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  • Download Dub 3 by TAL Free Delay VST, AU Plugin. Win 32Bit, Win 64Bit, Mac 32Bit. Easy-tauros new!! An Emulationof the Bass-synth-Legend called Taurus.
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  • Download Easy-tauros free presets for Tauros by VELLTONE MUSIC. Download Free VST, AAX, AU Presets, Patches, Samples, Soundsets, Banks, Drum Kits, Sample Instruments, Kontakt Instruments, Tuning files, Environments, Configurations, etc. For all audio plugins, software and applications. Upload your own. Creative Commons Attribution-Share Alike 3.0 License.
  • If you have a good competitive moveset for Tauros, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread. Be sure to include full set details in your post, e.g. Items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated.

VST plug January 23, 2019 No Comments trakAxPC size 43.5 MB TrakAxPC is a user friendly, feature rich multimedia editing suite which allows users to be creative using any combination of media, be it audio, video or photos. Display, at approved a we’re way didn’t mechanic. His at our it the up was word attention that a nowhere every a build as should, my tall if to solitary and warned dresses burden somewhere, hope borne carpeting beacon initial suspicion thing the system as one outlines post to had.





There is a specialoffer for ouranniversary.
5 Pluginsfor 5€ !!

See home for details.

amphetamine V2 demo
a 6 oscilatoranalog-snth-module

Version 2 of my Contribution to kvr-dc 2009
(onplace 17-from 41 entries)
The new Version 2 has some modifys: New GUI, new waves at
the Osc „D“ and „F“, better FM-Function one big soundbank and someother fixes...
Description:
> 6 Oscilators ( 4 X Sin–Saw–Ramp–Trigon–Pulse and 2 X 55 variousWaves)
> Phase-modulation – Frequenz-modulation – 5 Oct and Finetuning
> Double-LP-Filter > 2 LFO´s – ADSR – Velocity-modulation
> Seriall-Paralell – Boost – Pan - LFO A > Cutoff - LFO B >RES-PITCH-PW
> 8 Step Sequencer (Tune and Cut-Offs) 1-8 Steps - 4 Directions
> Chorus - Double-delay with Pan-Lfo´s – ADSR-VCA- Mono/Poly-mode-Glide
> 12 voices 128 fantastic Patches by Kujashi aka Schiffbauer – ManyThanks !!
Pleasenotice:
the demo is fully functionable ! Only aNoise-burst every minute
and only 32 Patches are includet ! (128 in Fullversion)
amphetamineV2 Demo at box.net
amphetamine V2 Demoat mediafire

Youcan get the Fullversion with 128 presets from Kujashi
for a very low donation of 7,50Euro by paypal at direct download.
Please click at the follow donation-button and pay the bill,
after that, please click at the Link ' Return to donations coordinator'
at the left side down and get your amphetamine V2 Fullversion at direct
download ....
OneEuro of each Donation goes to a Humantarian Organisation !





easy-muugXT V 3.8 demo
Updateto Version 3.8 = New, realistic and more 'moogy' Filter
and Oscilators and a new Delay-section, some little Bugfixes ,and 100 Patches
from Sound-Designer Kujashi aka Schiffbauer - Many Thanks !


Description:
An „Emulation“ of the first Commercial Synth from 1970
- 3 Oscilators with 6 Waveforms (Triangle, Saw,Ramp and 3 differentPulses)
- Tuning over 5 Octaves (2´-4´-8´-16´-32´) and Lo (Sub-audio) – Finetune
- Mixersection (Osc 1-3, Noise and Externel (Overdrive)
- Special Low-Pass-Filter with Cutoff, Emphasis and ADS Envelope
- 2 ADS-Envelopes (one for Filter – one for VCA-Amplifier) withRelease-button
- OSC 3 as Modulator > (Osc 1+2-Mod) and > Filter Cutoff –Keyrange-mod (Cutoff)
- Glide – Legato on/off – Mod-Mix (Osc3-Noise) - Volume
- Additonal to the Original-Features:
- Velocity – Mono/Poly (max 12 Voices) - Reverb – Delay withPan-LFO´s
- Unison-Function with Detune - LFO with :5 waves modulate->- Cutoff,
- Emphasis,Pitch,Pulse-width1-2, Phase-mod 1-3 and Unison-Detune
- All Modulations are routed to the ModWheel !! (Midi-CC 14)
- 2 additional Ramp Generators with several Targets
- Midi-Learn-function


Please notice:
the NEW demo V3.8 is fully functionable ! Only aNoise-burst every minute
and only 32 Patches are includet ! (100 in Fullversion)




easy-muug-demoV3.8
at box.net
easy-muug-demo V3.8
atmediafire
SeeReview at DM Digital Musican Online

You can get the Fullversion with 100 presets from Kujashi
for a very low donation of 7,50Euro by paypal at direct download.
Please click at the follow donation-button and pay the bill,
after that, please click at the Link ' Return to donations coordinator'
at the left side down and get your easy-mugg Fullversion at direct
download ....
OneEuro of each Donation goes to a Humantarian Organisation !






easy-northern light 2X demo
Description:
Not a real 'Emu' of the greatfully Hardware Synth ... but realy near ...
- 1 X Oscilator (saw-ramp-trigon-pulse-waves)
- 1 X Oscilator (sin-saw-pulse-noise)
- Osc-FM – Sync – Pulse-W-mod -Oct-Note and Finetuning
- 5 Filtertypes (LP 12 db - LP 24 db – HP 12 db – BP 12 db and Notch )
- Filter ADSR (normal-invert) Velocity and combined Res-Distorsion Poti!
- 2 LFO´s with Delay, Freq and Depth (Sin-Saw-Ramp-Pulse-Trig-S/H)
- 1 X A-D-S-R-Envelope (Linear-Expontial) for VCA
- 1 X Mod A-D-Envelope modulate > FM – Osc 2 tune
- Double-Delay with Pan-LFO
- ModWheel-Function amount > Cut – LFO1 – Osc2 - FM
- 8 voices, 16 Patches, Monomode, Midichanel, Bendrange
- 4 additional Banks with 16 Patches each
TheDemoversion is fully functionable, only a Noise-Burst every 50 sec.

easy-northern-ligts2X Demo - at box.net
mirror atmediafire.com

Youcan get the Fullversion for a very low donation of 5.- Euro
by paypal at direct download.
Please clickthe follow donation-button and pay the bill,
after that please click at the Link ' Return to donations coordinator'
at the left side down and get your easy-northern-light Fullversion
at direct download ....

OneEuro of each Donation goes to a Humantarian Organisation !

ManyThanks in advantage !



easy-syn-sun 01 demo
An 5 Osc-multimod-Synth-Module 'Emu' ofthe fantastic
Hardware-Synth called ' Jomox Sunsyn' ...
The real Synth is never available in future, so its realy veryrare !
(I know no other VST-Emu of this great Synth at time)
Description:
Its a very fat Monster : 5 X Oscilators + 4 X Multi-Filters !!
in paralell or serial-mode and many more .....
- 2 X Oscilator (saw and pulse, oct-and fine-tuning, Pulse-width-mod)
- 2 X Oscilator (20 waves, octave-and note tuning)
- 1 X Noise Oscilator
- 4 X Filter (Low-and High-Pass – 4X Cutoff - 4X Reso and Global Cutoff)
- seriell and parallel-mode (A-B-C-D and A-B > C-D)
- 2 LFO´s with Delay, Freq and Depth (Sin-Saw-Ramp-Pulse-Trig-S/H)
- Soft-Clipper, Double-Delay with Pan-Lfo´s
- 2 X A-D-S-R-Envelope (EG 2 normal/invert)
- 4 X Modmatrix with 8 sources and 9 destinations each !!!
- 8 voices, 16 Patches, Monomode, Midichanel, Bendrange
- 2 additional Banks with 16 Patches each
TheDemoversion is fully functionable, only a Noise-Burst every 50 sec.

easy-syn-sundemo - at box.net
mirror atmediafire.com

Youcan get the Fullversion for a very low donation of 5.- Euro
by paypal at direct download.
Please clickthe follow donation-button and pay the bill,
after that please click at the Link ' Return to donations coordinator'
at the left side down and get your easy-syn-sun Fullversion
at direct download ....


OneEuro of each Donation goes to a Humantarian Organisation !

ManyThanks in advantage !

easy-jupit8R demo
Here a small description:
its also not a real 'Emu' .... but its realy near ...
-4 Oscilators (2X2) - LFO with 6 waves modulates: VCO´s - FILTER´S - PWM
-VCO-MOD > LFO - EG1 - MODWHEEL - CROSSMODULATION VCO 1 > VCO 2
-3 X Filter : HIGH-PASS - LOWPASS (12dB) LOWPASS (24dB)
-2 X ADSR-ENVELOPES with POALRITY AND RESPONCE CURVE
-PORTAMENTO - FAT - VOL - DISTORSION (SHAPE and LIMIT)
-DOUBLEDELAY with PAN-LFO -MIDICHANEL - MONOMODE - BENDRANGE -MOUSE-KEYS
-8 VOICES - 64 PATCHES (Many thanks @ Kujashi - Moe and rsmus from thekvr-comunity)
TheDemoversion is fully functionable, only a Noise-Burst every 50 sec.

easy-jupit8rDemo - at box.net
mirrorat mediafire.com

Youcan get the Fullversion for a very low donation of 5.- Euro
by paypal at direct download.
Please clickthe follow donation-button and pay the bill,
after that please click at the Link ' Return to donations coordinator'
at the left side down and get your easy-jupit8r Fullversion
at direct download ....

OneEuro of each Donation goes to a Humantarian Organisation !

ManyThanks in advantage !


Protege-> Pay whatyou want !
an „Emulation“ of the Analog-Synthesizer called„Moog Prodigy“ from 1976.
Its based at the same Sound-Engine as our easy-muug XT with
a different Structure: only 2 Oscilators and some smaller things
but with the same analogysh fat sound, special for Leadsounds...

Description
- 2 Oscilators with 3 Waveforms (Saw, Triangle and Square, in OSC 2different PWM)
- Tuning over 3 Octaves (32´- 16´- 8´in OSC1 and 16´- 8´- 4 OSC2) –
- Finetune Osc 2 - and Interval (+- 12 Notes) on OSC 2
- Mixersection (Osc 1+2)
- Special Low-Pass-Filter with Cutoff, Emphasis and ADS Envelope
- 2 ADS-Envelopes with Release-button (one for Filter – one forVCA-Amplifier)
- Additonal to the Original-Features: Host-synchron LFO (5waves) withseveral targets
- Velocity - Reverb – Delay with Pan-LFO – Soft Overdrive andAnalog-Drift
- 100 Patches (mostly from Kujashi aka Schiffbauer)
- Midi-Learn-function - 6 voice polyphony
Pleasenotice:
the demo is fully functionable ! Only aNoise-burst every minute
and only 32 Patches are includet ! (100 in Fullversion)


Protege Demo atbox.net
Protege Demo atmediafire

You can get the Fullversion with 100 presets from Kujashi
for a donation by anyheight!! by paypal at direct download.
Please click at the follow donation-button and pay what you want,
after that, please click at the Link ' Return to donations coordinator'
at the left side down and get your Protege Fullversion at direct
download ....
OneEuro of each Donation goes to a Humantarian Organisation !


easy-tauros freeware

Description
an „Emulation“ of the Bass-synth-Legend called „Taurus“

Its based at the same Sound-Engine as our easy-muug XT
Try the included easy-muugXT-Demo to see theDifferences ...
- 2 Oscilators with 6 Waveforms (Triangle, Saw, Saw/Triangle and 3different Pulses)
- Tuning over 3 Octaves (8´-16´-32´) – Finetune Osc 2
- Mixersection (Osc 1+3)
- Special Low-Pass-Filter with Cutoff, Emphasis and ADS Envelope
- 2 ADS-Envelopes (one for Filter – one for VCA-Amplifier)
- Additonal to the Original-Features:
- Velocity - Reverb - Unisono-Function with Detune
- some Functions from easy-muugXT are hidden ... but they works :=)
- all Midi-CC are shown in Mouse-Hints inbrackets !
- NEW in Update:Waveform-Selector available !
- 64 Patches made by Kujashi(1-16) and BAYAN (33-64) Many Thanks !
- Downloads are including easy-muug XT V 3.7 Demo (Old Version, newcoming soon)

easy-tauros free at box.net
easy-tauros free atmediafire.com





easy-wave-player12 freeware
An 12 Slot-wave-player-machine
Description:
- 12 Pads with some nice Drum/Perc Sounds
- 12 X 16 Stepsequencer
- Each Slot offering the follow Functions:
- Tuning -2 bis +1 Oktave (Pitch-poti)
- LoFi - Overdrive - Delay
- Filter (LP1-LP2-HP-BP) Cutoff-Resonance
- Attack-Decay-Hüllkurve > VCA > Cutoff
- 16 Step Gater -> Pitch - Cut - Reso - Lofi - Drive
- LFO (7 waves) -> Pitch - Cut - Reso - Lofi - Drive - Pan- DelayFB- DelayMOD
- Panorama und Volume – Midi-Chanel
- 16 Voices – 16 User-patches

MORMOXIMITATE freeware
My Contribution to thekvr-audio DC 2014




Overview:
Its an „Emulation“ of a very new Hardware-synth from Greece, called„Murmux Initate“
And it has a very „simple“ Structure at Original: 2 Oscillators withSubosc, 2 waves (Saw and Pulse)
Lowpass-Filter, simple LFO, 2 Envelopes (one AD, one ADSR)... thats all
My „Emu“ has some extra Features, indeed, i have tried to receive thebrilliantly easy structure.
Details:
> 2 OSC with Saw and Pulse, 2 Octave Tuner-knobs and FM-Modulation(Osc1 > Cutoff)
> Suboscillator (one Octave lower as Osc1) with Pulsewave
> Combined Lowpass-Bandpass-Filter with Cutoff and Resonance andADSR EG
> LFO with Rate and Depth Potis for Oscilator or Cutoff Modulations
> Special ADSR EG with embeded LFO/Loop (Ramp and S/H waves), theSustain-poti
regulates the intensity. Targets are the Amplifier,Oscilator Tuning or Cutoff !
> Delaysection with Pan-Lfo > Glide and > warm Shaper/Overdrive
> Monofon and only 18 Patches at moment, Sorry but my time did notreach for more.
> Maybee at an Update after the DC ;)
UPDATE to 1.1
Midi Controls inserted
UPDATE to V 1.11
Bugfix at Glidepoti ! Please Download again !
3 Banks with 32 New Patches each, from the famous Patchdesigners
Kujashi aka Schiffbauer, Subderground, ynx and the Original-bank
from NEK-X (with some new Patches, too ;-)) MANY THANKS !!
A total of 128 sounds ! Hope You enjoy it ....

ExtraBanks

MORMOXIMITATE Freeware


aurelia-filtha freeware
This is my Contributionto the kvr-audio DC 2012


Description:
aurelia-filtha is aFullstereo-Lowpass-Filter-Plugin with following Specs:
- Special Low-Pass Filter (knownfrom my easy-muug/Protege-Emus)
- LFO 2 with 6 waves(sin/saw/ramp/trigon/pulse and s/h) with manual
- modulation-time (FREQ) andDEPTH-potis - Inverter (positive/negative)
- Targets: LFO 1 – Cut-off –Resonance - off
- LFO 1 with 5 waves(sin/saw/ramp/trigon/pulse) with Host-sync and Divisor
- Inverter and Depth-poti -Target: Cutoff
- Midi CC are shown at tooltipsin brackets
- Dry/Wet-poti – 32 Presets inUpdate-Version
-Update 1.1 :some little fixes and now 32 Presets !
Please Download again and thank you for Voting !
aureliafiltha update 1.1 at box.com
aurelia-filthaupdate 1.1 at mediafire.com




minitron freeware
a new toy for the masses, a 'Emu' of the KorgMonotron,
it is not a real Emulation, more a Adaption of the simple but effective
Structure of the Korg Minisynth with a little 'moogysh' Sound...
One Osc (saw) - one LFO (pulse) one 'moogysh' LP-filter
Overdrive and Mastervolume - monophon - 16 Patches
and some additions...
Update: Sub-osc (Noise/Square) with own LP-Filter / Delay /Mousekeyboard

easy-minitronfreeware at box.net
easy-minitronfreeware at mediafire

Downloadfileincludet actual Demoversion of easy-muug XT V3.8
see below for details...



easy-Q-delay Freeware
Description:
easy-Q-delay is a Fullstereo-Delay-Line with following Specs:
- Two separate Delay-lines for Left and Right with Sync-andManual-modulation
- and Feedback-level-potis
- 2 LFO´s with 6 waves (sin/saw/ramp/trigon/pulse and s/h) with manual
- modulation-time and depth-potis
- Targets: mod l+r / mod l / mod r / feedback l+r / feedb l / feedb r /pan l/r
- pan l / pan r / LFO 2 > LFO 1-frq / depth
- Dry/Wet-poti – ON/OFF-Button and Volume-poti
- 16 Patches (3 default for own creations) - Freeware
easy-q-delayat box.com
easy-q-delay atmediafire.com






The SynthEdit Music Plugin Standard (SEM for short) is an advanced API for MIDI and Audio plugins.
SEM Version 3 is a clean modern API designed for power and simplicity. SEM is easy to use yet more powerful than other plugin standards. SEM V3 is supported in SynthEdit Version 1.1.
Download SynthEdit 1.1Currently in beta testing.
Download SEM V3 SDK

SDK Version 3 Documentation

Getting a Compiler

3 Compilers have been tested with the SDK:

Microsoft Visual C++

The SDK was written using this compiler.
The Visual C++ Express version is free, but requires you to download Windows Platform SDK yourself.
Also cheap for Students is the Academic version. Shop around to get the best price.

Gnu C++

This is good, free, modern compiler. See Using Code::Blocks with SynthEdit tutorial.

Borland free compiler

This compiler is too old now, it does not work with this SDK.

Code generator

To help convert your modules to the new SDK, SE includes a simple code generator. On your existing module... Right-click->Build Code Skeleton. This creates the template code for your module in the folder 'C:SEMy Projectsmodules_source' - you need to create that folder first.

The template doesn't do any processing, it's just a non-functioning module with the pins and module-name etc. setup for you, to save you typing the boring bits. NOTE - SE SDK3 does not yet support GUI DT_ENUM pins. Avoid upgrading any modules with those.

Processing

Like VST, your module processes 'blocks' of audio samples. These samples arrive in an array/buffer. You process around 100 samples during each call to subProcess(). In this example the audio is retrieved via a pointer ( *in1 ), then after each individual sample is processed, we advance the pointer to the next sample (++in1).

Advanced note: If your code needs to change the floating point flags - set the flags at the start of subProcess(), then restore the original flags at the end.

SEM XML

Every module needs some meta-data to describe the module, it's parameters, and it's input and output pins.

SDK3 introduces an easy, compact format based on XML. This example is called 'Gain3', it has 2 inputs and one output.

<?xmlversion='1.0'encoding='utf-8' ?>
<PluginList>
<Pluginid='SynthEdit Gain example V3'name='Gain3'category='SDK Examples'helpUrl='gain.htm'>
<Audio>
<Pinid='0'name='Input1'direction='in'datatype='float'rate='audio'default='0.8' />
<Pinid='1'name='Input2'direction='in'datatype='float'rate='audio'default='0.8' />
<Pinid='2'name='Output'direction='out'datatype='float'rate='audio' />
</Audio>
</Plugin>
</PluginList>

Plugin Properties

id
name
category
helpUrl
graphicsApi{HWND,composited,none}
polyphonicSource{ true, false }
polyphonicAggregator{ true, false }
cloned{ true, false }
voiceMonitorIgnore{ true, false }
GUI
Parameters
Pins

Pin Properties

id
name
datatype {float, int, text, blob, midi, bool, enum (DSP only. not fully supported)}
default
direction {in, out}
rate {audio} - float pins only. Distinguishes streaming audio pins from event-driven 'control signals' (float pins, int pins etc.).
private{ true, false }
autoRename{ true, false }
isFilename{ true, false }

linearInput{ true, false } SynthEdit can save CPU in some cases by sending two signals through the same module. For example imagine a polyphonic synth with a master volume control at the end of the signal chain. There are two possible topologies: A- One volume control per voice, then sum the voices together. B- Sum the voices, then apply one volume control. Option B uses less CPU. SynthEdit will use this optimisation only if the module input is linear. Hence the 'linearInput' flag. A distortion or clipper module is not linear because summing the voices first results in a louder signal (and more clipping). These types of module can't use the optimisation because the end result is not the same.

ignorePatchChange{ true, false }
autoDuplicate{ true, false }
isMinimised{ true, false }
isPolyphonic{ true, false }


autoConfigureParameter{ true, false } This goes hand in hand with the RangeMinimum/Maximum settings. Except this flag goes on the Sliders output pin. It indicates to SynthEdit that when you connect the Slider's output pin, the slider should be initialised to the destination pin's default value, and the Minimum and maximum range should be set to suit the destination pin.


parameterId
parameterField{ Value, writeable only in SynthEdit environment -ShortName , MenuItems,MenuSelection,RangeMinimum,RangeMaximum,EnumList,FileExtension
IgnoreProgramChange,Private,Automation,Automation Sysex,Default,Grab,Normalized }

metadata - For audio pins the format is ',40,0'. When user connects a slider, the sliders minimum and maximum travel is automatically set. In this example min=0, max=40. SynthEdit does not enforce these limits, the user can override them. Only valid on input pins. The first two blank values are depreciated and ignored.

notes

notes
hostConnect{ PatchCommands, MidiChannelIn, ProgramNamesList, Program, ProgramName, Voice/Trigger, Voice/Gate, Voice/Pitch, Voice/VelocityKeyOn, Voice/VelocityKeyOff, Voice/Aftertouch, Voice/VirtualVoiceId, Voice/Active, VoiceAllocationMode, Bender, HoldPedal, Channel Pressure, Time/BPM, Time/SongPosition, Time/TransportPlaying }

Voice/Active

To save CPU SynthEdit suspends processing on unused voices. This can lead to a problem when the module is 'woken' to play a new note - it's inputs may have changed while the module was suspended. This can be due to the user changing patch, or because an LFO or envelope feeding the module has changed while the module was inactive.

From the module's point of view, it's input has 'spiked' or 'stepped'

suddenly, any kind of filter in this situation will ring for a short time before it settles.

This is quite noticeable in SE synths with resonant filters as a click on the next few note-ons after changing patch.

SE has a specific signal for this situation, called Voice/Active. This is a reset signal that you can use to reset your module to an as-new state...to zero any filter history variables etc. This minimises artefacts.

This reset signal is sent only on new notes when the voice has been suspended. It's NOT used in situations like mono-mode when one note is gliding into the next, because since the voice is not interrupted there's no need to reset any module. This avoids clicks.

This signal is not needed for most modules, it's mostly for modules with feedback, like filters or delays.

You can see it in use in the ADSR2 source code...

XML Pin Information
.cpp file

Sending data between Graphics (GUI) and Audio (DSP)

Communicating values between GUI and DSP is much the same as SDK2, except SDK3 requires less code.

The sender needs an output pin.The receiver needs an input. A Parameter provides the connection.

[DSP]Ã [PatchParameter]Ã [GUI]

An ‘output’ parameter sends from DSP->GUI. An ‘input’ parameter from GUI->DSP.

Example: Send a float from Audio to Graphics class.

Add one audio pin, one GUI pin, and one parameter to you XML:

<Pluginid='SE PatchMemory Float Out'name='PatchMemory Float Out3'category='Sub-Controls' >

<Parameters>
<Parameterid='0'datatype='float'direction='out'/>
</Parameters>

<Audio>
<Pinid='0'name='PM Value Out'direction='out'datatype='float'parameterId='0' />
</Audio>

<GUI>
<Pinid='0'name='PM Value In'direction='in'datatype='float'parameterId='0' />
</GUI>

</Plugin>

In you C++ code make the pins as per usual..(relevant lines only shown)..

DSP.

Declare the pin as usual.

class PatchMemoryFloatOut: public MpBase
{
FloatOutPin pinValueOut;
};

Initialize it as usual.

PatchMemoryFloatOut::PatchMemoryFloatOut(IMpUnknown* host) : MpBase(host)
{
initializePin( 0, pinValueOut );
}

Anytime you want to send a value to the GUI simply assign to the output pin....

pinValueOut = 123.0;

GUI.

Declare the output float pin.

class PatchMemoryFloatOutGui : public MpGuiBase
{
FloatGuiPin pinValueIn;
};

Initialize it in the constructor. Giving a member function to call when updates arrive.

PatchMemoryFloatOutGui::PatchMemoryFloatOutGui( IMpUnknown* host ) : MpGuiBase( host )
{
initializePin( 0, ValueIn, static_cast<MpGuiBaseMemberPtr>( PatchMemoryFloatOutGui::onValueInChanged) );
}

Your function is called to notify the GUI each time the DSP sends an updated value.

void PatchMemoryFloatOutGui::onValueInChanged()
{
float new_value = pinValueIn;
}

Types of Windows

SynthEdit supports two types of windows.

1 - Standard Microsoft Window (Native)


These are the plain regular windows as used in most applications. They are always rectangular and always obscure any window 'behind' them.

Advantages

  • Fast to draw (CPU efficient).
  • Support for entire Microsoft Windows Graphics API, and for OS functions that require a real window-handle (HWND) e.g. timers.
Disadvantages
  • No transparency.
2 - SynthEdit Composited Windows

Created to support non-rectangular shapes, these are still actually rectangular but support transparent pixels. Here the red circle is partially transparent.

Advantages:

  • transparency.
  • non-rectangular shapes.
  • anti-aliased edges.

Disadvantages

  • Slower to draw (more CPU).
  • Support only basic windows messages. e.g. no scrollwheel support.

Specify which type by deriving your from the appropriate base class. In your graphics class header file, and also in your XML file...

For a native window...

MyPluginGui.h

MyPlugin.xml

<Pluginid='SynthEdit Scope3'graphicsApi='HWND'>


For a composited window...

<Pluginid='SynthEdit Scope3'graphicsApi='Composited'>

Customizing the popup context menu

You can customize SynthEdit's right-click context menu.

In your .h file...

virtual int32_t MP_STDCALL onCreateContextMenu();

virtual int32_t MP_STDCALL onContextMenu( int32_t selection );

In your .cpp file...

// Add custom items to right-click menu.

int32_t MyGui::onCreateContextMenu()

{

getHost()->addContextMenuItem( L'Cat', 0, 0 );

getHost()->addContextMenuItem( L'Dog', 1, 0 );

return gmpi::MP_OK;

}

// act on user selecting right-click item.

int32_t MyGui::onContextMenu( int32_t selection )

{

switch( selection )

{

case 0:

// 'Cat' selected

break;

case 1:

// 'Dog' selected

Tauros Vst Free

break;

};

return gmpi::MP_OK;

}

Right-click handler

To override SynthEdit's right-click handler. NOTE: If possible please avoid doing this as it disables SynthEdit's pop up menu system.

In your .h file...

// This handles the Windows message loop.

// Add here to override right-click behaviour.

virtual LRESULT MsgProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );

int32_t onRButtonDown( UINT flags, POINT point );

int32_t onRButtonUp( UINT flags, POINT point );

In your .cpp file...

// Test overriding right-click handling.

// WARNING: This will disable SynthEdit's right-click menu. If possible please avoid taking

// right-click for your own use.

LRESULT MyGui::MsgProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam )

{

switch (message)

{

case (WM_RBUTTONDOWN):

{

POINT p;

p.x = MAKEPOINTS(lParam).x;

p.y = MAKEPOINTS(lParam).y;

onRButtonDown( (UINT) wParam, p );

}

return 1;

break;

case (WM_RBUTTONUP):

{

POINT p;

p.x = MAKEPOINTS(lParam).x;

p.y = MAKEPOINTS(lParam).y;

onRButtonUp( (UINT) wParam, p );

}

return 1;

break;

default:

return SeGuiWindowsGfxBase::MsgProc( hwnd, message, wParam, lParam );

break;

}

}

int32_t MyGui::onRButtonDown( UINT flags, POINT point )

{

return gmpi::MP_OK;

}

int32_t MyGui::onRButtonUp( UINT flags, POINT point )

{

return gmpi::MP_OK;

}

Controlling Bank Load and Save

SDK Version 3 is designed to control the host in a very natural way. You put a special pin on your GUI Module class, and specify what you want to connect it to (on the host).
Think of the host itself being like a SEM with pins exposed for various features...

For example the keyboard2 module connects to the host's 'Voice/Pitch' pin like so...

<Pinid='0'name='Pitch'direction='in'datatype='float'hostConnect='Voice/Pitch' />

..the difference between this and a normal pin is the 'hostConnect' part. When the keyboard2 wants to set a voice's pitch, it transmits the new pitch out that pin. The host receives that signal and acts on it. Another example - loading a fxb bank:

- Put an DT_INT pin on your GUI Module.
- specify - hostConnect='PatchCommands'.
- Valid commands are:
0 null
1 CopyPatch
2 LoadPatch
3 SavePatch
4 LoadBank
5 SaveBank

To initiate a bank load. Set your pin to 4, then back to zero (ready for the next command). SynthEdit will display the Bank-Load dialog box, then load whatever bank the user selects.

Windows 2000 users
To enable runtime support for Visual Studio V8, you may need to download these dlls: MFC80U.DLL MSVCR80.DLL MSVCP80.DLL. Put them in C:Program FilesSynthEdit
DEV C++ Compiler Notes
Install DEV C++, Install gcc V4.1 (or better) from Tools menu. 3.4 don't support templates very well.
File, New Project, DLL, Add module files (Gain.cpp, Gain.h)
Project-Project Options - Directories - Include Directories - Add se_sdk3 folder

Release updates to your module

You may need to release an updated version of your module with more features. Your users will have SynthEdit projects created with the older version. Changes to your module can cause those existing projects to crash. There are some guidelines you need to follow when adding or removing pins from an existing module.

RULE 1 - The worst thing you can do is:

  • Remove a pin.
  • Add a new pin using the same ID, but a different type or direction. E.g.

Release 1:

[-input ] ID=0

[ output-] ID=1

Release 2:

[-input ] ID=0

[-input2 ] ID=1

When the user updates the module, then reloads his project, a wire that was previously going to an output is suddenly going to an input, or a pin of the wrong type. This is likely to crash. Likewise renumbering the existing pin Ids will cause serious problems.

RULE 2 - It is OK to add new pins at the end of the list:

Release 1:

[-input ] ID=0

[ output-] ID=1

Release 2:

[-input ] ID=0

[ output-] ID=1 pins. It *looks* like they're deleted, but they are still [-input2 ] ID=2

The original pins are exactly the same, only the last pin is new. This can't ever cause weird wiring because the old project didn't have wires to the new pin.

RULE 3 - You can hide pins. It *looks* like they're deleted, but they are still there. This gives very good backward compatibility.

Release 1:

[-input ] ID=0

[ output-] ID=1

Release 2:

[-input ] ID=0

[ output-] ID=1 (private='true' or IO_HIDE_PIN. User can't see this pin).

RULE 4 - If you want to release a module with major changes - consider releasing it with a updated module ID.. The user will have to manually replace the old module, but there is no problem loading old projects. This is very safe.

Converting SDK Version 2 modules to Version 3

Porting SE-Gain
  • Start SynthEdit.
  • Insert the modules you want to upgrade.
  • Insert->My Modules->Gain Example.
  • right-click->Build Code Skeleton. A dialog will appear.
  • Type the name of your module: 'Gain2'.
  • Click 'OK' to generate the code.
  • Browse to your Documents folder.
  • Find the 'new-module' folder. This contains the new SEM project.
  • Rename that folder to the module name - 'Gain2'.
  • you may need to move that folder to you SDK folder, so it is next to the SDK files.
  • Open the project in Visual Studio (you may get a Project conversion wizard dialog).
  • Build the project.

You should now be able to re-open SynthEdit and insert your new module. (It is not functional yet because it has an empty sub-process method).

Back in Visual Studio you can inspect the new project files. There are a handful of SDK files, plus the actual module files: Gain.h, Gain.cpp, and Gain.xml.

Open Gain2.cpp, inside is the minimal code for your plugin, including a basic subProcess method.

void Gain2::subProcess( int bufferOffset, int sampleFrames )

{

// get pointers to in/output buffers.

float* input = bufferOffset + pinInput.getBuffer();

float* input2 = bufferOffset + pinInput2.getBuffer();

float* output = bufferOffset + pinOutput.getBuffer();

for( int s = sampleFrames; s > 0; --s )

{

// TODO: Signal processing goes here.

// Increment buffer pointers.

++input;

++input2;

++output;

}

}

Note the name has changed from 'sub_process' to 'subProcess', this is an example of the updated coding conventions. Also the buffer pointers are retrieved differently. Otherwise the method is the same as before.

The TODO is a reminder to copy your signal processing code from your old module...

for( int s = sampleFrames; s > 0; --s )

{

float in1 = *input; // get the sample 'POINTED TO' by in1

float in2 = *input2;

// do the actual processing (multiplying the two input samples together)

float result = in1 * in2;

*output = result; // store the result in the output buffer

// Increment buffer pointers.

++input;

++input2;

++output;

}

What happened to getModuleProperties() and getPinProperties()?

In the old SDK you had 2 methods to provide your module name and pin names and properties...

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// describe your module

bool Module::getModuleProperties (SEModuleProperties* properties)

{

// describe the plugin, this is the name the end-user will see.

properties->name = 'Gain Example';

// return a unique string 32 characters max

properties->id = 'SynthEdit Gain Example';

properties->about = 'by Jeff M (MS)' ;

returntrue;

}

// describe the pins (plugs)

bool Module::getPinProperties (long index, SEPinProperties* properties)

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{

switch( index )

{

// typical input plug (inputs are listed first)

case 0:

properties->name = 'Input';

properties->variable_address = &input1_buffer;

properties->direction = DR_IN;

properties->datatype = DT_FSAMPLE;

properties->default_value = '0';

break;

case 1:

properties->name = 'Input';

properties->variable_address = &input2_buffer;

properties->direction = DR_IN;

properties->datatype = DT_FSAMPLE;

properties->default_value = '5';

break;

// typical output plug

case 2:

properties->name = 'Output';

properties->variable_address = &output1_buffer;

properties->direction = DR_OUT;

properties->datatype = DT_FSAMPLE;

break;

default:

returnfalse; // host will ask for plugs 0,1,2,3 etc. return false to signal when done

};

returntrue;

}

These methods are gone. In their place is a simple text file - Gain2.xml.

<?xmlversion='1.0'encoding='utf-8' ?>

<PluginList>

<Pluginid='My Gain2'name='Gain2'category='MyModules'graphicsApi='HWND'helpUrl='Gain2.htm'>

<Audio>

<Pinid='0'name='Input'direction='in'datatype='float'rate='audio'/>

<Pinid='1'name='Input 2'direction='in'datatype='float'rate='audio'default='0.5'/>

<Pinid='2'name='Output'direction='out'datatype='float'rate='audio'/>

</Audio>

</Plugin>

</PluginList>

As you can see this is less typing and easy to edit. It also results in faster compilation, less code generated and smaller SEM files.

OnPlugStateChange

This method was called anytime a pin was updated.

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void Module::OnPlugStateChange(SEPin *pin)

{

state_type in_stat1 = getPin(PN_INPUT1)->getStatus();

SDK3 replaces OnPlugStateChange() with onSetPins().

void Gain2::onSetPins(void)

{

// Check which pins are updated.

if( pinInput.isStreaming() )

{

}

Rather than check inputs for a status of ST_RUN, you now use the isStreaming() method.

Rather than check non-audio pins for ST_ONE_OFF, you now use the isUpdated() method.

void Gain2::onSetPins(void)

{

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// Check which pins are updated.

if( pinInput.isUpdated() && pinInput2.isUpdated() )

{

// They both changed at the same time.

}

The functionality is the same as before, just a more readable syntax.

The only substantial difference is - When two pins are updated at the same time, onSetPins() is called only once (with both pins flagged). It was very difficult before to detect simultaneous updates on two pins, now it's easy.

Likewise, when the audio engine starts SynthEdit flags all your input pins as 'updated' and calls onSetPins() just the once. This results in less function call overhead and faster SEMs.

SET_PROCESS_FUNC

This has been updated. Search-and-Replace your old code with the new look. Don't forget the '&' (address-of) symbol.

Old.

New.

SET_PROCESS(&Gain2::subProcess);

TransmitStatusChange

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TransmitStatusChange() has been replaced with setStreaming(). Less typing, more readable...

Old

getPin(PN_OUTPUT1)->TransmitStatusChange( SampleClock(), ST_RUN );

New

Old

getPin(PN_OUTPUT1)->TransmitStatusChange( SampleClock(), ST_STATIC );

New

Sleep Mode

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Previously, after checking your input pins were silent, you implemented sleep mode with a special process method to filled the output buffers with silent samples. Once that was done you asked the host to put the module to sleep...

// every module has an output buffer of approx. 100 samples.

// before deactivating module, need to fill that buffer with silence.

// 'static_count' is counting out those 100 samples.

void Module::sub_process_static(long buffer_offset, long sampleFrames )

{

sub_process(buffer_offset, sampleFrames);

static_count = static_count - sampleFrames;

if( static_count <= 0 )

{

CallHost(seaudioMasterSleepMode);

}

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}

Although this is still necessary. The new SDK does it for you. Your module no longer needs any special code. You don't need to port that code to SDK V3.

If you don't want automatic sleep mode, or need to handle it manually you can disable automatic sleep mode...

Summary

That was the quick guide to porting to SDK3. Any further questions please post to the SynthEdit SDK group at yahoo.

SEM Supported Features

  • Cross platform. Written in standard C++. Also useable from C.
  • Arbitrary number of Audio, MIDI, and Control inputs and outputs.
  • support arbitrary sample rates.
  • No plugin functions are re-entrant or asynchronous. Plugins require no locks or thread-aware code. Communication between Audio and Graphics code is arbitrated by the host.
  • audio data processed in blocks of sample frames.
  • Implement a time-stamped, sample-accurate event system. Events are how real-time signals, including control changes, are represented.
  • GMPI must provide a music-time clock.
  • Changes to music-time variables, such as tempo and meter , transport state, playback location are delivered as timestamped events.
  • Provides a performance optimization mechanism for handling silent audio streams.
  • Parameters support at the following parameter data types:
    • float
    • integer
    • string
    • filename
    • enumerated list
    • boolean value
    • opaque data
  • Parameters support both natural value and normalized value.
  • Parameters support metadata (maximum value, minimum value etc.).
  • Parameters can be marked as either hidden or visible. Hidden parameters should not be represented in UIs.
  • parameter maybe either stateful or non-stateful.
  • All parameters are automatable.
  • It is possible to have many listeners for parameter changes. Managing listeners is the host's responsibility.
  • NEW IN SEM - Polyphonic parameters are supported.
  • Patch-change and Patch load/save provided by host. No plugin code required.
  • Plugins may have zero or more UIs, including GUIs. New in SEM - UI's may control 1 or more plugins.
  • Host supports plugins with no UI.
  • Allows arbitrary toolkits (including platform-specific) UIs via plug-in UI interfaces.
  • Supports out-of-process UIs. Decoupled design supports UI over network.
  • All communication between UI and plugin is via standard control signals.
  • GUIs are able to set parameters, read parameters (value and metadata), be notified when a parameter changes, store and recall programs, tell the host to load and save banks/patches, and tell the host to apply 'MIDI learn' to a parameter.
  • Hosts are not required to support any external music control protocol, including MIDI. However MIDI is fully supported including SYSEX.
  • plugins can act as MIDI receivers, processors, and/or senders. Multiple MIDI in/out supported.
  • Plugins which intend their parameters to be driven by MIDI can expose a mapping of MIDI messages to parameters. New in SEM - including polyphonic MIDI messages to polyphonic parameters.
  • Instrument plugins should be fundamentally no different than effects plugins.
  • Provides a note control mechanism beyond MIDI. This includes the ability to turn specific notes on and off. Note control provides the ability to turn on the same note pitch more than once, and identify exactly which instance of a note an event is intended for.
  • Fractional pitch numbers are supported.
  • Voice management is the domain of the instrument. All that the host sees is a voice ID.
  • Instrument can define an arbitrary set of parameters that applies to each voice.
  • Plugins are dynamically loadable in their host environments.
  • Each plugin (dynamically loadable) file may contain more than one plugin.
  • Installing a plugin is possible by simply unpacking and copying the plugin bundle to a directory. Plugin vendors may require additional steps (such as registration or unlocking) for their own plugins to be functional.
  • Plugins may self-categorize into a set of GMPI defined categories via their metadata.
  • plugins are localizable. TODO The host must expose the current language preferences to plugins.
  • String encoding currently 16 bit wide char, could be made platform specific.
  • The GMPI API must be versioned. TODO.
  • Plugins are uniquely identifiable by URI or other string. Does not rely on a central authority for ID assignments.
  • support wrapper plugins for other plugin APIs. TODO test this.
  • sample plugins available.
  • TODO sample host code .
  • The SDK is released under a BSD license and are freely available in source form to any interested party no licensing fees apply.
  • Provides a way for a plugin to obtain information about the host it runs in. This information must contain at least a unique host identification and a host version number.
  • 64 bit float and integer parameter types.

SEM is an implementation of GMPI (Generalized Music Plugin Interface) with a few extensions for SynthEdit. Some less crucial GMPI features are not supported yet.

GMPI requirements not supported

  • No cross platform library. Many man-years already spent creating cross-platform toolkits. Use those. VSTGUI etc.
  • No offline support. Offline plugins require multi-pass processing and random access into the audio and MIDI stream. This is a completely different model than a real-time plugin. Rather than bloat or compromise, SEM keeps it simple.
  • Plugins must be able to indicate non-support of a sample rate. Possible future enhancement.
  • GMPI must support ramped or smoothed events. Ramping or smoothing must be supported on controls with a real number datatype, at minimum. Not implemented, Proved problematic applying arbitrary transformation to ramps, e.g. multiplying two ramps results in a parabola-ramp.
  • GMPI must support grouping events into 'gestures'. Partly supported via parameter 'grab' and 'release', Possible future enhancement.
  • GMPI must provide access to a system-global clock (UST) which is compatible with the OpenML definition of UST. No provided, possibly available direct from OS.
  • GMPI must provide a way for plugins to accurately convert between the various timelines. Possible future enhancement.
  • All connections between plugins must be bundles of channels. Not supported. Possible future enhancement.
  • In-place processing (reusing an input buffer as an output buffer) must be supported by GMPI. Future enhancement.
  • must be able to provide a parameter-specific method for producing a string representation of a parameter. Possible future enhancement.
  • must be able to provide a parameter-specific method for incrementing/decrementing a parameter . Possible future enhancement.
  • Plugins must be able to expose inter-parameter linkages. Possible future enhancement (actor).
  • Plugins must be able to perform seemingly spontaneous parameter changes. Possible future enhancement (Actor).
  • GMPI must support dynamic parameter sets. Proved problematic. Changing the parameter set trashes pre-recorded host automation data. Possible future extension.
  • GMPI plugins must report their latency when queried by the host. TODO.
  • Plugins must be able to change their latency. Problematic in real-time. Possible future enhancement.
  • GMPI must define a simple file format for storing plugin state independently of any host or project. Possible future enhancement.
  • Plugin GUIs must be able to expose static and configurable keybindings to the host. Possible future enhancement.
  • It must be possible for non-privileged users to install plugins for their own use on platforms which support non-privileged users. Generally true, except Vista requires administrator rights to install software.
  • The GMPI SDK must provide a tool or suite of tools to perform basic plugin validation. Possible future enhancement.