juicysfplugin.app is a standalone application, for playing around.
You can plugin your hardware MIDI keyboard, or play with the software MIDI keyboard. Or route MIDI messages into it from a virtual MIDI controller (e.g. the [macOS IAC Bus](http://re-compose.desk.com/customer/portal/articles/1382244-setting-up-the-iac-bus-on-a-mac)).
**Mode 2: audio plugin**
juicysfplugin audio plugins are provided: VST, VST3, AU, AUv3.
This means you can host it inside your DAW (e.g. GarageBand, FL Studio Mac, Sibelius…) to record the sounds you make.
Install XCode and XCode command line tools. Accept terms.
Ensure [brew](https://brew.sh/) and `libfluidsynth` are installed:
```bash
brew install fluidsynth
```
Install [JUCE](https://shop.juce.com/get-juce) 5.3 in `/Applications`.
We expect to find JUCE headers in `/Applications/JUCE/modules`.
(Optional) To target VST3, install Steinberg [VST3 Audio Plug-Ins SDK](https://www.steinberg.net/en/company/developers.html).
We expect to find a folder `~/SDKs/VST_SDK/VST3_SDK`.
(Optional) Install IntelliJ AppCode if you prefer it to XCode.
Open `juicysfplugin/Builds/MacOSX/juicysfplugin.xcodeproj` in XCode (or IntelliJ AppCode).
Build & run the "juicysfplugin - Standalone Plugin" target.
## Testing VST/AU plugins inside an audio plugin host
You'll notice that the schemes for [VST, VST3, AU, AUv3] targets are configured such that "Run" launches the executable `AudioPluginHost.app`. This lets you run the audio plugin as though it were hosted inside a DAW.
I recommend building (e.g. with XCode) the simple Audio Plugin Host that comes with JUCE Framework:
The way I provide archives of _both_ build flavors is by archiving one, building next flavor, then archiving that (i.e. I build serially, not parallel).
But probably people only care about the Release flavor anyway.
> (This is the first released version of the Lesser GPL. It also counts as the successor of the GNU Library Public License, version 2, hence the version number 2.1.)
## SDKs
### Steinberg VST3
The VST3 release is built against the Steinberg VST3 SDK.
http://www.steinberg.net/sdklicenses_vst3
> This Software Development Kit is licensed under the terms of the Steinberg VST3 License,
or alternatively under the terms of the General Public License (GPL) Version 3.
# Questions
## Windows/Linux/Android/iOS version?
No _big_ barriers. The source code and all its dependencies are cross-platform. The main friction is setting up a dev environment, and learning how to link dynamic libraries on that OS (i.e. we need to link to libfluidsynth).
Some thoughts that come to mind:
- Bundling libraries portably is far easier on Windows than on macOS
- Just throw a dll next to the executable
- .NET assembly binding can be debugged using [fuslogvw](https://docs.microsoft.com/en-us/dotnet/framework/tools/fuslogvw-exe-assembly-binding-log-viewer)
- Windows already has plenty of free, nice soundfont plugins
- It's probably pretty hard to bundle fluidsynth into mobile apps
- Bundling would be easier if I used static linking