Re: [Csnd] vst3-opcodes for Csound

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I don’t have a Mac, I work on Linux.

However, I originally had a prebuilt binary for macOS going into the repository using GitHub Actions. But this is now failing with compiler errors. I will debug that. Looks like the VST SDK changed on me. Should be fixable. I will let you know what I do.

On Linux, the plugins directory is /usr/local/lib/csound/plugins64-6.0/ for the plugins that come with Csound, and ~/.local/lib/csound/6.0/plugins64/ for other plugins.

You could look at the script that builds for macOS here (https://github.com/gogins/csound-vst3-opcodes/actions/runs/1382882757/workflow) and compare that with what you’re doing.

Let me know if you run into any problems, but I probably need to debug the GitHub build.

Mike

Michael,

Thanks for the quick response here. I went through the steps on your github workflow page and it looks like that was what I was trying yesterday. Still getting the same errors mentioned above.

Although I imagine there isn’t too much I can help with here(I am not super fluent in C/C++), please let me know if there is anything I can do to help when you get to debugging the Github build.

Thanks again,

Walker

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You can help me a lot by testing it when I think I have it fixed. If you could also test it on Windows that would be very helpful.

It seems that so far, the only problem I see is the need to explicitly include “fstring.h” from the VST3 SDK. This did not used to be necessary, but now seems to be necessary. I have fixed that and am testing it now.

Regards,
Mike

Sounds good Mike, happy to test. I personally do not have access to Windows machine at the moment, however.

Still receiving the same errors as the previous build currently. Seems like something is failing in clean-build-macos.bash

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Thanks for the update! Much appreciated.

I’m working what I think is the final issue in producing binaries on GitHub. My GitHub runner for MacOS picks up the wrong version of the vstgui repository. No idea why but I have some things to try.

Regards,
Mike

I have gotten the VST3 opcodes for Csound to build on GitHub (again) for all three platforms (Linux, Windows, macOS). The latest beta releases are here:

https://github.com/gogins/csound-vst3-opcodes/releases

About 0dbfs, that means “0 decibels (full scale) occurs at amplitude X”. Loudest (i.e. full scale) is by convention 0 dB, -6 dB is about half as loud, -12 dB is about 1/4 as loud, and so on. So, if in a soundfile the loudest amplitude in the file is 1, then we have 0dbfs = 1; if the loudest amplitude in the file is 32767, then we have 0dbfs = 32767. I have 0dbfs = 20 because, by trial and error, I found that setting to provide a reasonable loudness without clipping.

Please send logs, stack traces, or whatever for the prints problems and also where in the .csd files this is happening. Enter issues here: https://github.com/gogins/csound-vst3-opcodes/issues.

Regards,
Mike

I think this needs clarifying a bit: it's more the other way round. The 0dbfs opcode was introduced to normalise, so to speak, translation of amplitudes to/from soundfiles (and by extension, soundcard hardware) of all sample types. So, whatever value is used for 0dbfs in the Csound orchestra will be mapped automatically to the applicable sample range in a target soundfile (input or output). Similarly, overrange sample values reported by Csound are relative to the specified 0dbfs level.

The setting of 0dbfs to 1.0 in current orchestras is by convention, which users are indeed free to disregard. It is also the nominal maximum amplitiude used in streaming floating-point systems such as VST. Historically, at least, some opcodes required the floats +-1.0 range (I believe "vco" was one such). The value for 0dbfs in an orchestra does not in any way indicate a level of "hotness", it is just the normalised way of expressing the necessarily bounded amplitude range, independently of any given sample type. Any alternative value set for 0dbfs is thus strictly an aesthetic quasi-numerological choice.

Richard Dobson.

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