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Old 11-27-2016, 05:53 AM   #601
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Quote:
Originally Posted by Tale View Post
It sure is!


I can't really help you there, because I have no idea what exactly "Set Point Value" is...
Hi Tale.

In reaper you can edit the automation envelops in several ways, for instance dragging a point with the mouse, or via the menu point "set point value". When I drag a point with the mouse, everything works as expected, but when I use the "set point value" option from the menu, the value does not change. It seems as if the plugin is immediately sending back the old value, overriding the new one.

I have no clue what is happening. It does not happen with other plugins, so it must be something in my code, but I have no clue where to even start looking, as I don't know what exactly reaper is doing differently by either editing with the mouse, or use that menu option.

I hope somebody from the reaper gurus can enlighten me here.

Thanks,
Martin
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Old 11-27-2016, 11:18 AM   #602
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Just for curiosity i tried it with my current project and everything works fine (as you already mentioned for other plugs). It's hard to say anything useful without knowing your code. In fact i can't think of any reason why these two operations should do different things...
Did you already trace different behaviours when changing a param with these two automation edits (breakpoint at OnParamChange() and step through the code)?
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Old 12-26-2016, 07:11 AM   #603
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Default reselse linker errors

Hi!

I'm having some trouble building the AU configuration with xcode 7.3.1 release mode
(product->build for...-> profiling)

Does anyone recognise these errors and what to do about them?

"___bzero", referenced from:
staticPngReadFunc(png_struct_def*, unsigned char*, unsigned long) in lice.a(lice_png.o)
LICE_CachedFont::LICE_CachedFont() in lice.a(lice_textnew.o)
LICE_CachedFont::LICE_CachedFont() in lice.a(lice_textnew.o)
LICE_CachedFont::SetFromHFont(HGDIOBJ__*, int) in lice.a(lice_textnew.o)
_png_create_png_struct in lice.a(png.o)
_png_create_info_struct in lice.a(png.o)
_png_destroy_info_struct in lice.a(png.o)
...
"_fopen$UNIX2003", referenced from:
LICE_LoadPNG(char const*, LICE_IBitmap*) in lice.a(lice_png.o)
ld: symbol(s) not found for architecture i386
clang: error: linker command failed with exit code 1 (use -v to see invocation)

EDIT:
I changed Base SDK to latest (10.11) for relesebuld and the errors disappeared... :-)
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Old 03-02-2017, 02:47 PM   #604
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I currently have issues making AU work on OS X, with different SDKs (10.8 or 10.11), even for the examples. Is there something that I missed in one of the latest builds?
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Old 08-16-2017, 06:49 AM   #605
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Default wdl-ol

I have tried this wdl-olm and can not get it to work on vs C++2010, 2015 or 2017. I have used RackaFX, Csounds, Juce, Synthedit, Synthmaker and Native Instruments with great success. Why is it so hard to compile and run this program "IEffects". I looks simple but it turns out to be a headache. Is there anyone here that can help me get the program running on any one of the APIs.
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Old 12-06-2017, 01:01 PM   #606
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Sorry for a basic question. I am new to Xcode and big IDEs and SDKs in general, so please excuse me if it is something straightforward that I am missing.

I can't get the examples to compile at all in Xcode 9.2, macOS 10.12.6. I followed all the readmes and when I try to build an App target of IPlugEffect, without modyfing anything apart from setting the BASE_SDK = macosx10.6 and DEPLOYMENT_TARGET= 10.6, I get this for target lice_32&64_intel:

Code:
error: There is no SDK with the name or path '/Volumes/Projects/Coding/plugin-development/wdl-ol/WDL/lice/macosx10.6'
I have the MacOSX10.6.sdk in
Code:
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer
Can you please help?
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Old 12-06-2017, 01:29 PM   #607
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set BASE_SDK = macosx10.13

in common.xcconfig
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Old 12-07-2017, 11:05 AM   #608
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Thank you very much. The SDK not found error in lice is solved. I am now facing a few issues(20 to be exact) with what seems like the SDK itself?? Few examples are:

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/usr/include/c++/4.2.1/bits/stl_algobase.h:292:12: Too many template arguments for class template '__copy'

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/usr/include/c++/4.2.1/bits/stl_algobase.h:182:9: Expected unqualified-id

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/usr/include/c++/4.2.1/bits/stl_algobase.h:274:12: Explicit specialization of non-template struct '__copy'

/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.13.sdk/usr/include/c++/4.2.1/limits:290:21: Expected ';' at end of declaration list

Does this have to do with the chosen compiler?
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Old 12-07-2017, 11:11 AM   #609
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hmm,

try

CLANG_CXX_LANGUAGE_STANDARD = c++11
CLANG_CXX_LIBRARY = libc++
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Old 12-07-2017, 11:32 AM   #610
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That's done it. Along with

DEPLOYMENT_TARGET = 10.7

Thanks a lot for your help.
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Old 12-31-2017, 06:34 AM   #611
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Default Patreon

Dear all,

I was hoping to have this ready for the new year but it's not quite there yet. I've made a lot of progress with a new version of WDL-OL which has some killer new features. Those of you who follow me on github can see where this is going on the "IPlugquake" branch.

In order to help me justify my OCD efforts on this, I have created a patreon, where you can support my work, and I'm hoping to reach 25 patrons.

Here is a post about it, including details of new features:

https://www.patreon.com/posts/launch-16142537

happy new year!

oli
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Old 12-31-2017, 08:16 AM   #612
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Thanks Oli!
all the best for this project and for 2018!
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Old 12-31-2017, 08:56 AM   #613
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Yes. Count me in
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Old 12-31-2017, 05:56 PM   #614
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dito!
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Old 12-31-2017, 09:50 PM   #615
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boo. I tried signing up for patreon but it wouldn't let me pay through paypal. I'll try again in the morning. Must by a y2k bug or something.
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Old 01-03-2018, 03:57 AM   #616
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wooohoo, IGraphicsNanoVG working :-)

60 FPS vector graphics backed by Metal on OSX here we come!
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Old 01-08-2018, 03:46 PM   #617
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if anyone feels inspired to help me document like this let me know...

https://github.com/olilarkin/wdl-ol/...bc5874a87d20a8

hopefully will have proper API docs for IPlug soon

http://olilarkin.co.uk/doxygen/annotated.html
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Old 01-10-2018, 01:07 PM   #618
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https://www.patreon.com/posts/documentation-16333628

>>http://olilarkin.co.uk/doxygen/
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Old 01-25-2018, 10:59 AM   #619
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Quote:
Originally Posted by olilarkin View Post
...

I'm hoping to reach 25 patrons.

Here is a post about it, including details of new features:

https://www.patreon.com/posts/launch-16142537

oli
BUMP

Come on folks. That patron thing starts at just 1$!
How many of us benefit from Olis work? He's still stuck at 14!
11 to go...
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Old 01-25-2018, 11:57 AM   #620
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Thanks for the reminder. Paypal wasn't working for me, but credit card payment is. So that's one closer at least. I thought that 25 would have been met in about 10 minutes from launch.
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Old 01-25-2018, 12:21 PM   #621
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donations for geek stuff == getting blood from a stone

thanks for your support! much appreciated
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Old 01-25-2018, 01:23 PM   #622
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Subscribed! (Er, "Patronized!")

I have fantasized about developing a couple ideas in VST form and haven't actually even used this, but I believe in the mission. Wish I had more $ to offer.

Quote:
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donations for geek stuff == getting blood from a stone
I develop a couple simple mozilla extensions (well, maintained, it's looking like, what with the extenionocalypse) used by a few thousand people. Over almost 10 years I think I've pulled in like $50 in donations. :-)
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Old 02-01-2018, 05:41 PM   #623
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6 more patrons needed! Please spread the word, and join us on slack!

https://www.patreon.com/posts/february-update-16749608

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Old 02-05-2018, 05:05 PM   #624
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+1

Oli (and everyone else!) is very generous around here -- I'm honored to beable to help! We should all help do our part
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Old 02-05-2018, 05:38 PM   #625
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Hey, we're up to 22. Getting closer.
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Old 02-17-2018, 02:13 PM   #626
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Quote:
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...used by a few thousand people. Over almost 10 years I think I've pulled in like $50 in donations. :-)
wuh...
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Old 03-20-2018, 10:52 AM   #627
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Originally Posted by Vyedmic View Post
That's done it. Along with

DEPLOYMENT_TARGET = 10.7

Thanks a lot for your help.
I had same issue trying to compile examples.

Those tips seems to have sorted it out for VST2 but VST3 doesn't compile.

I get lots of errors related to VST3 sources (using latest download).

Any idea why?
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Old 03-20-2018, 10:55 AM   #628
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steinberg update the sdk and move things. for wdl-ol master branch you'll need an older vst3 sdk 3.6.5 like it says in the readme
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Old 03-20-2018, 10:57 AM   #629
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Quote:
Originally Posted by olilarkin View Post
steinberg update the sdk and move things. for wdl-ol master branch you'll need an older vst3 sdk 3.6.5 like it says in the readme
OK thanks. I must have missed that.
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Old 03-20-2018, 11:05 AM   #630
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OK thanks. I must have missed that.
Oh damn. It seems Steinberg has deleted archived versions and is no longer putting up links to download them.

I tried to see if their git hub had 3.6.5 tag but it doesn't. They only recently started tagging releases from 3.6.7.

Can someone zip 3.6.5 up for me please?
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Old 03-20-2018, 12:41 PM   #631
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Quote:
Originally Posted by mrlimbic View Post
Oh damn. It seems Steinberg has deleted archived versions and is no longer putting up links to download them.

I tried to see if their git hub had 3.6.5 tag but it doesn't. They only recently started tagging releases from 3.6.7.

Can someone zip 3.6.5 up for me please?
PM'ed...
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Old 06-20-2018, 08:08 AM   #632
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Has anyone else here had any problems with VST2 and Studio One 3.6
I dont own studio One but a user has an issue with my plugin that volume is to low when using it in studio one....
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Old 06-20-2018, 08:19 AM   #633
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Originally Posted by debian View Post
Has anyone else here had any problems with VST2 and Studio One 3.6
I dont own studio One but a user has an issue with my plugin that volume is to low when using it in studio one....
There is a free version of StudioOne that allows less tracks and various other limits. But it should be fine for testing FX.
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Old 06-20-2018, 06:15 PM   #634
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Has anyone else here had any problems with VST2 and Studio One 3.6
I dont own studio One but a user has an issue with my plugin that volume is to low when using it in studio one....
It's the only DAW that I had to explicitly not support with Echo Farm. The AU works fine, but VST2/3 have issues. I worked with an S1 developer, even built a barebones, protection-free project for him to debug with—he was stumped. In general, it's obvious that S1 has issues with VST—many plugins I own from various manufacturer fail validation (and you can't always tell which are the cause of resulting crashes on validation).

My plugin passed validation. But if I instantiate my plugin, then remove it, S1 v3 crashes when I close the project. It was something to do with a popup menu in my plugin—and only that menu (not an attached parameter, not processing of audio, or anything else). It seems related to Cocoa.

I hope Studio One 4 is better.
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Old 06-20-2018, 10:54 PM   #635
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It seem to work in Studio One 4, I installed the free demo version of Studio One 4 on my Windows 7 machine and experienced no problem with my plugin...
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Old 06-28-2018, 02:44 PM   #636
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Not only does Studio One 4 appear to play fine with my VST and VST3 IPlug plugin, but following the installation Studio One 3 no longer has a problem with them. Someone at Line 6 checked it out with the same results—S1v3 failed before installing v4, works now with both.
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Old 06-28-2018, 03:13 PM   #637
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Quote:
Originally Posted by earlevel View Post
Not only does Studio One 4 appear to play fine with my VST and VST3 IPlug plugin, but following the installation Studio One 3 no longer has a problem with them. Someone at Line 6 checked it out with the same results—S1v3 failed before installing v4, works now with both.
Well isn't that special...maybe they'll backport the fix into S1v3.

*not holding my breath...*
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