Vember Audio Surge is now open-source
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- KVRAF
- 1762 posts since 21 Dec, 2012
Thanks baconpaul
, it worked 
- KVRAF
- 2471 posts since 25 Sep, 2014 from Specific Northwest
Hey ED--EvilDragon wrote: Wed Jan 13, 2021 8:34 pm You can always build from the source code IF you own the VST2 SDK (if you don't, tough luck - the licensing on VST2 SDK is very clear, we cannot include it in our source code repository, it's not GPL3 compatible and it will never be). We have clear instructions for all platforms how to build from source. It doesn't cost you anything to build on Windows (get Visual Studio Community version, which is free).
I'm picking on you since you mentioned it last!
I need a VST 2 Intel version for Mac, so I downloaded the source. Then I discovered I needed Cmake, so I installed that through Homebrew. Eight hours later, after it finished compiling Rust (WTF?!?), I was able to run the make file and now I have a lovely Xcode project! W00T!
Just a quick question since I really hate slogging through other people's code and I have the attention span of a gnat currently: to get the VST2 version to build, did I just need to define the SDK location, or do I need to add another define to enable the actual build? If so, where's the best place to put them? I'm used to working strictly in Xcode without all the defines and such that make files love so much.
Any pointers from y'all (but not C-pointers
I started on Logic 5 with a PowerBook G4 550Mhz. I now have a MacBook Air M1 and it's ~165x faster! So, why is my music not proportionally better? 
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- KVRist
- 402 posts since 28 Apr, 2004 from six feet under
Hello, can anyone on the Surge team help? I'm having problems with the surge install, I get a message "cannot find configuration.xml in path, please reinstall", followed by another warning about a missing windows.wt file.
I never have problems installing other software, on windows 10 pro 64 bit/reaper 64 bit.
Thanks
I never have problems installing other software, on windows 10 pro 64 bit/reaper 64 bit.
Thanks
- KVRAF
- 24412 posts since 7 Jan, 2009 from Croatia
Build instructions for all three operating systems are in the README of Surge repository. Did that not provide enough (sic) pointers? I'm pretty sure macOS instructions are solid because our chief maintainer baconpaul is a macOS guy...syntonica wrote: Sat Apr 24, 2021 3:23 amI need a VST 2 Intel version for Mac, so I downloaded the source. Then I discovered I needed Cmake, so I installed that through Homebrew. Eight hours later, after it finished compiling Rust (WTF?!?), I was able to run the make file and now I have a lovely Xcode project! W00T!
Just a quick question since I really hate slogging through other people's code and I have the attention span of a gnat currently: to get the VST2 version to build, did I just need to define the SDK location, or do I need to add another define to enable the actual build? If so, where's the best place to put them? I'm used to working strictly in Xcode without all the defines and such that make files love so much.
Any pointers from y'all (but not C-pointers) on this would be most appreciated. Sorry if this is dead easy, which it probably is...
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Something didn't install correctly for whatever reason. Can you try running the installer again, and then monitor what is happening in C:\ProgramData\Surge folder (it's a hidden folder by default, you will need to enable "Show hidden files and folders in Explorer)?cuppa wrote: Sat Apr 24, 2021 4:14 pm Hello, can anyone on the Surge team help? I'm having problems with the surge install, I get a message "cannot find configuration.xml in path, please reinstall", followed by another warning about a missing windows.wt file.
I never have problems installing other software, on windows 10 pro 64 bit/reaper 64 bit.
Thanks
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- KVRian
- 1213 posts since 25 Dec, 2018
Just set the env var VST2SDK_DIR before you run cmake and it will all work, if that points to the vst2 sdk. Of course that assume you are a valid licensee of the sdk. And of course even if you do have a valid vst2 license you can’t redistribute the resulting binary since vst2 and gpl3 are not compatibleEvilDragon wrote: Sat Apr 24, 2021 5:03 pmBuild instructions for all three operating systems are in the README of Surge repository. Did that not provide enough (sic) pointers? I'm pretty sure macOS instructions are solid because our chief maintainer baconpaul is a macOS guy...syntonica wrote: Sat Apr 24, 2021 3:23 amI need a VST 2 Intel version for Mac, so I downloaded the source. Then I discovered I needed Cmake, so I installed that through Homebrew. Eight hours later, after it finished compiling Rust (WTF?!?), I was able to run the make file and now I have a lovely Xcode project! W00T!
Just a quick question since I really hate slogging through other people's code and I have the attention span of a gnat currently: to get the VST2 version to build, did I just need to define the SDK location, or do I need to add another define to enable the actual build? If so, where's the best place to put them? I'm used to working strictly in Xcode without all the defines and such that make files love so much.
Any pointers from y'all (but not C-pointers) on this would be most appreciated. Sorry if this is dead easy, which it probably is...
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- KVRAF
- 2471 posts since 25 Sep, 2014 from Specific Northwest
Thanks! Looks like what I need is in the script file.EvilDragon wrote: Sat Apr 24, 2021 5:03 pm
Build instructions for all three operating systems are in the README of Surge repository. Did that not provide enough (sic) pointers? I'm pretty sure macOS instructions are solid because our chief maintainer baconpaul is a macOS guy...
(I'm exhausted lately, so sometimes I just need my brain spoonfed. Thanks doubly again!)
I started on Logic 5 with a PowerBook G4 550Mhz. I now have a MacBook Air M1 and it's ~165x faster! So, why is my music not proportionally better? 
- KVRAF
- 2471 posts since 25 Sep, 2014 from Specific Northwest
Thanks!baconpaul wrote: Sat Apr 24, 2021 5:22 pm Just set the env var VST2SDK_DIR before you run cmake and it will all work, if that points to the vst2 sdk. Of course that assume you are a valid licensee of the sdk. And of course even if you do have a valid vst2 license you can’t redistribute the resulting binary since vst2 and gpl3 are not compatible
I'm only compiling for my own personal, possibly perverted, usage!
I'm trying to transition over to VST 3, but I don't think that's going to happen very quickly as I'm also looking to get an M1 ARM64 Mac as well. I'm doing a lot of Hurry up and wait! right now as hosts get recompiled and the 900-pound VST3 gorilla stomps it way through everything that even looks like it might be VST2.
I started on Logic 5 with a PowerBook G4 550Mhz. I now have a MacBook Air M1 and it's ~165x faster! So, why is my music not proportionally better? 
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- KVRian
- 1213 posts since 25 Dec, 2018
What’s your daw?syntonica wrote: Sat Apr 24, 2021 5:55 pmThanks!baconpaul wrote: Sat Apr 24, 2021 5:22 pm Just set the env var VST2SDK_DIR before you run cmake and it will all work, if that points to the vst2 sdk. Of course that assume you are a valid licensee of the sdk. And of course even if you do have a valid vst2 license you can’t redistribute the resulting binary since vst2 and gpl3 are not compatible
I'm only compiling for my own personal, possibly perverted, usage!![]()
I'm trying to transition over to VST 3, but I don't think that's going to happen very quickly as I'm also looking to get an M1 ARM64 Mac as well. I'm doing a lot of Hurry up and wait! right now as hosts get recompiled and the 900-pound VST3 gorilla stomps it way through everything that even looks like it might be VST2.
- KVRAF
- 2471 posts since 25 Sep, 2014 from Specific Northwest
Mulab. Currently VST 2 only.
I started on Logic 5 with a PowerBook G4 550Mhz. I now have a MacBook Air M1 and it's ~165x faster! So, why is my music not proportionally better? 
- KVRAF
- 11373 posts since 3 Feb, 2003 from Finland, Espoo
First of all, thank you for Surge v1.9! It's absolutely awesome to play with it on the Mac M1! Such a powerful beast of a synth.
Question: Are there any plans for Surge 2.0 to get some kind of Modulation "mapping" capabilities? Would it be possible in the future to be able to sacrifice some of the SLFO's into a "mapping" module where one would get extremely granular control over exactly how a modulation signal is distributed to a target?
Basically the only thing I'm missing now in Surge, to perfectly fine tune playability and responsiveness is something like the Mod Mapper in Alchemy or the functions thing in Pigments. This would be extremely handy for velocity and keyboard range modulation sources, to be able to get exactly the response you want from delicate and sensitive things (like feedback, which depending on settings can be extremely finnicky and very note/pitch dependent).
Question: Are there any plans for Surge 2.0 to get some kind of Modulation "mapping" capabilities? Would it be possible in the future to be able to sacrifice some of the SLFO's into a "mapping" module where one would get extremely granular control over exactly how a modulation signal is distributed to a target?
Basically the only thing I'm missing now in Surge, to perfectly fine tune playability and responsiveness is something like the Mod Mapper in Alchemy or the functions thing in Pigments. This would be extremely handy for velocity and keyboard range modulation sources, to be able to get exactly the response you want from delicate and sensitive things (like feedback, which depending on settings can be extremely finnicky and very note/pitch dependent).
"Wisdom is wisdom, regardless of the idiot who said it." -an idiot
"They don't ban hate speech; they ban speech they hate." -an oracle
"They don't ban hate speech; they ban speech they hate." -an oracle
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- KVRian
- 1213 posts since 25 Dec, 2018
Yesbmanic wrote: Sun Apr 25, 2021 1:33 pm First of all, thank you for Surge v1.9! It's absolutely awesome to play with it on the Mac M1! Such a powerful beast of a synth.
Question: Are there any plans for Surge 2.0 to get some kind of Modulation "mapping" capabilities? Would it be possible in the future to be able to sacrifice some of the SLFO's into a "mapping" module where one would get extremely granular control over exactly how a modulation signal is distributed to a target?
Basically the only thing I'm missing now in Surge, to perfectly fine tune playability and responsiveness is something like the Mod Mapper in Alchemy or the functions thing in Pigments. This would be extremely handy for velocity and keyboard range modulation sources, to be able to get exactly the response you want from delicate and sensitive things (like feedback, which depending on settings can be extremely finnicky and very note/pitch dependent).
But not in the next release (surge xt 1.0 in sept I bet) but the one after
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- KVRian
- 1213 posts since 25 Dec, 2018
What daw do you use on your M1? Are you getting any ui resize problems? Would love to know if you are and if you are using Logic and it all works what’s your exact logic and os version?bmanic wrote: Sun Apr 25, 2021 1:33 pm First of all, thank you for Surge v1.9! It's absolutely awesome to play with it on the Mac M1! Such a powerful beast of a synth.
Question: Are there any plans for Surge 2.0 to get some kind of Modulation "mapping" capabilities? Would it be possible in the future to be able to sacrifice some of the SLFO's into a "mapping" module where one would get extremely granular control over exactly how a modulation signal is distributed to a target?
Basically the only thing I'm missing now in Surge, to perfectly fine tune playability and responsiveness is something like the Mod Mapper in Alchemy or the functions thing in Pigments. This would be extremely handy for velocity and keyboard range modulation sources, to be able to get exactly the response you want from delicate and sensitive things (like feedback, which depending on settings can be extremely finnicky and very note/pitch dependent).
Thanks!!
- KVRAF
- 24412 posts since 7 Jan, 2009 from Croatia
Modmappers and modmixers are as Paul said planned for next year, along with a GUI overhaul.bmanic wrote: Sun Apr 25, 2021 1:33 pmQuestion: Are there any plans for Surge 2.0 to get some kind of Modulation "mapping" capabilities? Would it be possible in the future to be able to sacrifice some of the SLFO's into a "mapping" module where one would get extremely granular control over exactly how a modulation signal is distributed to a target?
Basically the only thing I'm missing now in Surge, to perfectly fine tune playability and responsiveness is something like the Mod Mapper in Alchemy or the functions thing in Pigments. This would be extremely handy for velocity and keyboard range modulation sources, to be able to get exactly the response you want from delicate and sensitive things (like feedback, which depending on settings can be extremely finnicky and very note/pitch dependent).
Currently you can actually fake a modmapper by using an MSEG and by setting the LFO rate to disabled mode, then modulating the phase of that LFO with your wanted modulation source, and then modulating your target with that MSEG instead.
- KVRAF
- 24412 posts since 7 Jan, 2009 from Croatia
This is not legally possible because VST2 license is not compatible with open source software distribution. You have to build it yourself, but then you also need to be a legitimate licensee of VST2 SDK.
You can use a plugin chainer/wrapper, such as Blue Cat Audio Patchwork, or Kush Elements, in order to use their VST2 plugins to load a VST3 plugin.
You can use a plugin chainer/wrapper, such as Blue Cat Audio Patchwork, or Kush Elements, in order to use their VST2 plugins to load a VST3 plugin.
