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3 changes: 3 additions & 0 deletions Packages/Sources/Kernel/README.md
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Expand Up @@ -7,6 +7,9 @@ the actual work is performed in classes defined in C++ header files. There is an

- [KernelBridge](include/KernelBridge.h) -- provides simple interface in Obj-C for the kernel.
- [C++](C++/Kernel.hpp) -- the C++ header file that performs the actual sample rendering.
- [BiquadFilter](C++/AcceleratedBiquadFilter.hpp) -- the C++ class that manages the low-pass
filter using [Apple's accelerated
framework](https://developer.apple.com/documentation/accelerate/vdsp/single-channel_biquadratic_filters)

Note that many of the include files it uses are found in the `AUv3-DSP-Headers` library that comes from the
[AUv3Support](https://github.com/bradhowes/AUv3Support) package.
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[![CI](https://github.com/bradhowes/AUv3Template/actions/workflows/CI.yml/badge.svg?branch=main)](https://github.com/bradhowes/AUv3Template/actions/workflows/CI.yml)
![CI](https://github.com/bradhowes/LPF/workflows/CI/badge.svg?branch=main)
[![Swift 5.5](https://img.shields.io/badge/Swift-5.5-orange.svg?style=flat)](https://swift.org)
[![AUv3](https://img.shields.io/badge/AudioUnit-AUv3-orange.svg)](https://developer.apple.com/documentation/audiounit)
[![AUv3](https://img.shields.io/badge/AUv3-green.svg)](https://developer.apple.com/documentation/audiotoolbox/audio_unit_v3_plug-ins)
[![License: MIT](https://img.shields.io/badge/License-MIT-A31F34.svg)](https://opensource.org/licenses/MIT)

![](macOS/App/Assets.xcassets/AppIcon.appiconset/256px.png)
![](macOS/App/Assets.xcassets/AppIcon.appiconset/512px.png)

# About AUv3Template
# About SimplyLowPass

This is full-featured AUv3 effect template for both iOS and macOS platforms. When configured, it will build an
app for each platform and embed in the app bundle an app extension containing the AUv3 component. The apps are designed
to load the AUv3 component the same way as a host such as GarageBand would. It uses the extension to demonstrate how it
works by playing a sample audio file and routing it through the effect and out to the device's speaker. The host
app also supports user and factory presets. User presets can be created, updated, renamed and deleted. Factory
presets can only be activated.
This project is an adaptation of Apple's [Creating Custom Audio
Effects](https://developer.apple.com/documentation/audiotoolbox/audio_unit_v3_plug-ins/creating_custom_audio_effects)
project. Much has been retooled for a better experience and code understanding, as well as various bug fixes. You can
find Apple's original README [here](Documentation/APPLE_README.md)

Additional features and info:
The gist is still the same as in the original:

* Uses a C++ kernel to generate audio samples in the render thread
* Provides a *very* tiny Objective-C (Objective-C++ really) wrapper for access to the kernel from Swift code
* Uses Swift for all UI and all audio unit work not associated with sample rendering
* use an Objective-C/C++ kernel for audio sample manipulation in the render thread
* provide a tiny Objective-C interface to the kernel for Swift access
* perform all UI and most audio unit work in Swift on the main thread
* communicate between kernel and UI using AUParameterTree

The code was developed in Xcode 12.4 on macOS 11.2.1. I have tested on both macOS and iOS devices primarily in
GarageBand, but also using test hosts on both devices as well as the excellent
Unlike Apple's example, this one uses the [Accelerate](https://developer.apple.com/documentation/accelerate)
framework to perform the filtering (Apple's code clearly shows you what the Biquadratic IIR filter does, just in
a slightly less performant way).

The code was developed in Xcode 11.5 on macOS 10.15.5. I have tested on both macOS and iOS devices primarily in
GarageBand and Logic, but also using test hosts on both devices as well as the excellent
[AUM](https://apps.apple.com/us/app/aum-audio-mixer/id1055636344) app on iOS.

Finally, it passes all
[auval](https://developer.apple.com/library/archive/documentation/MusicAudio/Conceptual/AudioUnitProgrammingGuide/AudioUnitDevelopmentFundamentals/AudioUnitDevelopmentFundamentals.html)
tests:

```bash
% auval -v aufx flng BRay
```

Here `flng` is the unique component subtype for my [SimplyFlange](https://github.com/bradhowes/SimplyFlange)
effect and `BRay` is my own manufacturer ID. You should use your own values that you put in
[Configuration/Common.xcconfig](Configuration/Common.xcconfig).

# Generating a new AUv3 Project

Note that this **is** a template, and as such it may not successfully run when compiled. The best bet is to use the
Python3 [build.py](scripts/build.py) script to create a new project from the template. To do so, fire up a terminal
shell and go into the _AUV3Template_ directory. The script takes two arguments:

- the name of the new project
- the _subtype_ of the effect

You would run it like this:

```bash
% python3 scripts/build.py MyEffect subtype
```

The name value should be self-evident in purpose: it will be the name of your iOS and macOS app, and the basis for the
name of your app extensions. The _subtype_ is a unique 4-character identifier for your new effect. It should be unique
at least for your manufacturer space (see [Configuration/Common.xcconfig](Configuration/Common.xcconfig)) so that it
will not conflict with another app extension.

With a project name called "MyEffect", the Python3 script will creates new folder called _MyEffect_ that is a sibling to
your _AUv3Template_ folder. The script will populate the new folder with the files from this template.
Afterwards you should have a working AUv3 effect embedded in demo apps for iOS and macOS. All files with
`Testing101` in them will be replaced with the first argument given to `build.py` (e.g. "MyEffect"), and all text
files will be changed so that the strings `Testing101` and `T101` are replaced with their respective substitutions
that you provided.
tests. (`auval -v aufx lpas BRay`)

Note that to successfully compile you will need to edit
[Configuration/Common.xcconfig](Configuration/Common.xcconfig) and change `DEVELOPMENT_TEAM` to hold your own
Apple developer account ID so you can sign the binaries. You should also adjust other settings as well to
properly identify you and/or your company.
If you are interested in making your own AUv3 components, feel free to fork this and adapt to your needs. However a
better option might be to check out my [AUv3Template](https://github.com/bradhowes/AUv3Template) repo which provides the
same base functionality in iOS and macOS but allows for easier customization via the included `build.py` Python script.

There are additional values in this file that you really should change, especially to remove any risk of
collision with other AUv3 effects you may have on your system.
## Demo Targets

> :warning: You are free to use the code according to [LICENSE.md](LICENSE.md), but you must not replicate
> someone's UI, icons, samples, or any other assets if you are going to distribute your effect on the App Store.
The macOS and iOS apps are simple AUv3 hosts that demonstrate the functionality of the AUv3 component. In the AUv3
world, an app serves as a delivery mechanism for an app extension like AUv3. When the app is installed, the operating
system will also install and register any app extensions found in the app.

## fastlane
The `SimplyLowPass` apps attempt to instantiate the AUv3 component and wire it up to an audio file player and the output
speaker. When it runs, you can play the sample file and manipulate the filter settings -- cutoff frequency in the
horizontal direction and resonance in the vertical. There are also a collection of factory presets that you can choose
which will apply canned settings. On macOS these are available via the `Presets` menu; on iOS there is a segment control
that you can touch to change to a given factory preset.

The project will also be setup to generate screenshots using [fastlane](https://github.com/fastlane/fastlane).
However, you will still need to *install* fastlane if you don't already have it. I used:
Finally, the AUv3 component supports user-defined presets, and the simple host apps offer a way to create, update,
rename, and delete them. On macOS, these functions are at the top of the `Presets` menu, followed by the factory
presets, and then any user-defined presets (there is also a button on the window that shows the same menu). The iOS app
offers the same functionality in a pop-up menu to the right of the factory presets segmented control.

```bash
% brew install fastlane
```
## Code Layout

but there are other (better?) ways described in the [fastlane docs](https://docs.fastlane.tools).
Both [macOS](macOS) and [iOS](iOS) have the same code layout:

# App Targets
* `App` -- code and configury for the application that hosts the AUv3 app extension. Again, the app serves as a demo
host for the AUv3 app extension.
* `Extension` -- code and configuration for the extension itself

The macOS and iOS apps are simple AUv3 hosts that demonstrate the functionality of the AUv3 component. In the
AUv3 world, an app serves as a delivery mechanism for an app extension like AUv3. When the app is installed, the
operating system will also install and register any app extensions found in the app.
The common code is found in various Swift packages under [Packages](Packages) -- including the Objective-C++ kernel
code. There are six packages:

The apps attempt to instantiate the AUv3 component and wire it up to an audio file player and the output
speaker. When it runs, you can play the sample file and manipulate the effects settings in the components UI.
* [Kernel](Packages/Sources/Kernel/README.md) -- holds the signal processing kernel that does the rendering
* [KernelBridge](Packages/Sources/KernelBridge/README.md) -- a tiny Objective-C class for Swift bridging
* [ParameterAddress](Packages/Sources/ParameterAddress/README.md) -- holds the parameter IDs and definitions for
the kernel controls
* [Parameters](Packages/Sources/Parameters/README.md) -- holds the parameter collection which includes the list of factory presets
* [Theme](Packages/Sources/Theme -- some attributes that affect the display of the app and app extensions.
* [UI](Packages/Sources/UI/README.md) -- the graphical display for the kernel used by both the macOS and iOS extensions

# Code Layout
The apps and AUv3 app extensions depend on my Swift package [AUv3Support](https://github.com/bradhowes/AUv3Support)
which provides a common AUv3 hosting environment for both iOS and macOS as well as a common infrastructure for any AUv3
filter component.

Each OS ([macOS](macOS) and [iOS](iOS)) has the same code layout:
# Examples

* `App` -- code and configury for the application that hosts the AUv3 app extension
* `Extension` -- code and configury for the extension itself. It contains the OS-specific UI layout
definitions.
Here is LPF shown running in GarageBand on macOS:

All of the common code shared between the iOS and macOS apps and app extensions resides in the [Packages](Packages)
folder as Swift packages. Originally, this common code was built as a shared framework, but now Swift packages are
powerful enough to do the same. There are at present 5 separate libraries that are built in package form:
![](Documentation/GarageBand1.png)

* [Kernel](Packages/Sources/Kernel) -- the C++ and Obj-C++ code that renders audio samples
* [KernelBridge](Packages/Sources/KernelBridge) -- a bridge to the Obj-C++ kernel for Swift code
* [ParameterAddress](Packages/Sources/ParameterAddress) -- definitions of the runtime parameters that control the
operation of the kernel
* [Parameters](Packages/Sources/Parameters) -- collection of AUParameter entities based on the definitions from
the `ParameterAddress` library. Also provides factory presets for the audio unit.
* [Theme](Packages/Sources/Theme) -- lame attempt at sharing resources in a package. Unfortunately, right now it does not work well with
Xcode. For instance, Xcode will not see/use fonts nor color sets that are recorded in this package. I do not know of a way to work around
this issue other than to copy the resources to a folter outside of the package hierarchy and flag them as belonging to both executables.
For the LPF AUv3 Audio Unit to be available for use in GarageBand or any other Audio Unit "host" application,
the LPF app must be built and (probably) run. The macOS will detect the app extension declared in the app, and
register it for use by any other application that wants to work with AUv3 Audio Unit components.

There are additional details in the individual `README` files in the above folders as well.
The same applies to iOS Audio Units. First, build and then run the app on a device (simulators can run the app,
but you won't be able to run GarageBand or AUM there.) Next, fire up your host app, and you should be able to
add LPF as a signal processing effect.

# Dependencies
![](Documentation/GarageBand2.jpg)

This code now depends on two Swift packages:
On GarageBand for iOS, there are three buttons in blue at the bottom of the AudioUnit view. The one on the left
("Warm") shows the current preset, and clicking on it will let you change it or let you save the current
settings to a new one. The two buttons on the right let you show an alternate control view (one provided by
GarageBand itself), and expand the existing view to use the entire height of the display.

- [AUv3Support](https://github.com/bradhowes/AUv3Support) -- common AUv3 component and host code. Much of the code that
was originally in a shared framework in this repo is now in this separate package.
- [Knob](https://github.com/bradhowes/knob) -- a simple library for macOS and iOS that generates rotary "knob" controls
![](Documentation/GarageBand3.jpg)

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