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As discussed on these forums and described in detail elsewhere, Premiere Pro is updating its internal script engine execution path. We're calling the existing ExtendScript engine, through the same new "plumbing" being used by the more modern JavaScript engine, which will be used by UXP.
Our goal for this approach is that your existing ExtendScript code should continue to work, without modification, under New World scripting. New World has been available since Premiere Pro 13.1. Thank you to all our partners who've tested their scripts, and reported issues!
We've fixed all known New World-related issues, for our forthcoming release.
The next release of Premiere Pro will default to New World.
NOW would be a great time to test your PPro ExtendScript, to confirm that it's compatible with New World scripting. 🙂
Here's how to enable New World (don't do it before reading all instructions, below):
Display the Console using <ctrl>-<f12> (Win) or <cmd>-<f12> (MacOS X), Use the 'hamburger' menu to set the view to Debug Database.
AME: set 'AME.ScriptLayer.EnableNewWorld' to true, to enable.
PPro and Prelude: set 'ScriptLayerPPro.EnableNewWorld' to true, to enable.
Here's how to test:
0. Install current version of PPro (and AME, if applicable).
1. Launch host application.
2. Confirm via Console window's Debug Database (instructions above) that New World is NOT enabled.
3. Test your panel's ExtendScript.
Interim result: Your ExtendScript should work as it normally does.
4. Enable NewWorld (via instructions above).
5. Close and re-launch PPro.
6. Confirm in Console that New World IS enabled.
7. Test your panel's ExtendScript functionality, again.
Result: Does your panel's ExtendScript work correctly, with New World enabled?
PLEASE let us know your results, using one of the following:
Yes!
What error, remains dangling?
Question 1: That field specifies the version of CEP your panel uses. If your panel doesn't use any functionality/behavior specific to CEP9 or CEP8, then leaving it at 7.0 is fine.
Question 2: That specifies the version of the manifest definition.
Question 3: If your panel is still specifying CSXS, then the host isn't providing it with CEP9 behaviors. And no, nothing particularly juicy; each CEP updates the version of Chromium in use.
More information on manifes
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As you've found, PPro 14.1 contains a QE DOM crasher. The problem is already fixed in PPro beta builds, and the fix will be present in PPro's next official release.
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Thank you for your prompt reply!
In the meantime, Is there any other way to apply audio or video effects?
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Try the PPro beta releases.
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For only temporary solution, you can disable NewWorldScript and back to old one.
1) Open console window
Win: Ctrl+F12
Mac: Cmd+F12
2) Verify current setting
debug.get ScriptLayerPPro.EnableNewWorld
Expected: true
3) Set to disable (false)
debug.set ScriptLayerPPro.EnableNewWorld=false
4) Verify again
debug.get ScriptLayerPPro.EnableNewWorld
Expected: false
5) Restart Premire Pro
To revert original setting: set true
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The QE DOM crasher is unrelated to New World and Old World; it's present in both.
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I'm running the following code from visual studio debuger:
ml = []
alert(ml)
this causes a 'Runtime Error: Error Code# 1: Illegal Parameter type @ file' error. is this because of the update?
'
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Yes, apparently New World will complain about _anything_ that's passed into alert() method if the argument is not of a String type. So alert(something.toString()) should work in theory, although it's far from being ideal when you need to alert() an array. For that, you would need to use alert(array.toSource()), unfortunately.
And this is truly sad that you have to convert your arguments into strings to use them in an alert() method, as this is something you do not have to do in Javascript world.