vstplugin
vstplugin v0.6.0
This project allows you to use VST plugins in Pd and SuperCollider on Windows, MacOS and Linux. It includes a Pd external called "vstplugin~" and a SuperCollider UGen called "VSTPlugin" (+ various SC classes).
Features:
- supports all VST2 and VST3 plugins (audio effect, MIDI effect, instruments, etc.)
- automate plugin parameters (sample accurate for VST3 plugins)
- arbitrary number of inputs/outputs + VST3 multi-bus support
- use either the native VST GUI (WIN32, Cocoa, X11) or a generic editor
- preset management: read/write standard VST preset files or set/get the plugin state as raw data to build your own preset management
- MIDI input/output
- transport and tempo support (for arpeggiators, sequencers, parameters with musical time units, etc.)
- offline rendering
- search for plugins in the standard VST directories or in user defined paths
- bit-bridging and sandboxing
- use Windows plugins on Linux (with Wine)
- (optional) multithreaded plugin processing
Supported platforms:
- Windows (i386 and amd64)
- macOS (i386, amd64 and arm64)
- Linux (i386, amd64, arm and arm64)
See the help files (vstplugin~-help.pd
and VSTPlugin.schelp
) for detailed instructions.
Binaries are available here: https://git.iem.at/pd/vstplugin/-/releases. The Pd external can also be installed with Deken (search for vstplugin~
).
Please report any issues or feature requests to https://git.iem.at/pd/vstplugin/issues.
Known issues:
-
ATTENTION macOS users: the binaries are not signed/notarized, so you might have problems on macOS 10.15 (Catalina) and above. If you get security popups and the plugin refuses to load, please follow the steps in the section macOS 10.15+ at the bottom!
-
The Supernova version of VSTPlugin only works on SuperCollider 3.11 and above!
-
macOS/SuperCollider: the VST GUI only works on SuperCollider 3.11 and above! Otherwise you get a warning if you try to open a plugin with "editor: true".
-
macOS/Pd: because of technical limitations the GUI must run on the main thread - which happens to be the audio thread in Pd (at the time of writing)... This might get fixed in future Pd versions, but for now, macOS users are adviced to keep native GUI windows closed whenever possible to avoid audio drop-outs.
There are two workarounds:
a) run the plugin in a subprocess (see "-b" and "-p" options)
b) use my Pd "eventloop" fork (source: https://github.com/Spacechild1/pure-data/tree/eventloop, binaries: https://github.com/Spacechild1/pure-data/releases, e.g. "Pd 0.51-1 event loop"). NOTE: You have tick "Enable event loop" in the "Start up" settings.
-
VST3 preset files created with vstplugin v0.3.0 or below couldn't be opened in other VST hosts and vice versa. This has been fixed in vstplugin v0.3.1. You can still open old "wrong" preset files, but this might go away in future versions; you're advised to open and save your old VST3 presets to "convert" them to the new format.
-
Existing SynthDef files written with v0.4 or below don't work in v0.5, because the UGen structure has changed; you have to recreate them with the new version.
Bridging/sandboxing
Since v0.4 it is possible to run 32-bit VST plugins with a 64-bit version of Pd/Supercollider and vice versa.
vstplugin always prefers native plugins over bridged plugin with the same name. Plugins that have been "converted" with an external plugin bridge (e.g. jBridge, LinVst, Yabridge) will appear as native plugins.
Windows
Bit-bridging is usually used for running old 32-bit plugins - many of which will never see an update - on modern 64-bit host applications.
By default, vstplugin searches for plugins in both %PROGRAMFILES%
and %PROGRAMFILES(x86)%
.
macOS
On macOS, running 32-bit (Intel) plugins is only possible up to macOS 10.14 because macOS 10.15 eventually dropped 32-bit support. However, bit-bridging is still useful for Apple M1 MacBooks because it allows to run existing 64-bit Intel VST plugins in a native ARM Pd or SC app.
Linux
On Linux, classic bit-bridging (= running 32-bit plugins on a 64-bit host) is not very common because plugins are either open source or they are recent enough to provide 64-bit versions.
However, since vstplugin v0.5 it is also possible to run 64-bit and 32-bit Windows plugins on Linux! For this you need to have Wine installed on your system. Unfortunately, there are several different Wine versions (stable, development, staging, etc.) and they are not 100% compatible. The binaries available at https://git.iem.at/pd/vstplugin/-/releases are built against the standard Wine version shipped with Debian. If you want to use a newer Wine version, you might have to build vstplugin from source.
vstplugin searches for plugins in the standard Windows VST directories inside the drive_c
directory of your Wine folder.
The default Wine folder is ~/.wine
and the default Wine loader is the wine
command; both can be overriden with the WINEPREFIX
resp. WINELOADER
environment variables.
NOTE: plugins "converted" by LinVst or Yabridge will be automatically preferred over the built-in Wine bridge. Later we might provide an option to change this.
WARNING: The Wine plugin bridge is still experimental and some plugins might not work as expected. Please report any problems on the issue tracker (https://git.iem.at/pd/vstplugin/issues), so I can either fix or document them.
Licensing:
The source code for the Pd external and Supercollider UGen is permissively licensed, but note that you also have to comply with the licensing terms of the VST SDK(s) you're using!
Build instructions:
This project is built with CMake, supported compilers are GCC, Clang and MSVC. (On Windows, you can also compile with MinGW; it is recommended to use Msys2: https://www.msys2.org/)
By default, the project is built in release mode. You can change CMAKE_BUILD_TYPE
from RELEASE
to DEBUG
if you want a debug build, for example.
If you only want to only build the Pd or Supercollider version, simply set the SC
resp. PD
variable to OFF
.
Static linking
When compiling with GCC on Linux or MinGW, we offer the option STATIC_LIBS
to link statically with libstd++ and libgcc; the default is ON
.
Static linking helps if you want to share the binaries with other people because they might not have the required library versions installed on their system. Dynamic linking, on the other hand, is preferred for destributing via system package managers like "apt".
Prerequisites:
VST SDK:
For VST2 support, get the Steinberg VST2 SDK and copy it into /vst.
You should have a folder vst/VST_SDK/VST2_SDK/pluginterfaces/vst2.x
with the header files aeffect.h
and affectx.h
.
The VST2 SDK has been officially discontinued by Steinberg. If you have a VST2 license but lost the files, you can get them with .git-ci/get_vst2.sh
.
Otherwise you can try free alternatives like FST (https://git.iem.at/zmoelnig/FST.git).
For VST3 support, get the Steinberg VST3 SDK and copy it into /vst.
You should have a folder vst/VST_SDK/VST3_SDK/pluginterfaces
; you don't need the rest of the SDK.
(If you have git installed, you can easily install it with ./.git-ci/get_vst3.sh
)
The default setting is to build with both VST2 and VST3 support.
If you only want to support a specific version, you can set the VST2
and VST3
CMake variables.
E.g. if you want to compile without VST2 support, run cmake with -DVST2=OFF
.
In case you already have the VST SDK(s) installed somewhere else on your system,
you can provide the path to CMake by setting the VST2DIR
and VST3DIR
variables.
Because earlier versions of the VST3 SDK also included the VST2 SDK headers,
the project will also look for the VST2 headers in vst/VST_SDK/VST3_SDK/pluginterfaces/vst2.x
.
Pd:
Make sure you have Pd installed somewhere. If Pd is not found automatically, you have to do the following:
-
Linux and macOS: set
PD_INCLUDEDIR
to the directory containingm_pd.h
; -
Windows: set
PD_DIR
to your Pd directory (with the subfolders src/ and bin/); this will automatically setPD_INCLUDEDIR
andPD_BINDIR
.
By default, vstplugin~ is installed to the standard externals directory, but you can change it by overriding PD_INSTALLDIR
.
If you don't want to build the Pd external, set PD
to OFF
.
SuperCollider:
Get the SuperCollider source code (e.g. https://github.com/supercollider/supercollider).
SC_INCLUDEDIR
must point to the folder containing the SuperCollider source code (with the subfolders common/ and include/).
By default, VSTPlugin is installed to the standard SuperCollider extensions folder, but you can change it by overriding SC_INSTALLDIR
.
Set SUPERNOVA
to ON
if you want to build VSTPlugin for Supernova.
If you don't want to build the SuperCollider extension, set SC
to OFF
.
Windows
If you want to enable bit bridging (running 32-bit plugins on a 64-bit host and vice versa), you have to perform the following steps:
1) build and install the project with a 64-bit compiler (e.g. in a build64
folder)
2) build and install the project with a 32-bit compiler (e.g. in a build32
folder)
3) 64-bit: set the HOST32_PATH
variable to the path of the 32-bit(!) host.exe and reinstall the project.
4) 32-bit: set the HOST_AMD64_PATH
variable to the path of the 64-bit(!) host.exe and reinstall the project.
By default, the minimum Windows deployment target is Windows 7. You may choose a higher version by setting the WINVER
CMake variable.
If you compile with MinGW, make sure to choose the appropriate generator with cmake .. -G "Unix Makefiles"
.
Alternatively, you can pick a generator in cmake-gui when you first click "Configure". In this case you should also select the correct toolchain.
Warning about 32-bit MinGW
If you build a 32-bit(!) version with MinGW and the host (Pd or Supercollider) has also been compiled with MinGW, exception handling might be broken due to a compiler bug.
This only seems to happen if either the plugin or the host (but not both!) link statically against libstdc++ and libgcc. By default we link statically, so we don't have to ship additional DLLs.
This generally works fine (because Pd is statically linked and Supercollider is nowadays built with MSVC), but it might cause troubles if you build a dynamically linked 32-bit Supercollider/Pd with MinGW.
In this special case you should set STATIC_LIBS
to OFF
so that VSTPlugin
resp. vstplugin~
are also linked dynamically.
To sum it up: MinGW <-> Visual Studio should always work, but MinGW (32-bit, dynamically linked) <-> MinGW (32-bit, statically linked) causes big troubles.
I know, it's ridiculous!
macOS
You can build a universal binary with -DCMAKE_OSX_ARCHITECTURES=<archs>
.
As a side effect, this will also enable bit-bridging between the specified architectures.
For example, -DCMAKE_OSX_ARCHITECTURES="x86_64;arm64"
will build for Intel and ARM.
On ARM machines in particular, this would allow you to use existing Intel plugins in ARM versions of Pd/SC.
Alternatively, you can build individual host apps:
-
Intel: You can build a 32-bit host application (for running old 32-bit plugins) by setting
BUILD_HOST32
toON
. Note that the macOS 10.14 SDK dropped support for compiling 32-bit applications; you must use Xcode 9.4 or earlier. -
ARM: You can build a 64-bit Intel host application (for running existing Intel plugins) by setting
BUILD_HOST_AMD64
toON
.
By default, the minimum macOS deployment target is OSX 10.9. You may choose a higher version by setting the CMAKE_OSX_DEPLOYMENT_TARGET
CMake variable.
Linux
Dependencies: libx11-dev
You can build a 32-bit host application (for running old 32-bit plugins) by setting BUILD_HOST32
to ON
.
Make sure to install the relevant 32-bit toolchain and libraries:
sudo dpkg --add-architecture i386
sudo apt-get update
sudo apt-get install libx11-dev:i386 gcc-multilib g++-multilib
Build project:
1) create a build directory, e.g. "build", next to the topmost "CMakeLists.txt"
2) cd into the build directory and run cmake ..
+ the necessary variables
*or* set the variables in cmake-gui and click "Configure" + "Generate"
3) build with cmake --build . -j -v
4) install with cmake --build . -v -t install
Build Wine host:
To enable Wine support on Linux, you need to follow these steps:
1) For 64-bit Wine, install wine64-tools
or wine-[branch]-dev
(depending on the Wine distro);
for 32-bit Wine, follow the steps for building the 32-bit host on Linux and then install `wine32-tools` or `wine-[branch]-dev`.
2) Create another build directory, e.g. build_wine
, and cd
into it.
3) Set BUILD_WINE
to ON
.
PD_INSTALLDIR
and SC_INSTALLDIR
should be the same as for the regular build.
If you don't need the Pd external or SuperCollider extension, set PD
resp. SC
to OFF
.
4) Build + install the project with cmake --build . -j -v -t install
;
this will install host_pe_amd64
(and optionally host_pe_i386
) in the specified directories.
macOS 10.15+
Please follow these steps (many thanks to Joseph Anderson) after downloading and installing:
1) un-quarantine VSTPlugin/vstplugin~ executables:
Using the terminal, navigate to your Pd external resp. SC extension folder and then run:
SC: `xattr -rd com.apple.quarantine ./VSTPlugin`
Pd: `xattr -rd com.apple.quarantine ./vstplugin~`
2) add unsigned VST plugins to Gatekeeper's enabled list:
Using the terminal, navigate to the folder(s) containing VSTs to enable.
The following will create a label, ApprovedVSTs, and then add all VSTs in the directory:
`spctl --add --label "ApprovedVSTs" *.vst *.vst3`
Once this is done, the following informs Gatekeeper these are approved:
`spctl --enable --label "ApprovedVSTs"`
3) clear the plugin cache
It is a good idea to go ahead and clear the plugin cache, in case some quarantined plugins have been black-listed already.
SC: boot the SuperCollider Server, then evaluate: `VSTPlugin.clear`
PD: open `vstplugin~-help.pd`, visit `[pd search]` and click the `[clear 1(` message.
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Repository
URL
https://git.iem.at/pd/vstplugin.git
Since
2018-09-10
Last update
2024-04-03
Current version
v0.6.0