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Destroy FX is a music software project of Sophia Poirier and Tom Murphy 7. Mostly we make audio effect plugins that destroy your sound. Supported plugin APIs include Audio Unit and VST. Includes the DfxPlugin and DFX GUI frameworks.
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sophiapoirier/destroyfx
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Super Destroy FX Plugin Sources These are some of the plugins that are part of the Destroy FX plugin pack. All of them use the VST plugin format, and should be (nearly) source-portable to any platform which supports that. We also support Audio Unit, the newer plugin format for Mac OS X. Some advanced features may not work on all platforms or in all hosts. C++ is currently the only appropriate language for creating audio plugins, so all of these are written in C++. You'll need a C++ compiler for your platform in order to compile them. You'll also need an appropriate version of the VST SDK (for VST) or CoreAudio SDK (for Audio Unit). Right now, this means that you'll be able to easily compile with Visual C++ for Windows and with Xcode for Mac, and that it may be more difficult for any other platform. Warning: Our source code repository often drifts out of date so that builds do not work; sorry about this. The windows builds are especially old. Tom doesn't use Visual Studio anymore and is half-heartedly attempting to make this stuff compile with the free mingw toolchain (GCC). These plugins are Copyright (c) Tom Murphy 7 and Sophia Poirier. You can use them in your music however you like, without royalties. You can also modify them to your liking. However, if you distribute them (or derivative/modified versions of them) then you must also distribute the source package in order to be in compliance with the license (see the file COPYING for full license terms). This software comes with no warranty (see the file COPYING). In fact, it is likely that some of these crazy effects could crash hosts (by sending out-of-range samples or taking too much time to process), so you should be careful to save your work when using them in important songs. Tom uses Cakewalk on the PC, and Sophia uses Logic on the Mac, so the plugins are likely work properly in those programs, at least. Pre-packaged versions of (some of) these with fancy GUIs are available at the Super Destroy FX web page: http:https://destroyfx.org/ If you are simply interested in making music, you should check there first. If instead you want to get your feet wet making your own effect plugins, this source code might be a good place to start. (You can also see and play with our effects before they're finished!) Here are descriptions of each of the plugins included. First, we have our "finished" plugins; these have been released, have fancy GUIs, and are pretty thoroughly tested: transverb/ Sort of like a tape-loop with independently-moving read/write heads. Creates reverb-like effects with more variation over time. Enable Tomsound for extra glitches! scrubby/ Zips around the audio buffer like a DJ (or robot DJ) scratching a record. Has the ability to constrain the scratch speeds using a MIDI keyboard, among other advanced features. bufferoverride/ Reads data into a buffer that might be smaller or larger than the host buffer size, and then keeps repeating that buffer over and over. Gives a sort of robotic or stuttering effect to your sound, though many twisted uses are possible. skidder/ Turns your sound on and off at regular or random intervals. Practically every facet is controllable by a parameter. Skidder also features the possibility for extreme settings and MIDI control. geometer/ A laboratory for waveform geometry. All sorts of crazy effects are possible with this thing, and sports a neat visual display of what's happening to your sound. rezsynth/ Allows you to "play" resonant bandpass filters with MIDI notes. rmsbuddy/ RMS and peak audio monitoring utility. monomaker/ Monomaker is just a simple stereo utility. It can do panning and merge a stereo signal to mono. The panning is equal-power / -6 dB law (sort of). midigater/ A MIDI note controlled audio gate. eqsync/ Total novelty effect that retunes biquad filter coefficents at regular intervals synchronized to tempo. polarizer/ Inverts the polarity of every Nth audio sample, resulting in a crispy digital noisy effect. These plugins are somewhat mature, but are lacking GUIs and thorough testing: brokenfft/ One of Tom's favorite plugins; this converts to the frequency domain using the FFT, and then does a number of crazy effects. It has an almost limitless variety of sounds that will come out of it... These plugins are experiments and may or may not work: exemplar/ Tries to recreate your sound from a training set using nearest- neighbor techniques. I thought this was going to be awesome but initial experiments were disappointing. Should be revisited now that I know more about machine learning. vardelay/ Allows for short delays of each sample, but the amount of delay is dependent on the amplitude of the sample. (Several bands are individually adjustable). trans/ Converts to and from other domains (sin, tan, derivative, e^x, fft); the idea is that you run this and its inverse with some other plugins in-between. slowft/ The "slow fourier transform." Not sure what this is about yet. ;) firefly/ The idea was to provide a general-purpose finite impluse response filter with a drawable model. Didn't get very far, except drawing a placeholder GUI. These plugins are not in development, perhaps because their functionality has been subsumed by another plugin: decimate/ Reduces bit depth and sample rate in order to produce artifacting. Extreme settings. Also includes a bonus "DESTROY" effect. Geometer is much more flexible and beautiful than this oldie. intercom/ Adds noise to your sound based on its RMS volume; can also swap samples around. Again, Geometer probably has more flexible effects that are similar in sound. In the source package, each plugin has a corresponding directory, as well as a win32 subdirectory containing MS VC++ project files. In these directories, a batch file called "make.bat" can be used from the command line to build the plugin, provided that the Visual Studio tools are in your path. Some directories have Visual Studio project files, but these are no longer supported. Most of these plugins have mac subdirectories with stuff for building Audio Unit versions of our plugins. The plugin.xcodeproj "files" (well, they are bundles, and might appear like directories, which is what they really are) are Xcode projects. The plugin.exp files are the entry point symbol files. The InfoPlist.strings files are localized values for some Info.plist values and are located in <language-code>.lproj subdirectories accordingly. In order to build Audio Units, you need Mac OS X 10.2 or higher and you need the Apple Developer Tools installed. The Developer Tools CD or DVD comes with the Mac OS X install CDs/DVDs. Xcode (if you care to use that IDE) is included with the Developer Tools. Note that the Xcode projects files here assume absolute paths for the Apple-provided base CoreAudio SDK files; they assume that the files are located in the places where the Developer Tools installer puts them. If you've moved those files, you'll need to change the paths in the project settings. for building VST Mac CFM versions: (note: This section is legacy cuz we don't use CodeWarrior or build CFM versions anymore and therefore don't maintain those associated files anymore.) Some plugins have mac subdirectories with *def-vst.h "prefix" files. You can use these to set various #defines in your CodeWarrior projects to build the plugins in different ways. This is because CW does not allow you to specify preprocessor #defines in the project target settings (this is true as of v8.2, although Metroworks say they will eventually implement this long-missing feature). In your CW project target settings, you go to the C/C++ Language tab specify the appropriate file in the "prefix file" field. This means that CW will preprocess this file before everything else and use the preprocessor stuff globally for the whole build process. Usually you would use vstplugsmac.h (for classic Mac OS builds) or vstplugscarbon.h (for carbon builds) as the prefix file. Those files come with Steinberg's VST SDK distribution and include a few basic, necessary #defines. Our prefix files #include those files so that you still get those defines. With our prefix files, those that end in def.h are for "Classic" (InterfaceLib) builds and defcarbon.h are for Carbon CFM builds. Here is a description of each of the remaining directories in the source distribution: windowingstub/ Sources for starting a new plugin with buffering and windowing. This is important when discontinuities at the beginning and end of processing buffers translate into audible artifacts in the output. (For example, when doing FFT.) This adds certain overhead and extra complexity, and requires running twice as much effect processing. In addition, some effects do not fit the model well (a memory-driven delay plugin, for instance). If your plugin does not need this, use stub-plugin below instead. fftw/ "Fastest Fourier Transform in the West", which actually comes from the East at MIT. A very fast FFT routine (GPL). fft-lib/ FFT Library from Don Cross. Public Domain. ann/ The "Approximate Nearest Neighbors" library, which can be used to do pretty efficient nearest neighbor calculations as long as the set of points is preprocessed (GPL). vstsdk/ SDK from Steinberg for creating VST plugins. Required to build VST versions of the DFX plugins. There is no code in this directory; you should get the headers and class stubs from Steinberg's site. stub-plugin/ Sources for starting a new plugin. Much nicer than the Steinberg examples (in my opinion). docs/ The documentation for users. We include these in the binary distributions of our plugins.
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Destroy FX is a music software project of Sophia Poirier and Tom Murphy 7. Mostly we make audio effect plugins that destroy your sound. Supported plugin APIs include Audio Unit and VST. Includes the DfxPlugin and DFX GUI frameworks.
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