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/**********************************************************************
Audacity: A Digital Audio Editor
VSTEffectsModule.cpp
Dominic Mazzoni
Paul Licameli split from VSTEffect.cpp
*//********************************************************************/
#include "VSTEffectsModule.h"
#include "ModuleManager.h"
#include "wxArrayStringEx.h"
#if defined(__WXMSW__)
#include <Windows.h>
#include <shlwapi.h>
#endif
#include <wx/tokenzr.h>
#include <wx/utils.h>
// ============================================================================
//
// Module registration entry point
//
// This is the symbol that Audacity looks for when the module is built as a
// dynamic library.
//
// When the module is builtin to Audacity, we use the same function, but it is
// declared static so as not to clash with other builtin modules.
//
// ============================================================================
DECLARE_PROVIDER_ENTRY(AudacityModule)
{
// Create our effects module and register
// Trust the module manager not to leak this
return std::make_unique<VSTEffectsModule>();
}
// ============================================================================
//
// Register this as a builtin module
//
// We also take advantage of the fact that wxModules are initialized before
// the wxApp::OnInit() method is called. We check to see if Audacity was
// executed to scan a VST effect in a different process.
//
// ============================================================================
DECLARE_BUILTIN_PROVIDER(VSTBuiltin);
///////////////////////////////////////////////////////////////////////////////
///
/// Auto created at program start up, this initialises VST.
///
///////////////////////////////////////////////////////////////////////////////
VSTEffectsModule::VSTEffectsModule()
{
}
VSTEffectsModule::~VSTEffectsModule()
{
}
// ============================================================================
// ComponentInterface implementation
// ============================================================================
PluginPath VSTEffectsModule::GetPath() const
{
return {};
}
ComponentInterfaceSymbol VSTEffectsModule::GetSymbol() const
{
return XO("VST Effects");
}
VendorSymbol VSTEffectsModule::GetVendor() const
{
return XO("The Audacity Team");
}
wxString VSTEffectsModule::GetVersion() const
{
// This "may" be different if this were to be maintained as a separate DLL
return AUDACITY_VERSION_STRING;
}
TranslatableString VSTEffectsModule::GetDescription() const
{
return XO("Adds the ability to use VST effects in Audacity.");
}
// ============================================================================
// PluginProvider implementation
// ============================================================================
bool VSTEffectsModule::Initialize()
{
// Nothing to do here
return true;
}
void VSTEffectsModule::Terminate()
{
// Nothing to do here
return;
}
bool VSTEffectsModule::SupportsCustomModulePaths() const
{
return true;
}
EffectFamilySymbol VSTEffectsModule::GetOptionalFamilySymbol()
{
return VSTPLUGINTYPE;
}
const FileExtensions &VSTEffectsModule::GetFileExtensions()
{
static FileExtensions result{{ _T("vst") }};
return result;
}
FilePath VSTEffectsModule::InstallPath()
{
// Not yet ready for VST drag-and-drop...
// return FileNames::PlugInDir();
return {};
}
void VSTEffectsModule::AutoRegisterPlugins(PluginManagerInterface &)
{
}
PluginPaths VSTEffectsModule::FindModulePaths(PluginManagerInterface & pm)
{
FilePaths pathList;
FilePaths files;
// Check for the VST_PATH environment variable
wxString vstpath = wxString::FromUTF8(getenv("VST_PATH"));
if (!vstpath.empty())
{
wxStringTokenizer tok(vstpath, wxPATH_SEP);
while (tok.HasMoreTokens())
{
pathList.push_back(tok.GetNextToken());
}
}
const auto AddCustomPaths = [](PluginManagerInterface& pm, VSTEffectsModule& module, FilePaths& pathList)
{
const auto customPaths = pm.ReadCustomPaths(module);
std::copy(customPaths.begin(), customPaths.end(), std::back_inserter(pathList));
};
#if defined(__WXMAC__)
#define VSTPATH wxT("/Library/Audio/Plug-Ins/VST")
// Look in ~/Library/Audio/Plug-Ins/VST and /Library/Audio/Plug-Ins/VST
pathList.push_back(wxGetHomeDir() + wxFILE_SEP_PATH + VSTPATH);
pathList.push_back(VSTPATH);
AddCustomPaths(pm, *this, pathList);
// Recursively search all paths for Info.plist files. This will identify all
// bundles.
pm.FindFilesInPathList(wxT("Info.plist"), pathList, files, true);
// Remove the 'Contents/Info.plist' portion of the names
for (size_t i = 0; i < files.size(); i++)
{
files[i] = wxPathOnly(wxPathOnly(files[i]));
if (!files[i].EndsWith(wxT(".vst")))
{
files.erase( files.begin() + i-- );
}
}
#elif defined(__WXMSW__)
TCHAR dpath[MAX_PATH];
TCHAR tpath[MAX_PATH];
DWORD len;
// Try HKEY_CURRENT_USER registry key first
len = WXSIZEOF(tpath);
if (SHRegGetUSValue(wxT("Software\\VST"),
wxT("VSTPluginsPath"),
NULL,
tpath,
&len,
FALSE,
NULL,
0) == ERROR_SUCCESS)
{
tpath[len] = 0;
dpath[0] = 0;
ExpandEnvironmentStrings(tpath, dpath, WXSIZEOF(dpath));
pathList.push_back(dpath);
}
// Then try HKEY_LOCAL_MACHINE registry key
len = WXSIZEOF(tpath);
if (SHRegGetUSValue(wxT("Software\\VST"),
wxT("VSTPluginsPath"),
NULL,
tpath,
&len,
TRUE,
NULL,
0) == ERROR_SUCCESS)
{
tpath[len] = 0;
dpath[0] = 0;
ExpandEnvironmentStrings(tpath, dpath, WXSIZEOF(dpath));
pathList.push_back(dpath);
}
// Add the default path last
dpath[0] = 0;
ExpandEnvironmentStrings(wxT("%ProgramFiles%\\Steinberg\\VSTPlugins"),
dpath,
WXSIZEOF(dpath));
pathList.push_back(dpath);
dpath[0] = 0;
ExpandEnvironmentStrings(wxT("%COMMONPROGRAMFILES%\\VST2"),
dpath,
WXSIZEOF(dpath));
pathList.push_back(dpath);
AddCustomPaths(pm, *this, pathList);
// Recursively scan for all DLLs
pm.FindFilesInPathList(wxT("*.dll"), pathList, files, true);
#else
// Nothing specified in the VST_PATH environment variable...provide defaults
if (vstpath.empty())
{
// We add this "non-default" one
pathList.push_back(wxT(LIBDIR) wxT("/vst"));
// These are the defaults used by other hosts
pathList.push_back(wxT("/usr/lib/vst"));
pathList.push_back(wxT("/usr/local/lib/vst"));
pathList.push_back(wxGetHomeDir() + wxFILE_SEP_PATH + wxT(".vst"));
}
AddCustomPaths(pm, *this, pathList);
// Recursively scan for all shared objects
pm.FindFilesInPathList(wxT("*.so"), pathList, files, true);
#endif
return { files.begin(), files.end() };
}
unsigned VSTEffectsModule::DiscoverPluginsAtPath(
const PluginPath & path, TranslatableString &errMsg,
const RegistrationCallback &callback)
{
VSTEffectBase effect(path);
if(effect.InitializePlugin())
{
auto effectIDs = effect.GetEffectIDs();
if(effectIDs.empty())
//Each VST plugin path in Audacity should have id(index) part in it
effectIDs.push_back(0);
for(auto id : effectIDs)
{
//Subsequent VSTEffect::Load may seem like overhead, but we need
//to initialize EffectDefinitionInterface part, which includes
//properly formatted plugin path
VSTEffectBase subeffect(wxString::Format("%s;%d", path, id));
subeffect.Load();
if(callback)
callback(this, &subeffect);
}
return effectIDs.size();
}
errMsg = XO("Could not load the library");
return 0;
}
std::unique_ptr<ComponentInterface>
VSTEffectsModule::LoadPlugin(const PluginPath & path)
{
// Acquires a resource for the application.
// For us, the ID is simply the path to the effect
auto result = Factory::Call(path);
if (!result->InitializePlugin())
result.reset();
return result;
}
bool VSTEffectsModule::CheckPluginExist(const PluginPath& path) const
{
const auto modulePath = path.BeforeFirst(wxT(';'));
return wxFileName::FileExists(modulePath) || wxFileName::DirExists(modulePath);
}
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