Audio plugin model of a modern classic guitar overdrive Pedal
Hi! My name is Janos, I like playing e-guitar & tweaking my guitar pedalboard as a hobby, I'm working as an audio software programmer and studied electrical engineering. Coming from this background, I thought that the (guitar/audio) world would need a good sounding, good looking & open source guitar overdrive plugin.
So... May I introduce to you: The Schrammel OJD. Heavily inspired by the schematics of a modern classic analog pedal, digitally built with my favourite C++ framework JUCE.
Just add it to your FX chain before your digital amp simulation of choice and get that distortion sound that simply fits the mix perfectly.
The OJD is licensed under a GPLv3 license. This license applies to all parts of this repository except for
Ext
subdirectory and contain their own license information. These licenses are all GPLv3 compatible, so the OJD as a combined product is under GPLv3 licenseDeployment/Windows
subdirectory, which is licensed under a LGPLv3 license as the distributed versions of the installer will contain the closed source Microsoft Visual C++ redistributable runtime library installerThe plugin is currently in a late, mostly stable beta phase. To download the latest build, go to my website and download it for free or alternatively browse the releases directly here on GitHub. Feeback is welcome, you can reach me via the contact via my website or post issues here on GitHub!
The OJD is currently available for Mac OS and Windows as VST3 and AU (Mac OS only) plugin. I'm working on getting AAX signing up & running to also release an AAX version in the near future.
The OJD is a free open source plugin, there is no license key required. Beneath downloading the ready-to-use installers, you can always build it yourself from sources if you are familiar with all those software development stuff. The project is based on a CMake build script.
There are various ways to build a CMake-based project. For all of them you need CMake being installed on the system, along with suitable platform specific build tools – I currently use the XCode 13.1 toolchain for macOS builds and Visual Studio 2019 with the clang-cl compiler for Windows. For Windows builds, it's expected to use the Visual Studio 2019 generator. Furthermore Rust build tools need to be installed to build the resvg rendering engine which is included as submodule into this project.
Of course, you don't even need to open an IDE to build the plugin. You can trigger the build completely from the command line and give CMake the freedom to chose whatever it sees as the suitable default generator for your platform. On macOS and Linux type
cmake -DCMAKE_BUILD_TYPE=Release -B build
or on Windows type
cmake -DCMAKE_BUILD_TYPE=Release -B build -G "Visual Studio 16 2019"
to configure a release build in the build
subdirectory. Then call
cmake --build build
to let CMake start the build it configured in the previous step. These are all basic CMake commands, if you are interested in more details, you'll find a lot information on the internet. In theory, it's possible to also generate IDE projects that way, but last time I tried it, Xcode had troubles with compiling the resvg rust target and I'm not planing trying to fix that.
This is basically how I trigger the builds for my GitHub actions based build pipeline used to build the plugin that you download. For more details look into the .github/workflows/build.yml
file.
On Windows you can directly open the CMake project in Visual Studio 2019. When doing so, Visual Studio will create a project based on the ninja build system for you automatically and you can compile and work with it just like you would do with a ususal Visual Studio solution.
For macOS, Linux and of course also for Windows you can use Jet Brains CLion IDE, which is what I use for the development of the plugin myself. Note that on Windows you should supply the -G "Visual Studio 16 2019" command in the CMake preferences in order to use the Visual Studio generator from CMake.
0.9.8
0.9.7
0.9.6