A framework for audio software development
cabbageaudio.com
cabbageaudio.com
[0]: https://juce.com/ [1]: https://www.bitwig.com/stories/clap-the-new-audio-plug-in-st... [1]: https://github.com/free-audio/clap-juce-extensions
Kinda weird that PACE works with intellectual property and licensing, and not in audio software development themselves.
> JUCE Announces Acquisition by PACE
> The JUCE team is delighted to announce the acquisition of JUCE by PACE Anti-Piracy Inc.
> PACE specialises in software IP protection and secure licensing, and has been making developer tools for software creators for over 35 years. As PACE’s tools are used by a large number of world-class audio software publishers the company understands the importance of JUCE as a foundational piece of industry software infrastructure.
https://juce.com/discover/stories/juce-announces-acquisition...
A lot of their customers use JUCE, so there is a connection even if not very strong.
What is also good (in my opinion) is that they are not a big player of the audio software. If JUCE had been acquired by, for example, Steinberg, I would be very worried.
Despite that synth companies refuse to ship Linux versions. And JUCE plugins/apps work quite badly under Wine
Looking at you MODAL Electronics!
A very easy way to get started would be to use something like NoiseCraft, here is one example of what you could do: https://noisecraft.app/608
Then if you'd like to create more advanced stuff (or rather, faster at creating more advanced stuff, NoiseCraft can do a lot in the right hands), Max for Live is a pretty solid environment: https://www.ableton.com/en/live/max-for-live/
This is probably more mathematical than using existing tools. I definitely want to touch the code, and I would like to have an understanding, so that I could do it in almost any programming language.
Perhaps there is something beginner friendly, that also explains the math behind it for non mathematic / physics degree owners? Maybe I should look for something like "sound processing/generation from scratch".
It's using SuperCollider under the hood (https://supercollider.github.io/) which describes itself as "A platform for audio synthesis and algorithmic composition"
You can pretty much achieve anything in terms of programmable music composition with Overtone/SuperCollider.
There is a world of difference between a simple four pole filter and a really good juicy Moog filter emulation. Csound has the former, but it only has poor attempts at the latter.
The original point of Csound was to have unlimited anything connected in unlimited ways. But you need a code front end to generate the Csound code to handle any kind of non-trivial complexity, and that's a huge project in its own right.
So Putting Csound into VSTs makes no sense at all. You may as well just write raw C++ and package it using JUCE. The code will be faster and more efficient and just as cross-platform. And if you want to use readymade C++ libraries for basic building blocks they're not hard to find.
I've always been interested in learning how to write an audio plugin. As someone who loves playing with digital music production, I think there is a lot of room for innovation here still by outsiders who might not be new to programming, but could be new to audio. The untrained ear can be a great tool to discover new and interesting sounds that could be the backdrop of the next generation of music.
It's a sad state, and it's been a sad state for years and years.
https://u-he.com/community/clap/
EDIT: ahh, I see Oskenso already mentioned it. I guess the u-he link is another introduction to it though.
Open to helping anyone else get to this point as well.
I think that in C++ it's the simplest possible way to write them :)