nice, so i only put the "exotic" stuff manually, and it can contain variable sized data from patch to patch (since it's dynamic) my own chunk classes were concentrated around static preset structure, where everything was supposed to be known at compile time however, this still leaves one problem - adding and removing parameters in a future version of the plugin will make old presets load incorrectly so i will still want to store the parameters myself (without calling SerializeParams()) i would instead use a small structure like this: Code:
it appears SetCanAutomate(false) doesn't quite work the given parameter still appears in the Host list of parameters is there a way to have a parameter "hidden" from the host?
yeah, i just noticed that in my other plugin, which doesn't use chunks i have a switch there which wasn't supposed to be automatable, but it is i know that if i use chunks it's all up to me
------------------------ -- Phead "I did what any self respecting Bimwad would do - I screamed just like a little girl"
i'm scratching my head.. i need to make a parameter with N options and i need to have one or two buttons to cycle thru the options say a waveform parameter (thus integer type), with 10 possible options, which will be displayed with a bitmap, but this bitmap will not be clickable, it will just sit there to show the selected waveform and then, two buttons for ++ and -- to cycle the parameter any ideas?
You can easily get/set the value of control A from control B (using GetValue and SetValueFromPlug), so if you pass a pointer to control A to the (customized) constructor of control B, you can use this pointer to get/set the value. Alternatively you could enumerate all your controls, and then add them in that exact order, in which case you can pass the control index of control A to control B, and get/set the value through mPlug->GetGUI()->GetControl(idx).