A JUCE audio plugin template. JUCE 7, Catch2, Pluginval, macOS notarization, Azure Trusted Signing, Github Actions
Pamplejuce is a template lifestyle for creating and building JUCE plugins in 2024.
Out of the box, it:
Tests
target and a Benchmarks
target some examples to get started quickly.It also has integration with GitHub Actions, specifically:
It also contains:
.gitignore
for all platforms..clang-format
file for keeping code tidy.VERSION
file that will propagate through JUCE and your app.If you are new to CMake, I suggest you read up about JUCE and CMmake on my blog!.
Lots of people have used Pamplejuce as their starting place for their private plugin projects.
Two amazing public examples (complete with signed binaries) are:
This is a template repo!
That means the easiest thing to do is click "Use this template" here or at the top of the page to get your own repo with all the code here.
After you've created a new repo from the template, you have a checklist of things to do to customize for your project.
git clone
your new repo (if you make it private, see the warning below about GitHub Actions minutes)
Download CMAKE if you aren't already using it (Clion and VS2022 both have it bundled, so you can skip this step in those cases).
Populate the JUCE by running git submodule update --init
in your repository directory. By default, this will track JUCE's develop
branch, which is a good default until you are at the point of releasing a plugin. It will also pull in the CMake needed and an example module, my component inspector.
Replace Pamplejuce
with the name of your project in CMakeLists.txt
where the PROJECT_NAME
variable is first set. Make this all one word, no spaces.
Adjust which plugin formats you want built as needed (VST3, AU, etc).
Set the correct flags for your plugin juce_add_plugin
. Check out the API https://github.com/juce-framework/JUCE/blob/master/docs/CMake%20API.md and be sure to change things like PLUGIN_CODE
and PLUGIN_MANUFACTURER_CODE
and everything that says Change me!
.
Build n' Run! If you want to generate an Xcode project, run cmake -B Builds -G Xcode
. Or just open the project in CLion or VS2022. Running the standalone might be easiest, but you can also build the AudioPluginHost
that comes with JUCE. Out of the box, Pamplejuce's VST3/AU targets should already be pointing to it's built location.
If you want to package and code sign, you'll want to take a look at the packaging/ directory add assets and config that match your product. Otherwise, you can delete the GitHub Action workflow steps that handle packaging (macOS will need code signing steps to work properly).
This is what you will see when it's built, the plugin displaying its version number with a button that opens up the Melatonin Inspector:
[!TIP] Don't see your question here? Open an issue!
New source files go in /source
. All .h
and .cpp
files in that directory will be available to include in your plugin target and your tests.
Tests go in /tests
. Just add .cpp files there and they will be available in the Tests target.
[!NOTE] If you use an overeager, CMake-aware IDE (like CLion) it might prompt you to manually add files to a CMake target. This is not needed.
I recommend not stuffing everything into the boilerplate PluginEditor/PluginProcessor files. Sure, go ahead make a mess at first. But then clean them up and just include your source from there.
Additional 3rd party JUCE modules go in /modules
. You can add third party git submodules there (like the inspector is set up). Remember to not only call juce_add_module
but add it to the target_link_libraries
list!
I (and others, including some of the JUCE team) recommend moving as much as your application code into modules as possible. For example, if you tend to roll your own widgets, pop those into a module, you'll thank yourself later.
A few reasons to do so:
.cpp
files with something like #ifdef RUN_MY_TESTS
and set via target_compile_definitions
in Tests
target.Don't worry about all of this if you are new to JUCE. Just keep it in mind as you grow.
Your binary data CMake target is called Assets
.
You need to include BinaryData.h
to access it.
[!IMPORTANT] You may have to configure the project (just hit build in your IDE) to build juceaide before the header will be available.
There are a huge number of benefits to automatic formatting of code, including the very obvious one of guaranteed consistency and therefore readability. But it also saves brain cycles and can prevent team bike-shedding.
@CrushedPixel, who prompted me to write this FAQ entry says
Formatting is a really key component and you’re providing it out of the box. I have learned to swallow my pride when it comes to my own preferences, so I’m okay as long as I can just hit save and the IDE does the deed for me
The included .clang-format
file will get you very close to the JUCE style guide.
On CLion, see this guide on how to clang format on save or on key command (my preference).
On VS 2022, it's enabled by default.
On Xcode, see this plugin (disclaimer, when I was still using Xcode I couldn't find a great solution, which is part of why I switched to CLion).
This repo code signs Windows via Azure Trusted Signing. Read more about how to set it up on my blog.
It also code signs and notarizes on macOS. Again, you can read my article for details.
git submodule update --remote --merge JUCE
git submodule update --remote --merge modules/melatonin_inspector
git submodule update --remote --merge cmake
. Unfortunately, you'll have to manually compare CMakeLists.txt
, but it should be pretty easy to see what changed.Cut a release with downloadable assets by creating a tag starting with v
and pushing it to GitHub. Note that you currently must push the tag along with an actual commit.
I recommend the workflow of bumping the VERSION file and then pushing that as a release, like so:
# edit VERSION
git commit -m "Releasing v0.0.2"
git tag v0.0.2
git push --tags
[!IMPORTANT] Releases are set to
prerelease
! This means that uploaded release assets are visible to other users (on public repositories), but not explicitly listed as the latest release until you "publish" in the GitHub UI.
[!NOTE] I would like the release process to be easier. I'm open to suggestions, please read the options and provide feedback.
Generate an ssh key (without a passphrase) for the repository and add it as a secret to your Pamplejuce-derived repository.
Then, use the ssh_key
option in the checkout action, like so:
- name: Checkout code
uses: actions/checkout@v3
with:
ssh_key: ${{ secrets.SSH_PRIVATE_KEY }}
submodules: true # Get JUCE populated
Also see @mikelange49's solution here.
CI will run against latest Linux, Windows, and macOS unless modified. You can do it all for free on public repos.
For private repos, be sure to do some calculations about free minutes vs. costs on running in CI.
[!WARNING] GitHub gives you 2000 or 3000 free GitHub Actions "minutes" / month for private projects, but they actually bill 2x the number of minutes you use on Windows and 10x on MacOS.
You might feel disincentivized to push to private repos (as you would burn through minutes). By default, multiple commits in quick succession will cancel any earlier running builds. There are also timeouts set so you can't accidentally stall a build and burn through time.
[!NOTE] You can push a commit with
[ci skip]
in the message if you are just doing things like updating the README or checking in a WIP that you know will fail CI.
You have a few other big picture options, like doing testing/pluginval only on linux and moving everything else to Release
only. The tradeoff is you won't be sure everything is happy on all platforms until the time you are releasing, which is the last place you really want friction.
It can be confusing. The documentation is a big fragmented. Here are some tips.
${{ matrix.name }}
are called "contexts or expressions" and can be used to get, set, or perform simple operations.if: contains(github.ref, 'tags/v')
with
, name
, or if
: ${{ env.SOME_VARIABLE }}
run
, you have access to bash ENV variables in addition to contexts/expressions. That means $SOME_VARIABLE
or ${SOME_VARIABLE}
will work but only when using bash and not while using powershell on windows. The version with curly braces (variable expansion) is often used when the variable is forming part of a larger string to avoid ambiguity. Be sure that the ENV variable was set properly in the workflow/job/step before you use it. And if you need the variable to be os-agnostic, use the env context.SharedCode
interface target, is it needed?If you want to build both plugin targets and a test target, unfortunately the additional abstraction of the INTERFACE SharedCode
target is needed (as of Nov 2023). If you aren't running tests, shame on you, but hey, you can simply edit the CMake and get rid of it :)
The summary: JUCE modules build separately for each target. You need to link against them with PRIVATE visibility. But both JUCE's internal plugin shared code target (which powers the formats like AU, VST, etc) and Pamplejuce's Tests
target need to link against the same JUCE modules.
This becomes a problem when you link Tests
to YourPlugin
target, as it causes ODL issues and confuses your IDE. Additionally, it is hard/impossible to set different compile definitions for the Tests
target vs. plugin targets (for example, you'll probably need to enable the deprecated modal loops, guard macros for running tests, etc).
I spoke with Reuben at JUCE a bit about this here and there's a Pamplejuce issue with background here.
/source
?If you have control over the files, I highly recommend taking 3 minutes to make a JUCE module — if nothing else than to wrap the code you need and make the build system nice and easy. See the module API, or other JUCE modules for an example on how to do it.
If that's not an option, you could add more directories in the file(GLOB_RECURSE SourceFiles
line in the CMakeLists.txt
and maybe fiddle with source_group
to have things show up in your IDE. But again, I recommend sticking with JUCE modules and keeping the IDE source tree reflective of your filesystem.
Using JuceHeader.h
has been deprecated for some time — if it's a new project, definitely avoid it!
Instead, directly include the .h
files you need from the juce modules you are using, like #include "juce_gui_basics/juce_gui_basics.h"
If you are converting an older project, it's still worth the conversion away from JuceHeader.h
to using the actual juce modules you need. You'll get faster compilation, autocomplete, etc. You can see an example of the conversion I did for the pluginval project. It's less scary than you think: just make sure the juce::
prefix is added everywhere, try to compile and your IDE will yell at you when you need to include one of the modules :)
Thanks to everyone who has contacted me over discord DM and/or contributed to the repository.
This repository covers a lot of ground. JUCE itself has a lot of surface area. It's a group effort to maintain the garden and keep things nice!
If something isn't just working out of the box — it's not just you — others are running into the problem, too, I promise. Please submit a PR or issue.