iPlug2 - C++ Audio Plug-in Framework
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This is obsolete, but here to be updated


The Examples folder contains example/template projects to demonstrate how to use different features of my modified IPlug and WDL. They also serve as a testbed to make sure that the various aspects are working. Each folder contains scripts which automate the build process and package everything along with a pdf manual in an installer. The scripts also code sign binaries/installers and set icons where required.

Visual Studio 2017+ and Xcode 8+, which are both available for free are supported. If you know what you're doing you may be able to get things to compile with other IDEs/versions, you are highly recommended to use the latest versions. No effort is made to make the code compatible with other IDEs, or compilers such as mingw.

Note: although Visual Studio and Xcode required to build IPlug plug-ins, projects are setup in such a way that you may easily use your favourite text editor and call build scripts, to build the binaries (although then you lack the debugger functionality of the IDE).


Some of these are optional, but without them the build-scripts will need to be edited, otherwise you'll get errors.



Example Projects

The IPlugEffect project is the main starting project I use. If you are not interested in AAX/standalone etc, I suggest you duplicate this and manually remove those targets to give you a new clean starting template with just your preferred formats in it.

Rather than changing settings for individual targets/projects inside the Xcode Project/Visual Studio solutions, most customisations can be done in the xcconfig and property sheets.

Supported Formats


You need to two files from the Steinberg VST2.4 SDK to the folder VST_SDK, see VST_SDK/readme.txt


Extract the Steinberg VST3.X.X SDK to the folder VST3_SDK


``` GCC_VERSION = com.apple.compilers.llvm.clang.1_0 SDKROOT = macosx10.X MACOSX_DEPLOYMENT_TARGET = 10.X ARCHS = x86_64 i386 ```

AU (AudioUnit v2)


Windows Issues

The template projects use static linking with the MSVC2017 runtime libraries (/MT).

If you change your project to dynamic linking, you'll need to provide the redistributable in your installer, google for "Microsoft Visual C++ 2017 Redistributable Package".

This may need to be updated due to recent Microsoft changes

macOS Issues

Since macOS 10.8 you will need to code-sign your installer and the .app with a valid signature obtained from Apple, to prevent an unidentified developer warning when a user tries to open your installer or dmg file. For the app store you need to add entitlements in order to comply with the sandbox regulations. These things are done by the makedist-* build scripts.


.xcscheme files are set up to use some common hosts for debugging the various formats in Xcode.

To debug an Audiounit using auval, remember to change the auval executable arguments to match plugin's type and IDs:


AU hosts cache information about the plugin I/O channels etc, so I have added a build script that deletes the caches after a build. If this becomes annoying (it will cause Logic to rescan plugins) you can disable it.

There is also a validate_audiounit.command shell script which will is a helper that runs auval with your plugins' unique IDs, and optionally performs the leaks test.

You should install VSTHost to C:\Program Files\VSTHost\vsthost.exe (on x64 you should install the 64bit version)

To debug AAX, you need to install a development build of Pro Tools. Consult Avid documentation for details.

Installers & one-click build scripts

The example projects contain shell scripts for both Windows (makedist-win.bat) and OSX (makedist-mac.command) that build everything, code-sign (where relevant) and package the products in an installer including license, readme.txt, changelog.txt and manual. On Windows Inno Setup is used, on OSX - Packages.

A Python script update_version.py is called to get the version from #define PLUG_VER in resource.h. It then updates the info.plist files and installer scripts with the version number (in the format major.minor.bugfix). If you aren't building some components, e.g. AAX, the build scripts may need to be modified.

Please alter the license and readme text and remove my name from the build scripts if you're releasing a plugin publicly.

On OSX the script can also code-sign the standalone app and builds a .pkg for the appstore (commented out).