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Latest release: https://github.com/Birch-san/juicysfplugin/releases

What

juicysfplugin is an Audio Plugin for playing MIDI music through a soundfont synthesizer.

It's well-suited for making videogame music. If you find a soundfont of your favourite game, then you can write your own melodies with those instruments.

JUCE is the framework for making audio plugins.
fluidsynth is the soundfont synthesizer.

juicysfplugin works as 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).

juicysfplugin is also an Audio Plugin. VST, VST3, AU, AUv3.
This means you can use it to generate sounds in GarageBand, FL Studio Mac, Sibelius, etc.

Why

I couldn't find a free, easy-to-use macOS audio plugin for making music with soundfonts.

Install

Latest release: https://github.com/Birch-san/juicysfplugin/releases

Download Release.tar.xz, open it to unzip.

Release contains:

juicysfplugin.app  # standalone application, for playing around
juicysfplugin.component  # AU plugin
juicysfplugin.vst  # VST plugin
juicysfplugin.vst3  # VST3 plugin

To install plugins, move them to the following folder:

juicysfplugin.component -> ~/Library/Audio/Plug-Ins/Components/juicysfplugin.component
juicysfplugin.vst -> ~/Library/Audio/Plug-Ins/VST/juicysfplugin.vst
juicysfplugin.vst3 -> ~/Library/Audio/Plug-Ins/VST3/juicysfplugin.vst3

Load a soundfont

You can drag-and-drop a soundfont into the file picker.

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Here's some soundfonts to get you started:

I'll refrain from recommending specific General MIDI or videogame soundfonts, since the licensing and provenance are often unclear.

How do I setup the standalone .app

Options > Audio/MIDI settings

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Set Output to Built-In Output

Or any output device that you can hear audio through.

Input audio device doesn't matter. We only use MIDI as input.
Ignore the warning about feedback. There is no feedback loop (no audio is input).

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Building from source

Install XCode and XCode command line tools. Accept terms.

Ensure brew and libfluidsynth are installed:

brew install fluidsynth

Install 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.
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:

/Applications/JUCE/extras/AudioPluginHost/Builds/MacOSX/AudioPluginHost.xcodeproj

Then symlink /Applications/JUCE/AudioPluginHost.app to it (simply because that's where I told the Run configuration to look for it):

ln -sf /Applications/JUCE/extras/AudioPluginHost/Builds/MacOSX/build/Debug/AudioPluginHost.app /Applications/JUCE/AudioPluginHost.app

Dependency versions

Known working with:

macOS High Sierra 10.13
XCode 9.3
JUCE Framework 5.3
VST3 Audio Plug-Ins SDK 3.6.9
# brew:
- fluidsynth --version 1.1.10
- libraries in /usr/local/lib
- headers in /usr/local/include
libfluidsynth.1.7.1.dylib
  ├─libglib-2.0.0.dylib
  │   └─libpcre.1.dylib
  ├─libgthread-2.0.0.dylib
  └─libintl.8.dylib

Making portable releases

Follow the steps in Building from source to output a product to the build folder.

The .app, .vst (and so on) that you build will only work on a computer that has brew fluidsynth installed.

If you want to build a truly portable release, you'll need to bundle libfluidsynth and all its dependencies into your product.

cd juicysfplugin/Builds/MacOSX
# first check that you have a Release or Debug product in the `build` directory

# bundles `juicysfplugin/lib` libs into the products you created,
# relinks your executables to use their bundled libs
./relink-build-for-distribution.sh

# follows symlinks, archives Release and Debug folders as tar.xz
./archive-for-distribution.sh

Note: Release and Debug flavors both output targets [VST, VST3, AU] to the same location: ~/Library/Audio/Plug-Ins/$TARGET/juicysfplugin.$EXT.
Whichever flavor you built most recently, wins.

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.

Licenses

Tell me if I've missed anything.

Overall, juicysfplugin is GPLv3.

Framework

Built upon JUCE framework under the GPL-v3 license:

https://www.gnu.org/licenses/gpl-3.0.en.html

Libraries

The following external libraries are bundled into this audio plugin and dynamically linked:

libintl LGPL

https://www.gnu.org/software/gettext/manual/html_node/Licenses.html

either version 2.1 of the License, or (at your option) any later version.

libglib LGPL

either version 2.1 of the License, or (at your option) any later version.

libgthread LGPL

either version 2.1 of the License, or (at your option) any later version.

libpcre BSD

Release 8 of PCRE is distributed under the terms of the "BSD" licence.

libfluidsynth LGPL

https://github.com/FluidSynth/fluidsynth/blob/master/LICENSE

(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
  • 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
  • Static linking is hard