vst3sdk
avendish
vst3sdk | avendish | |
---|---|---|
7 | 34 | |
1,532 | 412 | |
1.2% | 1.5% | |
4.3 | 8.5 | |
11 days ago | about 14 hours ago | |
CMake | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
vst3sdk
-
Swift Achieved Dynamic Linking Where Rust Couldn't
But you don't have only Linux, you have (and probably first) OSX and/or Windows and then Linux, and you need an API that works well in that case. Being an in-process dll/so plugin, while fraught with perils gets you to avoid other issues (state, health, restart, identity, etc.)
Also sometimes you don't have a choice, but have to make a dll, for example:
https://github.com/steinbergmedia/vst3sdk or https://ae-plugins.docsforadobe.dev/ and many others. Sometimes it's the only viable choice.
(I wish most have used grpc/flatbuffers/whatever to communicate, but then every RPC call have to be checked/retried/handled, and or shared memory well handled, with (?) locks, etc. - not a trivial thing for someone who is deeply specialized in making a very good effect/renderer/etc instead of dealing with this extra complexity on top).
-
is it possible to write a DAW (digital audio workstation) or VSTs with Nim? any audio software, in general
Yeah, you can use nordaudio which wraps PortAudio which has support for every major audio back-end. As for writing a VST you may have to find a way to wrap or interface with Steinberg's SDK. MIDI support is possible by using an RtMIDI wrapper, which I haven't linked because there are a few of them out there of varying quality and I don't know which is best because I just use ALSA directly for my purposes.
-
How hard is it to make a VST plugin? Whether a instrument or effect.
You can read the VST3 SDK manual for yourself here https://steinbergmedia.github.io/vst3\_doc/vstsdk/index.html and access the source here: https://github.com/steinbergmedia/vst3sdk.
-
Elementary Audio: a modern platform for writing high performance audio software
You have to use the steinberger SDK to make a vst
https://github.com/steinbergmedia/vst3sdk
But audio plugins come in many formats.
-
Is there a way to compile windows programs on linux?
https://github.com/steinbergmedia/vst3sdk#build-the-examples-on-linux
-
Question for programmers in this group: how do you incorporate programming in music and the other way around?
You can do VST3 as GPL. They dual license it. Lots of legalese to read but definitely an option. https://github.com/steinbergmedia/vst3sdk/issues
avendish
-
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...
-
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!
-
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]
-
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
-
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
-
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
-
Why LSP?
Working on a sunset of this with https://github.com/celtera/avendish - C++ reflection makes this very easy
-
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?
iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web
proposal - Go Project Design Documents
react-juce - Write cross-platform native apps with React.js and JUCE
DtBlkFx - Fast-Fourier-Transform (FFT) based VST plug-in
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.
csound_max - csound6~ object for Max/MSP
wasgen - Web Audio sound generator
nanobind - nanobind: tiny and efficient C++/Python bindings
ARA_SDK - Umbrella installer for all ARA SDK submodules
DPF - DISTRHO Plugin Framework
fundsp - Library for audio processing and synthesis
clap-imgui - Minimal example of prototyping CLAP audio plugins using Dear ImGui as the user interface.