in Wizard / VST SDK Error - Path is correct but no "Green Checkmarks":

      Don't use the wizard, just check the box in project preferences to mark the setup as complete.

      yes I did but VST SDK is missing Bildschirmfoto 2026-01-29 um 00.17.10.png Bildschirmfoto 2026-01-29 um 00.18.14.png

      posted in General Questions
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      voxuer1
    • Stuck in Wizard / VST SDK Error - Path is correct but no "Green Checkmarks"

      Hi everyone,

      I'm struggling to get my HISE setup running for a RNBO-based EQ project and I'm stuck in a loop with the Export Setup Wizard and VST exports.

      My Setup:

      Mac OS (Xcode installed and command line tools active).

      HISE Source Path: /Users/thomaszalud/HISE (This is where the source code is located).

      SDK Path: /Users/thomaszalud/HISE/tools/sdk/VST3 SDK (I've verified the folder name has no underscores and contains the pluginterfaces folder).

      The Issues:

      Wizard Hangs: When I try to use the Export Setup Wizard to "Download the HISE source code", the download consistently hangs at ~50MB and never finishes.

      Missing Checkmarks: If I skip the download (since the files are already physically at the correct path), the Wizard (Step 4/5) shows no green checkmarks and remains empty.

      Export Error: Even though I can compile my RNBO patch as a "Hardcoded Master FX" and it works internally, I get the "VST SDK is missing" error as soon as I try to export the project as a VST3.

      I have already tried deleting the Binaries folder and restarting, but HISE doesn't seem to acknowledge the SDK folder even though the path in the Compiler Settings is set correctly.

      Does anyone know why the Wizard isn't recognizing the existing files or how to manually "force" those green checkmarks so the VST export becomes active?

      Thanks for any help!

      posted in General Questions
      V
      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?:

      so I'm on RNBO 1.4.2 and everything works fine

      ok, wau good to hear.

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

      @DanH Thanks!
      Just to be sure — which HISE version / branch are you using exactly (master vs develop), and on which OS?
      I want to match the setup before testing further.

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

      @DanH in the Package Manager Bildschirmfoto 2026-01-28 um 11.08.45.png

      posted in C++ Development
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      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?:

      are on Hise Develop branch?

      HISE 4.1.0, custom GitHub build (no branch info available)

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

      @DanH Yes — I tested this.
      I installed Max 9.0.9 (RNBO 1.4.0) and tried the same RNBO patch.
      No change: the patch compiles in Max, but fails in HISE with errors in main.cpp, same as with newer Max 9 versions.
      The exact same patch works when authored with Max 8 / RNBO 1.3.x.

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

      @DanH Just to be sure — are your Max 9 RNBO patches actually running inside HISE

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

      @DanH I'm having no luck rolling back RNBO; it just won't work on Max 9.1.2

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

      @dannytaurus Yes, However, the same patch no longer compiles in HISE due to errors in main.cpp. It worked fine with Max 8/RNBO 1.3, but fails with RNBO 1.4.2 in Max 9.

      posted in C++ Development
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      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
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      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
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      voxuer1
    • RE: Selling a HISE-based Plugin under GPLv3 – Compliance Questions

      @d-healey ok, thank you, that helps

      posted in General Questions
      V
      voxuer1
    • Selling a HISE-based Plugin under GPLv3 – Compliance Questions

      Hi everyone,
      I am planning to release a plugin created with HISE under the GPLv3 license, and I also intend to sell it commercially. I want to make sure I fully comply with the GPL requirements.
      My plan is to export my HISE project (including the .hip file, scripts, images, presets, and any necessary assets) and upload everything to a public GitHub repository, along with a GPLv3 LICENSE file.
      Would this be enough to satisfy the GPL conditions, even if I am selling the compiled plugin?
      Is there anything else I need to include or prepare when releasing a paid product based on HISE under GPL?
      Thanks a lot for your help and clarification!

      posted in General Questions
      V
      voxuer1
    • RE: Issue with Importing Transparent PNG Logos in HISE on Windows

      @d-healey i’m actually already working with SVG and vector graphics. I export them as PNG with a transparent background. On macOS, everything looks perfect, regardless of whether the file was initially large or already at the correct size. However, on Windows, I always get poor image quality with the same files.

      posted in Newbie League
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      voxuer1