Multi-platform frameworks for VST/AU/AAX/etc.
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- KVRer
- Topic Starter
- 5 posts since 9 May, 2019
In order to do plugins (using C++), here are the frameworks that I know:
* https://github.com/olilarkin/wdl-o: I've used it successfully for some projects, but wdl-ol is now discontinued
* https://github.com/iPlug2/iPlug2: only pre-release, probably not ready for productoin
* of course Juce (40$/mo or 800$ once minimum for a splash-screen-free version)
What are the other best frameworks allowing to code a VST / AU, etc. in C++? Are there open-source / free ones?
See you
* https://github.com/olilarkin/wdl-o: I've used it successfully for some projects, but wdl-ol is now discontinued
* https://github.com/iPlug2/iPlug2: only pre-release, probably not ready for productoin
* of course Juce (40$/mo or 800$ once minimum for a splash-screen-free version)
What are the other best frameworks allowing to code a VST / AU, etc. in C++? Are there open-source / free ones?
See you
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- KVRian
- 833 posts since 21 Feb, 2006 from FI
Rust port could be promising but no VST3 and not C++ ... https://crates.io/crates/vst
- KVRAF
- 7888 posts since 12 Feb, 2006 from Helsinki, Finland
As far as I know, Juce and iPlug (either version) are what the large majority of developers use if you ignore people with private frameworks.
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- KVRian
- 876 posts since 24 Jun, 2002 from Berlin
iPlug2 is not very far off "production ready" and several developers have released stuff with it. It's an absolutely massive project, and it's taken several years to make it at all competitive. I just say it's not production ready, because if you choose it for a project, you should be prepared for a bit of turbulence, i.e. renaming of methods/classes, whilst we finalise it. On that note: I am trying to raise sponsorship so I can dedicate more time to it, and hopefully "finish" it.
here is my awesome-musicdsp list which includes links to the various plug-in framework options i know about: https://github.com/olilarkin/awesome-musicdsp
here is my awesome-musicdsp list which includes links to the various plug-in framework options i know about: https://github.com/olilarkin/awesome-musicdsp
- KVRist
- 406 posts since 6 Apr, 2008
VST3 API bindings are being worked onjuha_p wrote: ↑Tue Jun 30, 2020 9:21 am Rust port could be promising but no VST3 and not C++ ... https://crates.io/crates/vst
https://github.com/RustAudio/vst3-sys
but I think it's currently not much more than a proof of concept, requiring essentially the entire implementation to be wrapped in unsafe.
Also worth mentioning is this library
https://github.com/RustAudio/baseview
which attempts to provide a low-level abstraction of platform specific windowing APIs.
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- KVRer
- Topic Starter
- 5 posts since 9 May, 2019
hibrasil, what is the big picture of the history of these projects again? (i forgot)
Is the following chronology correct?
* Cockos WDL (https://www.cockos.com/wdl/): did it already support Mac and PC, VST/AudioUnit/etc.?
* Cockos iPlug: what did it do exactly?
* WDL-OL: what does it do that Cockos iPlug couldn't do?
* iPlug2: what does it add (compared to WDL-OL)?
thanks for the link of the "curated list of my favourite music DSP resources", it's useful indeed!
Is the following chronology correct?
* Cockos WDL (https://www.cockos.com/wdl/): did it already support Mac and PC, VST/AudioUnit/etc.?
* Cockos iPlug: what did it do exactly?
* WDL-OL: what does it do that Cockos iPlug couldn't do?
* iPlug2: what does it add (compared to WDL-OL)?
thanks for the link of the "curated list of my favourite music DSP resources", it's useful indeed!
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- KVRian
- 876 posts since 24 Jun, 2002 from Berlin
Cockos iPlug (c. 2008 AD) - did VST2 and AU, bitmap graphics via LICE
WDL-OL (2011...) - added VST3, RTAS & AAX, build system, fixed bugs
iPlug2 (2018... hope to "finish" this year) - totally reworked the codebase to be much cleaner/more modular, much much better & modern. Resizable 60FPS vector graphics on the GPU, SVG, WebViews, better approach to multithreading, compile to webassembly, AUv3 / iOS support , Multitouch, controls library, loads more stuff...
WDL-OL (2011...) - added VST3, RTAS & AAX, build system, fixed bugs
iPlug2 (2018... hope to "finish" this year) - totally reworked the codebase to be much cleaner/more modular, much much better & modern. Resizable 60FPS vector graphics on the GPU, SVG, WebViews, better approach to multithreading, compile to webassembly, AUv3 / iOS support , Multitouch, controls library, loads more stuff...
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- KVRer
- Topic Starter
- 5 posts since 9 May, 2019
hibrasil for your answer.
Just to see the full picture, what did the initial "Cockos WDL" framework do, before iPlug arrived? Did it already allow you to create VST/AudioUnits?
About WDL-OL: I see it is discontinued, but it's still working fine, right? (I had started something with WDL-OL and would like to continue with this version).
Does it produce binaries ready for macOS 10.15 Catalina and its Notarization requirements (https://developer.apple.com/documentati ... stribution)? Do you think they will work on mac OS 11 Big Sur?
thanks
Just to see the full picture, what did the initial "Cockos WDL" framework do, before iPlug arrived? Did it already allow you to create VST/AudioUnits?
About WDL-OL: I see it is discontinued, but it's still working fine, right? (I had started something with WDL-OL and would like to continue with this version).
Does it produce binaries ready for macOS 10.15 Catalina and its Notarization requirements (https://developer.apple.com/documentati ... stribution)? Do you think they will work on mac OS 11 Big Sur?
thanks
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- KVRian
- 876 posts since 24 Jun, 2002 from Berlin
WDL is a collection of utility classes by Cockos, it's not really a framework.
WDL-OL binaries should work on catalina, if you do the right code-signing/notarization
WDL-OL binaries should work on catalina, if you do the right code-signing/notarization
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Guillaume Piolat Guillaume Piolat https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=366815
- KVRist
- 279 posts since 21 Sep, 2015 from Grenoble
If you are wanting to use C++ than I think JUCE or IPlug2 are the two most reasonable choices. (with Patreon ON)
Checkout our VST3/VST2/AU/AAX/LV2:
Inner Pitch | Lens | Couture | Panagement | Graillon
Inner Pitch | Lens | Couture | Panagement | Graillon
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- KVRist
- 302 posts since 28 May, 2011
Plug'n Script is not a typical framework, but it can export all plugin formats and you can write DSP code in C++.
https://pns.letimix.com
https://pns.letimix.com
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- KVRist
- 60 posts since 6 Dec, 2013 from The land of confusion
For what it's worth - I just started using IPlug2 yesterday to port some Reaper-JS to native VST2/VST3/APP.
And it was so damn easy - took about 8 hours to get familiar with the framework and create a similar working UI. I love the fact that it uses the GPU for 60fps vector rendering - it's awesome.
For me the killer feature, apart from all the major SDK's being handled, is the IRECT functionality. Being able to chop the screen up with FracRectVertical, SubRectVertical, SubRectHorizontal and Alter - makes UI design so damn simple.
The only big issue I've found with it so far is it takes 5 secs to load up my very basic VST3 in reaper. I don't know why that is yet - GPU init code or some VST3 funk going on - I will found out later.
And it was so damn easy - took about 8 hours to get familiar with the framework and create a similar working UI. I love the fact that it uses the GPU for 60fps vector rendering - it's awesome.
For me the killer feature, apart from all the major SDK's being handled, is the IRECT functionality. Being able to chop the screen up with FracRectVertical, SubRectVertical, SubRectHorizontal and Alter - makes UI design so damn simple.
The only big issue I've found with it so far is it takes 5 secs to load up my very basic VST3 in reaper. I don't know why that is yet - GPU init code or some VST3 funk going on - I will found out later.
- KVRian
- 872 posts since 6 Aug, 2005 from England
GPU rendering hey? I'm guessing that uses OpenGL rather than DirectX or Metal?
Dave Hoskins. http://www.quikquak.com
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- KVRist
- 60 posts since 6 Dec, 2013 from The land of confusion
yeah!! There are 3 different backends:
https://github.com/iPlug2/iPlug2/wiki/0 ... g_graphics
Get ur shader magic on dude - u know u want to!!
I'm current writing a FabFilter clone (coz I can't afford it) and want ur fantastic landscape code running in the background
- KVRAF
- 7888 posts since 12 Feb, 2006 from Helsinki, Finland
On Windows using OpenGL can take a few seconds to load and there's not a whole lot you can do about it, though it's usually worse for the first OpenGL plugin you load and less of an issue after that.
Unfortunately Direct3D can cause some issues in some hosts (eg. at least older version of FL if the plugin windows isn't detached) as the GDI and Direct3D don't always synchronize properly. OpenGL seems to go through a different code-path and doesn't have this issue.