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JuceLibraryCode | ||
licenses_of_dependencies | ||
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Juicy.png | ||
juicysfplugin.jucer | ||
LICENSE.txt | ||
README.md |
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Latest release: https://github.com/Birch-san/juicysfplugin/releases
Demo track: mp3, FLAC, FLAC+compressor
What
juicysfplugin is a macOS audio plugin for playing MIDI music through a soundfont synthesizer.
It's well-suited for making videogame music. If you have a soundfont of your favourite game, you can write your own melodies with its instruments.
JUCE is the framework for making audio plugins.
fluidsynth is the soundfont synthesizer.
Mode 1: standalone application
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).
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.
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
Launch
Now, you may do one of the following:
- Open the standalone juicysfplugin.app
- Load the AU/VST/VST3 into your favourite DAW (e.g. GarageBand, FL Studio)
Usage
You must drag-and-drop a soundfont into the file picker.
Here's some soundfonts to get you started:
- MuseScore's recommended soundfonts (includes MIT, GPL, other licenses)
- FlameStudios' GPL-licensed guitar soundfonts
I'll refrain from recommending specific General MIDI or videogame soundfonts, since the licensing and provenance are often unclear.
Keybindings
Gain keyboard focus by clicking the plugin's keyboard.
- Up-down arrow keys to switch preset.
- Left-right to switch bank.
ASCII -> MIDI keybinding is the same as FL Studio's:
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Using the standalone .app
Generally the .app will Just Work™, but if your audio setup is more bespoke, then you'll need to configure.
Ignore the yellow warning about feedback. There is no feedback loop (because no audio is input).
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.
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Building from source
Install XCode and XCode command line tools. Accept terms.
Ensure brew and libfluidsynth
are installed:
# --with-libsndfile is optional; it adds support for SF3 format
brew install fluidsynth --with-libsndfile
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 the built AudioPluginHost.app
(because that's where I told the Run configuration to look for AudioPluginHost.app):
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 9.3.1
- JUCE Framework 5.3
- VST3 Audio Plug-Ins SDK 3.6.9
- fluidsynth 1.1.11
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
Overall, juicysfplugin is GPLv3.
See licenses for all libraries and frameworks.
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