DPF
avendish
DPF | avendish | |
---|---|---|
7 | 34 | |
588 | 410 | |
1.7% | 1.0% | |
7.4 | 8.5 | |
18 days ago | 6 days ago | |
C++ | C++ | |
ISC License | GNU General Public License v3.0 or later |
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DPF
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Audio plugin developmento with DPF: first plugin
DPF, short name for Distrho Plugin Framework, is a framework for building audio plugins in C++, compared to JUCE is smaller and more "raw", but there's no commercial licensing or limitation, also it supports open formats like LADSPA and LV2. It has support for Linux and Windows, here I will assume you're using Linux, so some commands may differ in Windows.
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Basic knowledge about music production on Linux
For crossplatform plugin building - consider checking out https://github.com/DISTRHO/DPF
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Declarative, non-intrusive, compile-time C++ reflection for audio plug-ins
Re 1: Why not create a DPF wrapper for this and have DPF create the ladspa/dssi/vst2/vst3/lv2 for you? -> https://github.com/DISTRHO/DPF
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How to get started with building a plugin that can work on other platforms?
Nice to see you are interested in making audio plugins. Especially with LV2 support. OK, you can do LV2 plugin programming from scratch (like I did). The LV2 book https://lv2plug.in/book/ is a good starting point. But I would recommend the use of a plugin framework like DPF https://github.com/DISTRHO/DPF instead.
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I'm developing a basic sample player plugin called Drops.
I use DPF as a plugin framework so any wayland stuff should come to that. I have no clue how to implement such features. I'm not a real programmer. I only act as one on the internet.
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Develop a LV2 plugin
Alternatively you could look at using DPF to make the plugin: https://github.com/DISTRHO/DPF
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Best languages to learn for making lightweight plugin effects and instruments with their own wrappers?
There are free (as far as licensing goes) alternatives such as DPF, but you will be doing a lot more of your own legwork with this system as not as much is provided for you.
avendish
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Ask HN: What audio/sound-related OSS projects can I contribute to?
Happy to introduce you to https://ossia.io there are a lots of tasks open! You can check the projects for the general development axes: https://github.com/ossia/score/projects?query=is%3Aopen ; e.g. Audio, Musicality, Integrations, JACK & Linux integration (some are in Classic projects mode) all have audio-related tasks, some easy, some hard.
Creating new Avendish plug-ins (docs: https://celtera.github.io/avendish/) could also be fairly useful, here's a very basic example one: https://github.com/celtera/avendish/blob/main/examples/Advan...
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Learning C++ for Multimedia and Audio programming
If you are interested in making max, pd, etc... extension you can look into https://github.com/celtera/avendish : it's made exactly for this and tries to stay very close from standard C++ unlike most existing audio frameworks which often come with their own bespoke standard library reimplementation. The documentation also tries to explain the c++ features it used, you might find this useful!
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Soursop and Ponies in Kona: A C++ Committee Trip Report
to automatically generate safe dlopen stubs for runtime dynamic library loading from header files
and through the C++ one (this one is an extremely quick and dirty prototype):
https://github.com/ossia/score/blob/master/src/plugins/score...
to pre-instantiate get(aggregate), for_each(aggregate, f) and other similar functions in https://github.com/celtera/avendish because of how slow it is when done through TMP (doing it that way removed literally dozens of megabytes from my .o and had a positive performance impact even with -O3) ; so I weep a lot when I read that people in the committee object to pack...[indexing]
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Cognitive Loads in Programming
I really don't know about this, I'm writing audio & media effects in a fairly declarative style with https://github.com/celtera/avendish and I'm so much more productive that it's not even funny - I can rewrite entire effects from scratch in the time that it used to take me to find a bug somewhere
- Ask HN: Who is using C++ as the main language for new project?
- A framework for audio software development
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Clap: The New Audio Plug-In Standard
For anyone using c++, my declarative system has some amount of support for clap: https://github.com/celtera/avendish / https://celtera.github.io/avendish/
But unlike clap, targetting this also gives direct access to a few other environments, namely Max, Pd, ossia score, with the list hopefully growing.
Here is an example minimal plugin : https://github.com/celtera/avendish/blob/main/examples/Raw/M...
Note that unlike pretty much every other c/c++ plugin API, the plugin code does not need to include any header, everything is done through reflection of struct members at compile-time.
Here's a per-sample noise generator which uses a small library of pre-made ports: https://github.com/celtera/avendish/blob/main/examples/Helpe...
And a very naive buffer-based audio filter : https://github.com/celtera/avendish/blob/main/examples/Helpe...
UI is supported without relying on a specific UI library, only on a canvas painter concept which can then target Qt, NanoVG, and others to come: https://github.com/celtera/avendish/blob/main/examples/Helpe...
since it binds directly to audio APIs at compile time, it has pretty much zero code size in itself, the smallest plugin it generates for VST2 is around 7kb IIRC
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WG21, aka C++ Standard Committee, April 2022 Mailing
I've ported my lib https://github.com/celtera/avendish to P1061's experimental clang implementation to replace boost.pfr (https://github.com/celtera/avendish/blob/main/include/avnd/common/aggregates.hpp#L67) and it works great, it's only missing pack indexing because right now one still needs to do something like
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Why LSP?
Working on a sunset of this with https://github.com/celtera/avendish - C++ reflection makes this very easy
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Unreal vs. Unity Opinion
so interesting, as a mostly C++ dev, UE's C++ style feels absolutely awful aha. Of course they have to be here because c++ used to not have reflection but I think that nowadays one could use similar principles as the ones I've tried to develop for audio / media objects in https://github.com/celtera/avendish to implement game objects / UObject in a much cleaner way and with better compile times
What are some alternatives?
JUCE - JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.
proposal - Go Project Design Documents
JUCE - The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
DtBlkFx - Fast-Fourier-Transform (FFT) based VST plug-in
Fundamental
csound_max - csound6~ object for Max/MSP
LitterPower - Source Code for Litter Power
nanobind - nanobind: tiny and efficient C++/Python bindings
vst3sdk - VST 3 Plug-In SDK
clap-imgui - Minimal example of prototyping CLAP audio plugins using Dear ImGui as the user interface.
ninjas2 - Rewrite of Ninjas sample slicer
tolc-demo - Demo to show a typical usecase for tolc