Tools Menu

The tools menu contains commands that perform useful tasks during development. It is loosely categorised into these sections:

Edit Shortcuts

Recompile all scripts

Shortcut: shift + F5

Clear Console

Clears the Console .

Change compile time out duration

By default, the script has a compile time out to prevent something like this:

const var eternity = 1;

    Console.print("still eternity");

from freezing up your computer. The default value is ~5 seconds, however if you have a really old machine and a complex project or doing some batch processing of samples, you might want to increase this value in order to avoid running into this safety mechanism.

This is the same as the setting TODO

Use background thread for script compiling

Recompile all scripts on preset load

Enable Scripting Call Stack

Check Javascript objects for cyclic references

Check plugin parameters

Convert SVG to Path data

Create external script file

Restore interface to default values

Validate User Presets

Resolve missing samples

Delete missing samples

Check all sample maps

Check for unreferenced images

Copy list of missing samples to clipboard

Redirect script folder

Force duplicate search in pool when loading samples

Convert samplemap to Wavetable Bank

This will open the wavetable converter that allows you to create .HWT files that you can load into the Wavetable Synthesiser module.

Click on any of the help buttons to get a description of what the control does. Be aware that if you want to use the Resynthesis modes, you have to get the Loris library here and copy the dynamic library files into the App data folder of HISE (into a subfolder called /loris_library )

Convert all samples to Monolith + Samplemap

Update SampleMap Ids based on file names

Convert SFZ files to SampleMaps

Clear all Samplemaps

Unload all audio files

Record one second audio file

Records seven seconds of HISE output and saves it into a .wav file. After the time passed, a filebrowser with the file will show up. This makes it easy to analyse the output with external tools.

Enable Debug Logger

Import archived samples

Imports the monolith samples from a .hrx Sample resource file.

This shows a similar dialog as the end user will see when loading the plugin for the first time. You can point to the .hr1 file and it will extract the samples into the Samples subfolder of your project.

Create RSA Key pair

Create Dummy License File

Apply sample map properties to sample files

This function will render audio related samplemap properties into the sample files and update the samplemap. This allows a destructive editing step for all static properties that can be baked into the samples. You can use this to:

Doing this increases the performance of the sample playback a little bit, and trimming the samples will reduce the file size / loading times (HLAC monoliths will encode the entire sample file). So unless you are planning to change these properties dynamically (which is rather unusual), this might be a useful step in the predistribution stage.

This is a destructive operation on sensitive material (usually sample files are not checked into a version control system), so make sure to make a manual copy of the original files before proceeding! In addition to any manual backup, there is an automatic backup that is being made before every step, but there might be edge cases that might result in total data loss.

If you select this function in the menu bar, you'll see this dialog:

Select the samplemap you want to "render" and then choose a suffix for the backup folder. This will create a folder in your project directory under


which will contain the samplemap in the state before this process as well with all samples that are about to be processed.

If the folder already exists, the process will not render the samplemap again, but reverse the process and overwrite all files with the content from said backup folder. This will be indicated by the status message saying "Press OK to restore the backup from ..."

Now you can select all properties that you want to render. You can choose to render all properties at once or just a few selected ones (use the preset box to the right to quickly setup common options).

Press OK and it will make a backup of the samplemap and all audio files, and then process the properties to the samples in the sample folder

There are a few things to know about the process:

Simulate varying audio buffer size

Show DSP Network DLL info

Create C++ template for RNBO patch

Validate plugin parameters