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Making Audio Plugins Part 1 - Introduction - Martin Finke's Blog
Making Audio Plugins Part 1 - Introduction - Martin Finke's Blog
Welcome! In this tutorial series we will be learning how to create audio plugins that run as VST,
VST3, AU, RTAS, AAX or as a standalone application.
Audio plugins are programs that are loaded into a host software (such as Ableton Live, Logic or
REAPER). They process Audio and/or MIDI data and can have a graphical user interface. Here
are three examples (U-He Zebra, Sonalksis FreeG and D16 Decimort):
As you can see, the GUI usually contains some controls (the knob being the most common) that
change how the plugin processes incoming data. A plugin has presets (in the screenshot
they’re called Combo and Emulator) that store all knob positions and other values.
http://www.martin-finke.de/blog/articles/audio-plugins-001-introduction/ 1/8
29/03/2018 Making Audio Plugins Part 1: Introduction - Martin Finke's Blog
We’ll start with a simple distortion plugin. After that, we’ll create this subtractive synthesizer
plugin step by step:
SpaceBass Demo
We will use C++ and the WDL-OL library. It is based on Cockos WDL (pronounced whittle). It
basically does a lot of work for us, most importantly:
It also gives you most GUI controls used in audio plugins, and some commonly used audio
algorithms like for example resampling. This forum thread has screenshots of a lot of plugins that
were done using WDL.
The different plugin formats all do more or less the same, so normally there would be a lot of
copy & paste in your code. As a programmer you want to stay DRY, so sooner or later you’d write
an abstraction layer over the different formats. This work has already been done in the form of
IPlug, which is a part of WDL. These are the annoying parts of audio plugin development, so we
can now focus on the fun stuff, such as:
Another good thing about WDL is its permissive license: You can use it freely for commercial
applications. See the links above for details.
»The chase is better than the catch.«
— Hans Peter Geerdes
In programming, the result is rewarding, but the journey is where we learn. In this tutorial series,
I won’t just give you long code listings with the perfect solution. We will start with something that
works and improve it as soon as we face problems.
The disadvantage is that you will write code that you’ll later replace with something better. As a
programmer, you’re probably used to that. The first advantage: It won’t be as overwhelming
because we will approach the solution step by step instead of just jumping there. The second
advantage is that we might learn valueable programming lessons along the way.
This series isn’t about calculating complex math by hand. It’s about creating awesome software
that you can give to your music producer friends so they can make a fatter bassline.
Some knowledge about (digital) audio in general: What amplitude and frequency
means, what a filter does, how audio is stored at a sample rate and bit depth. If
you’ve recorded or produced music before, you are probably well set.
Interest for Digital Signal Processing and GUI Programming: Those will be the two
main topics of this series. If you have no prior DSP knowledge at all, you may have to
read up on a few topics at some point. I’ll try to provide further reading type links
whenever that’s the case.
Helpful resources
Here are a few links that may be helpful later:
Stack Overflow: Search for things like obscure compiler warnings and find out what
they mean.
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29/03/2018 Making Audio Plugins Part 1: Introduction - Martin Finke's Blog
DSP Guide: Very good free book, covers probably more than we’ll use. Refer to it if
somewhere on the way you don’t understand a DSP concept.
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JB • 4 years ago
This is a fantastic series of tutorials. Every one so far has taught me loads and I'm constantly
hoping for the next one in the series and checking the KVR thread for new announcements!
Would love for you to expand on the aliasing mentioned at the end of the oscillator tutorial
with examples of how to mitigate this.
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