This project is a small, simple example to demonstrate using Elementary Audio to write an audio plugin. Most of the code in this repository orchestrates
three native C++ libraries to provide a harness for using Elementary's JavaScript API. The result is that all of the logic that defines what this plugin
sounds like is represented in the js/
directory, and therefore, changing the way the plugin sounds can largely be done by editing the JavaScript
and rebuilding the plugin.
The native C++ libraries we're using to facilitate this are:
- Elementary for handling your dynamic, functional audio processing
- JUCE for compiling to various favorite plugin formats on various platforms
- CHOC for a simple QuickJS JavaScript engine wrapper
If you're new to Elementary Audio, Elementary is a JavaScript/C++ library for building audio applications.
- Declarative: Elementary makes it simple to create interactive audio processes through functional, declarative programming. Describe your audio process as a function of your application state, and Elementary will efficiently update the underlying audio engine as necessary.
- Dynamic: Most audio processing frameworks and tools facilitate building static processes. But what happens as your audio requirements change throughout the user journey? Elementary is designed to facilitate and adapt to the dynamic nature of modern audio applications.
- Portable: By decoupling the JavaScript API from the underlying audio engine (the "what" from the "how"), Elementary enables writing portable applications. Whether the underlying engine is running in the browser, an audio plugin, or an embedded device, the JavaScript layer remains the same.
Find more in the Elementary repository on GitHub and the documentation on the website.
Before running the following steps, please make sure you have CMake and Node.js installed on your system.
# Clone the project with its submodules
git clone --recurse-submodules https://github.com/elemaudio/effects-plugin.git
cd effects-plugin
# Next we build the JavaScript assets
cd js/
npm install
npm run build
cd ../
# Finally we can build the plugin binaries themselves
mkdir -p build/native/
cd build/native/
cmake ../..
cmake --build .
remove splash Juce
juce/modules/juce_gui_basics/misc/juce_JUCESplashScreen.cpp
#define JUCE_DISPLAY_SPLASH_SCREEN 0
#define JUCE_USE_DARK_SPLASH_SCREEN 0
At this point, thanks to JUCE's helpful CMake API, you should have local plugin binaries built and copied into the correct audio plugin directories on your machine. You should now be able to open your favorite plugin host and see your new plugins.
Note: the CMake build step uses JUCE's juce_enable_copy_plugin_step
, which on Windows attempts to copy the VST3 plugin binary into C:\Program Files
, a step that
requires admin permissions. Therefore you should either run your build as an admin or disable the copy plugin step and manually copy the plugin binary.
Note too: especially on MacOS, certain plugin hosts such as Ableton Live have strict security settings that prevent them from recognizing your local binaries. To address this, you'll want to either add a codesign step to your build or address the security settings of your host.
This example is primarily intended for those who have some level of familiarity with using JUCE to build audio plugins. If you're new to JUCE, consider reading up on some of the basic JUCE tutorials for audio plugins.
Next, assuming your familiarity with JUCE, we break down this example project as follows:
- We use JUCE's boilerplate AudioProcessor class for abstracting over the various audio plugin formats (VST3, AU, AAX, ...) and JUCE's CMake utilities for building
- Within the AudioProcessor, we first initialize the parameter set by reading from the provided
manifest.json
from thejs/
directory - Next, in the
prepareToPlay
method, we construct an instance of CHOC's JavaScript engine and Elementary's audio engine runtime, with native interop methods injected into the JavaScript environment so that we can communicate the Elementary instruction set (rendered by the front-end) to the underlying audio engine runtime, where the actual audio processing takes place. - Finally, in the
processBlock
method, we simply forward the relevant audio data into Elementary's audio engineprocess
method to perform the graph rendering step.
With this architecture, we have all of the necessary boilerplate code in C++ to build a plugin, but all of the details around what this plugin does (in terms of audio processing) is provided by the JavaScript bundle.
So to hack around and explore this example plugin, you can simply edit js/main.js
and js/manifest.json
, rebuild the project, and test your plugins!