Export Menu
Clean Build directory
This deletes the content of the project's build folder ({PROJECT_FOLDER}Binaries
). Use this if you encounter glitches at the export which might come from intermediate files not being updated.
Make sure that you don't put any files that are not autogenerated into this folder - if you add custom C++ files, use the AdditionalSourceCode directory.
Export as Instrument (VSTi / AUi) plugin
Export as FX plugin
Compile your plugin into a VST or AAX format (32/64bit). It will take your IDE systems compilers to create your plugin. The final .dll will show up in your projects, Binaries/VST/
or Binaries/AAX
folders.
Export as MIDI FX plugin
Export as Standalone Application
This will fetch all files from your project and build a Standalone Version of your Instrument/Plugin that works without a DAW. After validating the samples references and files it will ask you to choose between a 32bit and 64bit version (both are possible, too).
Export as HISE Player Library
Export as HISE Snippet
This exports the current instrument as Base64 encoded string. You can use this for quick backups or sharing on the HISE Forum .
HiseSnippet 909.3oc4W0saaaCElL1psNYKnonnnWpK1EI.cE18mzBzBzj3XWXzlDinzetqfg53XhPQpRQkVig8jsWfc4dT5av1gR1QxsBt1dqa.q9Jc9i7imy24P59FMGRRzFBswIihAB8G7BForCaOjITjd6Snq6c.KwBF+bU6MJlkj.gDJs1ycJnMpSx98omsGSxTbnPEg7ZsfCuTDIrEZ6uyKDRYWVHbhHpj2OXmdbspsVpSQ7TyqIIlwOmcFbHy41JdD5U5DJrZSfkYgDBs9d5vQAC0ePk6+qEIhSkfSnEI.Wnb0c0xPGhceSZOTHC6O4bmPHTu9EYgZ4Yga5cfHTbo9hrw0yL3WDQ47AckYAuVKI7nkfW8b3sgW.2HhsEVbXaMudJrPMfgkfxvJ2WB827ZqQGT16FwNG5ZPgKCXysa17N9OrYysdxfTE2JzJes5PsENRs4Vq9Kq1X0ec0O2xfAUYxsIFsTBlpr5J4lYD1lpznSAyc7ufISgI9gm7oSsWY9Rs77CbIG0pdJg8nXXrbQxuUEIex3LlqLLFfnq1rhv5iKBARQHXHBbQtp2KT5SaQxvd41.xq5sOyxlrL3Jh6RLXrB2ggtObA1ljWaa3sOjbtUGm4aTrV41eZ8u5l9QjIS+cbuF493oYcZeAyA4u5vTIyNMo10IO1.VMlh83nHpDgcT4N8Efo2rRldkI64Dta30WX4CqFuqTAdwz92Z7NdtwO50Yv.faK.acutucYGRrbPY8bnrlWfPAYCyy.xsxj8eC6Bv+4fBLtjZqYLO+Ol244wy877i3Vb6OwvTIw5joV3.HRbBx0SJq7UI3XJ38G6pxk02VyLUZ5SOqKdHqLl.lM0jQW1MRmprSQOpsTCtmtqoj+ULEu9+AWx7Oeq2e+IE0lO39UtGrwDLFHhhkPG0EfDmmlgwafCPGvRk1IZmljefVoiGpUBdYFvwf0HN6LvTF6Udf10ZwWkTn4l6bLHAVY17OsyKQVHyf4IXIyEsl+bwrpW21KGt9tNS++eLgu12mS3OVmZEpyNfgDU2U8GlFEfCV4.hDkBjIta8WwMbLWtoSNexpJLS3OweiM1xISGar0Di+qrGQLtQ+Nd9iobb4qkoAO2prm42.++Fnr+kuhxkahv4guiycI6eFyNUGw8V3Ht+BGwCV3Hd3BGw1KbDOZgi3wyHB2kO6lZ0Q4sdnh9cxd8Jk1QwPlaFKm7W.SEBLf
This snippet contains a sine wave generator and an empty interface. In order to load snippets, use File | Import HISE Snippet
If you post these snippets on the forum, make sure you surround them with three fences:
Export Samples for Installer
Opens a dialog window that let's you create a sample archive ready to be distributed to the end user.
It will collect all HLAC monoliths of your project and compress it using FLAC into a split archive format with the file extension .hr1
- .hrx

Name | Description |
Split archive size | Choose the file size for the split archive. It will create multiple files if the sample amount exceeds this number. |
Support Full Dynamics range | If your project uses the Full Dynamics mode of HLAC, you need to make sure that the FLAC that you export is compressed using 24bits, otherwise you will loose the bit depth. |
Select Expansion to export | If your project uses expansions, you can encode each expansion into an separate archive using this selector. |
Resume on existing archive | If the export failed before, this lets you resume the export |
Choose HXI file to embed | If you want to include the encrypted expansion metadata into the archive, just select the file you want here and it will write it to the metadata of this archive. If you embed an HXI file, you can later just call Expansionhandler.installEx...() for a smooth end user experience. |
Target Directory | the directory where to put the files. It defaults to the projects folder root. |
If you press OK, you will get a verbose log printed to the console keeping you track of the current state.
Export Pooled Files to Binary Resource
Will collect all pooled Audio-, Image-, MIDI files and SampleMaps and save them as .dat files in a newly created PooledResources folder in your project.