Difference between revisions of "Max gen~"

From MOD Wiki
Jump to navigation Jump to search
m (→‎Editing the plugin: add link to ssh)
(34 intermediate revisions by 4 users not shown)
Line 1: Line 1:
This page describes how to get Max gen~ objects working as LV2 plugins, with the purpose of running them on the MOD.<br>
+
Apart from programming LV2-plugins in a "traditional" way, it's also possible to generate LV2-plugins for the MOD Duo from gen~ objects created in Cycling '74 Max.<br>
Note that the same procedure also allows for building cross-platform VST2 plugins (Linux, Mac and Windows), but without a custom graphical interface.<br>
+
This page will tell you the how and why of programming audio effects for the MOD Duo using this very different approach.
In this page we'll focus on LV2 and MOD.
 
  
'''NOTE: This is a work in progress! (specially this page!)'''
+
== Gen basics ==
<br>
 
Except some information to be missing.
 
  
== How it works ==
+
Gen~ objects are normally used in Max as a way to write low-level code that is run at signal-rate, using (if you want to) the same visual approach Max is known for.<br>
 +
Therefore the insides of a gen~ object can be seen as a pedal schematic, perfect for designing audio effects.<br>
 +
The SHIRO plugins are an example of plugins for the MOD Duo made using this very method.
  
This works by mixing pre-existing plugin wrapper code with the gen~'s code export feature.<br>
+
If you're not familiar with Gen, and this sounds all like gibberish to you, have a look at the links below.
By exporting the code we can compile them together to create an LV2 plugin binary, then generate the meta-data from it.
 
  
The idea was based on the official [https://github.com/Cycling74/gen-plugin-export gen-plugin-export] project made by Cycling '74.<br>
+
* [https://docs.cycling74.com/max7/vignettes/gen_overview Gen Overview]
We're not using that project for MOD because it uses Juce, which requires quite a few things that unnecessary (not to mention a graphical server).
+
* [https://www.youtube.com/watch?v=iuGi2MDaEOg& Tutorial: Create a Gen-based plugin for the MOD Duo]
  
Based on that project was made [https://github.com/DISTRHO/DPF-Max-Gen DPF-Max-Gen],
+
== Designing your effect in Gen ==
which uses the much simpler (and limited) [https://github.com/DISTRHO/DPF DPF] instead of Juce.<br>
 
That way we no longer require X11, freetype and quite a few other things that Juce needs in Linux. The final binary code is also a lot smaller.<br>
 
Since the plugin DSP code is all done in Max, the wrapper for exposing it as plugin does not really matter per se.<br>
 
So we use the most lightweight and simple approach possible - in this case being [https://github.com/DISTRHO/DPF DPF].
 
  
== DPF-Max-Gen ==
+
If you want to design a plugin for the MOD Duo, there are a few things you should know:
  
If you open the [https://github.com/DISTRHO/DPF-Max-Gen DPF-Max-Gen project page], you'll see a few things inside.<br>
+
* To get your gen~ object working on the MOD Duo, you'll need to design one using only Gen's internal objects, without referring to objects outside the gen~ object.<br> Only the objects inside will make it to the final LV2-plugin.
The most important part is the 'plugins' folder. Inside it there's more folders, each containing a separate plugin
+
* If you want controllable parameters, define the default, minimum and maximum arguments in the "param" object.
(with the exception of 'common', which provides the common/base code for gen~).
+
* While designing your gen~ object, remember that the MOD Duo's samplerate is running at 48 kHz.
  
Taking the example of bitcrush, we have:
+
You'll find some example-plugins if you download the MOD Duo-package from the Package Manager in Max, and click on Launch.
* DistrhoPluginInfo.h
 
* DistrhoPluginMaxGen.cpp
 
* Makefile
 
* gen_exported.cpp
 
* gen_exported.h
 
* gen~.bitcrush.maxpat
 
  
DistrhoPluginInfo.h is a C header file, required by DPF, that describes some plugin meta-data.<br>
+
== Getting your Gen-based plugin to the MOD Duo ==
This includes name, author, description, LV2 URI and the amount of audio channels.<br>
 
Modify this file as needed. Remember that LV2 URIs are global and unique, and don't have to be real online URLs.
 
  
DistrhoPluginMaxGen.cpp is a symlink to the real DistrhoPluginMaxGen.cpp file located in the common folder.<br>
+
At this point you should have met the requirements specified above. If so, follow the steps below to get your plugin on the MOD Duo.<br>
This symlink is here so that we compile a different instance per plugin, but the actual code is the same.<br>
+
In order to run Gen-based plugins on the MOD Duo they must be converted into LV2 plugins and compiled using a custom MOD cloud build system.<br>
Do not modify this file.
+
All the heavy work has already been done by the MOD Team and Cycling '74.
  
Makefile contains the build rules for compiling the plugin.<br>
+
* Go to or install the MOD Duo-package in the Package Manager in Max if you haven't, and click on Launch.
The only thing that needs change here is the 'NAME' parameter, which specifies the target LV2 bundle and binary name for the plugin.
+
* Make sure your MOD Duo is connected, then start the MODwatcher from the popped-up screen.
 +
* If you want your plugin to have a name on the MOD Duo, copy your gen~ objects contents to a gen~ object with a patcher-name argument.<br> WARNING: naming your original gen~ object will initialize it's contents.
 +
* Finally send a message containing "exportnotifier MODwatcher, exportcode" (without the quotation marks) to the gen~ object.
 +
 
 +
Your plugin will now be transferred to the MOD Duo, within a few minutes the MODwatcher will tell you if the upload succeeded.<br>
 +
If all goes well, your Gen-based plugin should now be inside the MOD Duo, ready to be played!
 +
 
 +
== Additional features (advanced) ==
 +
 
 +
Optionally you can edit your plugin to, for example, add units, knob behavior, a description or even a GUI.<br>
 +
This process is different from the process described above. It doesn't use the MOD Duo-package in Max.
 +
 
 +
=== Compiling the plugin ===
 +
 
 +
First, download http://download.moddevices.com/releases/max-gen/max-gen-deploy_v4.tar.gz and extract it. <br>
 +
Send an "exportcode" message to the gen~ object in your main Max-patcher to get the gen_exported.cpp and gen_exported.h files.<br>
 +
Copy the gen_exported.cpp and gen_exported.h files into the extracted max-gen-deploy folder, and run:
 +
 
 +
<source lang="console">
 +
$ cd /path/to/max-gen-deploy/
 +
$ ./mod-build.sh
 +
</source>
 +
 
 +
You'll be asked for a plugin name, and after providing one the cloud should give you back a tar.gz file within a few minutes.
 +
 
 +
=== Editing the plugin ===
 +
 
 +
To add [http://lv2plug.in/ns/extensions/units/units.html units], [http://lv2plug.in/ns/ext/port-props/port-props.html knob behavior] or a description, you'll have to edit the .ttl file.
 +
If you do so, make sure everything is correct,<br> otherwise the plugin won't work and you might have to [[Access_MOD_using_SSH|SSH into the MOD Duo]] to get the corrupt plugin out.<br>
 +
To prevent this from happening, you can [http://lv2plug.in/pages/validating-lv2-data.html validate the lv2-data].
 +
 
 +
The other option is to include a GUI, you can make one with the [https://github.com/moddevices/mod-sdk MOD SDK].<br>
 +
Have a look [https://github.com/moddevices/mod-lv2-data/tree/master/plugins-fixed here] how a GUI affects the .ttl structure.<br>
 +
 
 +
<source lang="console">
 +
OPTIONAL
 +
$ gunzip Plugin.lv2-duo.tar.gz
 +
$ tar -xvf Plugin.lv2-duo.tar
 +
make edits in Plugin.lv2/Plugin_dsp.ttl or include a GUI
 +
$ rm Plugin.lv2-duo.tar.gz
 +
$ tar -cvzf Plugin.lv2-duo.tar.gz Plugin.lv2/
 +
</source>
 +
 
 +
=== Deploying the plugin ===
 +
 
 +
Make sure the MOD Duo is connected to your computer via USB before proceeding. Then run:
 +
 
 +
<source lang="console">
 +
$ cd /path/to/max-gen-deploy/
 +
$ ./mod-deploy.sh
 +
</source>

Revision as of 22:27, 9 November 2018

Apart from programming LV2-plugins in a "traditional" way, it's also possible to generate LV2-plugins for the MOD Duo from gen~ objects created in Cycling '74 Max.
This page will tell you the how and why of programming audio effects for the MOD Duo using this very different approach.

Gen basics

Gen~ objects are normally used in Max as a way to write low-level code that is run at signal-rate, using (if you want to) the same visual approach Max is known for.
Therefore the insides of a gen~ object can be seen as a pedal schematic, perfect for designing audio effects.
The SHIRO plugins are an example of plugins for the MOD Duo made using this very method.

If you're not familiar with Gen, and this sounds all like gibberish to you, have a look at the links below.

Designing your effect in Gen

If you want to design a plugin for the MOD Duo, there are a few things you should know:

  • To get your gen~ object working on the MOD Duo, you'll need to design one using only Gen's internal objects, without referring to objects outside the gen~ object.
    Only the objects inside will make it to the final LV2-plugin.
  • If you want controllable parameters, define the default, minimum and maximum arguments in the "param" object.
  • While designing your gen~ object, remember that the MOD Duo's samplerate is running at 48 kHz.

You'll find some example-plugins if you download the MOD Duo-package from the Package Manager in Max, and click on Launch.

Getting your Gen-based plugin to the MOD Duo

At this point you should have met the requirements specified above. If so, follow the steps below to get your plugin on the MOD Duo.
In order to run Gen-based plugins on the MOD Duo they must be converted into LV2 plugins and compiled using a custom MOD cloud build system.
All the heavy work has already been done by the MOD Team and Cycling '74.

  • Go to or install the MOD Duo-package in the Package Manager in Max if you haven't, and click on Launch.
  • Make sure your MOD Duo is connected, then start the MODwatcher from the popped-up screen.
  • If you want your plugin to have a name on the MOD Duo, copy your gen~ objects contents to a gen~ object with a patcher-name argument.
    WARNING: naming your original gen~ object will initialize it's contents.
  • Finally send a message containing "exportnotifier MODwatcher, exportcode" (without the quotation marks) to the gen~ object.

Your plugin will now be transferred to the MOD Duo, within a few minutes the MODwatcher will tell you if the upload succeeded.
If all goes well, your Gen-based plugin should now be inside the MOD Duo, ready to be played!

Additional features (advanced)

Optionally you can edit your plugin to, for example, add units, knob behavior, a description or even a GUI.
This process is different from the process described above. It doesn't use the MOD Duo-package in Max.

Compiling the plugin

First, download http://download.moddevices.com/releases/max-gen/max-gen-deploy_v4.tar.gz and extract it.
Send an "exportcode" message to the gen~ object in your main Max-patcher to get the gen_exported.cpp and gen_exported.h files.
Copy the gen_exported.cpp and gen_exported.h files into the extracted max-gen-deploy folder, and run:

$ cd /path/to/max-gen-deploy/
$ ./mod-build.sh

You'll be asked for a plugin name, and after providing one the cloud should give you back a tar.gz file within a few minutes.

Editing the plugin

To add units, knob behavior or a description, you'll have to edit the .ttl file. If you do so, make sure everything is correct,
otherwise the plugin won't work and you might have to SSH into the MOD Duo to get the corrupt plugin out.
To prevent this from happening, you can validate the lv2-data.

The other option is to include a GUI, you can make one with the MOD SDK.
Have a look here how a GUI affects the .ttl structure.

OPTIONAL
$ gunzip Plugin.lv2-duo.tar.gz
$ tar -xvf Plugin.lv2-duo.tar
make edits in Plugin.lv2/Plugin_dsp.ttl or include a GUI
$ rm Plugin.lv2-duo.tar.gz
$ tar -cvzf Plugin.lv2-duo.tar.gz Plugin.lv2/

Deploying the plugin

Make sure the MOD Duo is connected to your computer via USB before proceeding. Then run:

$ cd /path/to/max-gen-deploy/
$ ./mod-deploy.sh