subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
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The JUCE CMake API
System Requirements
- All project types require CMake 3.15 or higher.
- Android targets are not currently supported.
- WebView2 on Windows via JUCE_USE_WIN_WEBVIEW2 flag in juce_gui_extra is not currently supported.
Most system package managers have packages for CMake, but we recommend using the most recent release from https://cmake.org/download. You should always use a CMake that's newer than your build toolchain, so that CMake can identify your build tools and understand how to invoke them.
In addition to CMake you'll need a build toolchain for your platform, such as Xcode or MSVC.
Getting Started
Using add_subdirectory
The simplest way to include JUCE in your project is to add JUCE as a
subdirectory of your project, and to include the line add_subdirectory(JUCE)
in your project CMakeLists.txt. This will make the JUCE targets and helper
functions available for use by your custom targets.
Using find_package
To install JUCE globally on your system, you'll need to tell CMake where to place the installed files.
# Go to JUCE directory
cd /path/to/clone/JUCE
# Configure build with library components only
cmake -B cmake-build-install -DCMAKE_INSTALL_PREFIX=/path/to/JUCE/install
# Run the installation
cmake --build cmake-build-install --target install
In your project which consumes JUCE, make sure the project CMakeLists.txt contains the line
find_package(JUCE CONFIG REQUIRED)
. This will make the JUCE modules and CMake helper functions
available for use in the rest of your build. Then, run the build like so:
# Go to project directory
cd /path/to/my/project
# Configure build, passing the JUCE install path you used earlier
cmake -B cmake-build -DCMAKE_PREFIX_PATH=/path/to/JUCE/install
# Build the project
cmake --build cmake-build
Example projects
In the JUCE/examples/CMake directory, you'll find example projects for a GUI app, a console app,
and an audio plugin. You can simply copy one of these subdirectories out of the JUCE repo, add JUCE
as a submodule, and uncomment the call to add_subdirectory
where indicated in the CMakeLists.txt.
Alternatively, if you've installed JUCE using a package manager or the CMake install target, you can
uncomment the call to find_package
.
Once your project is set up, you can generate a build tree for it in the normal way. To get started, you might invoke CMake like this, from the new directory you created.
cmake -Bbuild (-GgeneratorName) (-DJUCE_BUILD_EXTRAS=ON) (-DJUCE_BUILD_EXAMPLES=ON)
This will create a build tree in a directory named 'build', using the CMakeLists in the current
working directory, using the default generator (makefiles on mac/linux, and the most recent Visual
Studio on Windows). You can choose a specific generator to use with the -G
flag (call cmake -G
to see a full list of generators on your platform). If you included JUCE as a subdirectory, you can
enable the Extras and Examples targets by including the last two arguments (they're off by default).
There's quite a lot of example projects, and generating project files might take a bit longer when
these options are on, so you probably won't want to include them most of the time.
Then, to build the project:
cmake --build build (--target targetNameFromCMakeLists) (--config Release/Debug/...)
This tells cmake to build the target named targetNameFromCMakeLists
, in the specified
configuration, using the appropriate tool. Of course, if you generated makefiles or ninja files, you
could call make
or ninja
in the build directory. If you generated an IDE project, like an Xcode
or Visual Studio project, then you could open the generated project in your IDE.
Building for iOS
To build for iOS, you'll need CMake 3.14 or higher. Using the Xcode generator is highly recommended, as other generators may not automatically find the correct SDK for the iPhone simulator, and may fail to run certain parts of the build, such as compiling icons and processing the app's plist. By default, CMake will build for the same system that originally configured the project, so to enable cross-compilation for iOS, a few extra flags must be passed to the initial CMake invocation:
cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3
Here we create a build tree in the directory named 'build-ios', using the Xcode generator. The
-DCMAKE_SYSTEM_NAME=iOS
option tells CMake to enable cross-compiling for iOS. The
-DCMAKE_OSX_DEPLOYMENT_TARGET=9.3
option sets the minimum deployment target (it applies to iOS
despite the 'OSX' in the variable name!).
Once the project has generated, we can open it as normal in Xcode (look for the project file in the build directory). Alternatively, to build from the command-line, we could run this command:
cmake --build build-ios --target <targetName> -- -sdk iphonesimulator
Here, we're building the target named <targetName>
from the build tree in the directory
build-ios
. All the arguments after --
are ignored by CMake, and are passed through to the
underlying build tool. In this case, the build tool will be xcodebuild
because we used the Xcode
generator above. We tell xcodebuild that we're building the app for the iOS simulator, which doesn't
require special code signing.
If we wanted to build for a real device, we would need to pass some extra signing details to the initial CMake configuration command:
cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 \
-DCMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY="iPhone Developer"
-DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=<10 character id>
The CODE_SIGN_IDENTITY
is the kind of certificate you want to use (iPhone Developer is appropriate
for development) and DEVELOPMENT_TEAM
is the 10-character ID that can be found by opening the
Keychain Access app, finding your development certificate, and checking its 'Organizational Unit'
info field.
When building the target, you may also need to tell Xcode that it can automatically update
provisioning profiles, which is achieved by passing the -allowProvisioningUpdates
flag:
cmake --build build-ios --target <targetName> -- -allowProvisioningUpdates
Archiving for iOS
CMake's out-of-the-box archiving behaviour doesn't always work as expected, especially for targets that depend on custom static libraries. Xcode may generate these libraries into a 'DerivedData' directory, but then omit this directory from the library search paths later in the build.
If the "Product -> Archive" action isn't working due to missing staticlibs, try setting the
ARCHIVE_OUTPUT_DIRECTORY
property explicitly:
set_target_properties(my_static_lib_target PROPERTIES ARCHIVE_OUTPUT_DIRECTORY "./")
Note that the static library produced by juce_add_binary_data
automatically sets this property.
Building universal binaries for macOS
Building universal binaries that will run on both arm64 and x86_64 can be achieved by
configuring the CMake project with "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
.
Building with Clang on Windows
Clang-cl (Clang with MSVC-like command-line) should work by default. If you are generating a Visual Studio project, and have installed the LLVM package which is distributed with Visual Studio, then you can configure a Clang-cl build by passing "-T ClangCL" on your configuration commandline.
If you wish to use Clang with GNU-like command-line instead, you can pass
-DCMAKE_CXX_COMPILER=clang++
and -DCMAKE_C_COMPILER=clang
on your configuration commandline.
clang++ and clang must be on your PATH
for this to work. Only more recent versions of CMake
support Clang's GNU-like command-line on Windows. CMake 3.12 is not supported, CMake 3.15 has
support, CMake 3.20 or higher is recommended. Note that CMake doesn't seem to automatically link a
runtime library when building in this configuration, but this can be remedied by setting the
MSVC_RUNTIME_LIBRARY
property. See the official
documentation of this
property for usage recommendations.
A note about compile definitions
Module options and plugin options that would previously have been set in the Projucer can be set on
a target-by-target basis in CMake, via target_compile_definitions
. To find the options exposed by
a particular module, check its module header for sections with the following structure:
/** Config: NAME_OF_KEY
Docs go here...
*/
#ifndef NAME_OF_KEY
#define NAME_OF_KEY ...
#endif
To override the default config option, use the following CMake code, replacing <value>
as
appropriate:
target_compile_definitions(my_target PUBLIC NAME_OF_KEY=<value>)
The JucePlugin_PreferredChannelConfig
preprocessor definition for plugins is difficult to specify
in a portable way due to its use of curly braces, which may be misinterpreted in Linux/Mac builds
using the Ninja/Makefile generators. It is recommended to avoid this option altogether, and to use
the newer buses API to specify the desired plugin inputs and outputs.
API Reference
Options
These flags can be enabled or disabled to change the behaviour of parts of the JUCE build.
These options would normally be configured by either:
- Supplying an option in the form
-DNAME_OF_OPTION=ON/OFF
to the initial CMake configuration call, or - Calling
set(NAME_OF_OPTION ON/OFF)
before including JUCE in your project viaadd_subdirectory
orfind_package
.
JUCE_BUILD_EXTRAS
This controls whether targets are added for the projects in the 'extras' folder, such as the Projucer and AudioPluginHost. This is off by default, because you probably won't need these targets if you've included JUCE in your own project.
JUCE_BUILD_EXAMPLES
This controls whether targets are added for the projects in the 'examples' folder, such as the DemoRunner and PIPs. This is off by default, because you probably won't need these targets if you've included JUCE in your own project.
JUCE_ENABLE_MODULE_SOURCE_GROUPS
This option will make module source files browsable in IDE projects. It has no effect in non-IDE
projects. This option is off by default, as it will increase the size of generated IDE projects and
might slow down configuration a bit. If you enable this, you should probably also add
set_property(GLOBAL PROPERTY USE_FOLDERS YES)
to your top level CMakeLists as this is required for
source grouping to work.
Source groupings are a little sensitive to the project layout. As such, you should always ensure
that the call to juce_add_module
which adds a specific module happens before calling
juce_add_*
to add any dependent targets.
The modules will be placed in a group named "JUCE Modules" within the group for each target, alongside the "Source Files" and "Header Files" groups.
JUCE_COPY_PLUGIN_AFTER_BUILD
Controls whether plugin targets should be installed to the system after building. Note that the plugin folders may be protected, so the build may require elevated permissions in order for the installation to work correctly, or you may need to adjust the permissions of the destination folders.
Functions
juce_add_<target>
juce_add_gui_app(<target> [KEY value]...)
juce_add_console_app(<target> [KEY value]...)
juce_add_plugin(<target> [KEY value]...)
juce_add_gui_app
and juce_add_console_app
add an executable target with name <target>
.
juce_add_plugin
adds a 'shared code' static library target with name <target>
, along with extra
targets for each of the specified plugin formats. Each of these functions also takes a number of
optional arguments in the form of a KEY
followed by one or more value
s which can be used to set
additional attributes of the target. If these optional arguments aren't specified, their values will
fall back to sensible defaults.
Each of these arguments adds a property to the resulting target in the form JUCE_paramName
, where
paramName
is one of the parameter keys below. For example, after a call to
juce_add_gui_app(my_target PRODUCT_NAME "Target")
, the target my_target
will have a property
named JUCE_PRODUCT_NAME
with the value "Target"
. After creating a target with one of these
commands, properties beginning with JUCE_
can be queried, but changing their values might not
have any effect (or might even break things in unexpected ways!), so always pass JUCE target
attributes directly to these creation functions, rather than adding them later.
-
PRODUCT_NAME
- The name of the output built by this target, similar to CMake's
OUTPUT_NAME
property. If not specified, this will default to the target name.
- The name of the output built by this target, similar to CMake's
-
VERSION
- A version number string in the format "major.minor.bugfix". If not specified, the
VERSION
of the project containing the target will be used instead. On Apple platforms, this is the user-facing version string. This option corresponds to theCFBundleShortVersionString
field in the target's plist.
- A version number string in the format "major.minor.bugfix". If not specified, the
-
BUILD_VERSION
- A version number string in the format "major.minor.bugfix". If not specified, this will match
the
VERSION
of the target. On Apple platforms, this is the private version string used to distinguish between App Store builds. This option corresponds to theCFBundleVersion
field in the target's plist.
- A version number string in the format "major.minor.bugfix". If not specified, this will match
the
-
BUNDLE_ID
- An identifier string in the form "com.yourcompany.productname" which should uniquely identify
this target. Mainly used for macOS builds. If not specified, a default will be generated using
the target's
COMPANY_NAME
andPRODUCT_NAME
.
- An identifier string in the form "com.yourcompany.productname" which should uniquely identify
this target. Mainly used for macOS builds. If not specified, a default will be generated using
the target's
-
MICROPHONE_PERMISSION_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
-
MICROPHONE_PERMISSION_TEXT
- The text your app will display when it requests microphone permissions.
-
CAMERA_PERMISSION_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
-
CAMERA_PERMISSION_TEXT
- The text your app will display when it requests camera permissions.
-
BLUETOOTH_PERMISSION_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist.
-
BLUETOOTH_PERMISSION_TEXT
- The text your app will display when it requests bluetooth permissions.
-
SEND_APPLE_EVENTS_PERMISSION_ENABLED
- May be either TRUE or FALSE. Enable this to allow your app to send Apple events.
-
SEND_APPLE_EVENTS_PERMISSION_TEXT
- The text your app will display when it requests permission to send Apple events.
-
FILE_SHARING_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
DOCUMENT_BROWSER_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
STATUS_BAR_HIDDEN
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
REQUIRES_FULL_SCREEN
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
BACKGROUND_AUDIO_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
BACKGROUND_BLE_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist.
-
APP_GROUPS_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
-
APP_GROUP_IDS
- The app groups to which your iOS app belongs. These will be added to your app's entitlements.
-
ICLOUD_PERMISSIONS_ENABLED
- May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements.
-
IPHONE_SCREEN_ORIENTATIONS
- May be one or more of
UIInterfaceOrientationUnknown
,UIInterfaceOrientationPortrait
,UIInterfaceOrientationPortraitUpsideDown
,UIInterfaceOrientationLandscapeLeft
, orUIInterfaceOrientationLandscapeRight
. Adds appropriate entries to an iOS app's plist.
- May be one or more of
-
IPAD_SCREEN_ORIENTATIONS
- May be one or more of
UIInterfaceOrientationUnknown
,UIInterfaceOrientationPortrait
,UIInterfaceOrientationPortraitUpsideDown
,UIInterfaceOrientationLandscapeLeft
, orUIInterfaceOrientationLandscapeRight
. Adds appropriate entries to an iOS app's plist.
- May be one or more of
-
LAUNCH_STORYBOARD_FILE
- A custom launch storyboard file to use on iOS. If not supplied, a default storyboard will be used.
-
CUSTOM_XCASSETS_FOLDER
- A path to an xcassets directory, containing icons and/or launch images for this target. If this is specified, the ICON_BIG and ICON_SMALL arguments will not have an effect on iOS, and a launch storyboard will not be used.
-
TARGETED_DEVICE_FAMILY
- Specifies the device families on which the product must be capable of running. Allowed values are "1", "2", and "1,2"; these correspond to "iPhone/iPod touch", "iPad", and "iPhone/iPod and iPad" respectively. This will default to "1,2", meaning that the target will target iPhone, iPod, and iPad.
-
ICON_BIG
,ICON_SMALL
- Paths to image files that will be used to generate app icons. If only one of these parameters is specified, then that image will be used for all icon resolutions. If both arguments are specified, then the appropriate image will be picked for each icon resolution.
-
COMPANY_COPYRIGHT
- Copyright text which will be added to the app/plugin's Info.plist. The value of this argument
will be inherited from the
JUCE_COMPANY_COPYRIGHT
property, so if you want to use the sameCOMPANY_COPYRIGHT
for several targets in a build tree, you can callset_directory_properties(PROPERTIES JUCE_COMPANY_COPYRIGHT ...)
after including JUCE but before adding the targets, and then omit theCOMPANY_COPYRIGHT
argument when creating the individual targets.
- Copyright text which will be added to the app/plugin's Info.plist. The value of this argument
will be inherited from the
-
COMPANY_NAME
- The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used
to generate part of the
BUNDLE_ID
if no ID was given explicitly. The value of this argument will be inherited from theJUCE_COMPANY_NAME
property, so if you want to use the sameCOMPANY_NAME
for several targets in a build tree, you can callset_directory_properties(PROPERTIES JUCE_COMPANY_NAME ...)
after including JUCE but before adding the targets, and then omit theCOMPANY_NAME
argument when creating the individual targets.
- The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used
to generate part of the
-
COMPANY_WEBSITE
- The address of a website related to this target in some way. The value of this argument will be
inherited from the
JUCE_COMPANY_WEBSITE
property, so if you want to use the sameCOMPANY_WEBSITE
for several targets in a build tree, you can callset_directory_properties(PROPERTIES JUCE_COMPANY_WEBSITE ...)
after including JUCE but before adding the targets, and then omit theCOMPANY_WEBSITE
argument when creating the individual targets.
- The address of a website related to this target in some way. The value of this argument will be
inherited from the
-
COMPANY_EMAIL
- An email address for this target's author. The value of this argument will be inherited from the
JUCE_COMPANY_EMAIL
property, so if you want to use the sameCOMPANY_EMAIL
for several targets in a build tree, you can callset_directory_properties(PROPERTIES JUCE_COMPANY_EMAIL ...)
after including JUCE but before adding the targets, and then omit theCOMPANY_EMAIL
argument when creating the individual targets.
- An email address for this target's author. The value of this argument will be inherited from the
-
DOCUMENT_EXTENSIONS
- File extensions that should be associated with this target. For example, the Projucer passes
the string
jucer
because it wants to open.jucer
files. If your target has several different document types, you can pass them as multiple arguments, e.g.DOCUMENT_EXTENSIONS wav mp3 aif
.
- File extensions that should be associated with this target. For example, the Projucer passes
the string
-
NEEDS_CURL
- On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are
set on a JUCE target. By default, we don't link Curl because you might not need it, but if you
get linker or include errors that reference Curl, just set this argument to
TRUE
.
- On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are
set on a JUCE target. By default, we don't link Curl because you might not need it, but if you
get linker or include errors that reference Curl, just set this argument to
-
NEEDS_WEB_BROWSER
- On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that
are set on a JUCE target. By default, we don't link Webkit because you might not need it, but
if you get linker or include errors that reference Webkit, just set this argument to
TRUE
.
- On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that
are set on a JUCE target. By default, we don't link Webkit because you might not need it, but
if you get linker or include errors that reference Webkit, just set this argument to
-
NEEDS_STORE_KIT
- On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that
are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but
if you get linker or include errors that reference StoreKit, just set this argument to
TRUE
.
- On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that
are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but
if you get linker or include errors that reference StoreKit, just set this argument to
-
PUSH_NOTIFICATIONS_ENABLED
- Sets app entitlements to allow push notifications. False by default.
-
NETWORK_MULTICAST_ENABLED
- Sets app entitlements to allow IP multicast or broadcast on macOS/iOS. False by default.
-
HARDENED_RUNTIME_ENABLED
- Enables macOS' hardened runtime for this target. Required for notarisation. False by default.
-
HARDENED_RUNTIME_OPTIONS
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if
HARDENED_RUNTIME_ENABLED
isTRUE
. Each key should be in the formcom.apple.security.*
where*
is a specific entitlement.
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if
-
APP_SANDBOX_ENABLED
- Enables macOS' app sandbox for this target. False by default.
-
APP_SANDBOX_INHERIT
- Allows child processes to inherit the static entitlements of their parent process. If this
is set to
TRUE
, no other app sandbox entitlements will be set on this target.
- Allows child processes to inherit the static entitlements of their parent process. If this
is set to
-
APP_SANDBOX_OPTIONS
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if
APP_SANDBOX_ENABLED
isTRUE
. Each key should be in the formcom.apple.security.*
where*
is a specific entitlement.
- A set of space-separated entitlement keys that will be added to this target's entitlements
plist if
-
PLIST_TO_MERGE
- A string to insert into an app/plugin's Info.plist.
-
FORMATS
- For plugin targets, specifies the plugin targets to build. Should be provided as a
space-separated list. Valid values are
Standalone Unity VST3 AU AUv3 AAX VST
.AU
andAUv3
plugins will only be enabled when building on macOS. It is an error to passAAX
orVST
without first callingjuce_set_aax_sdk_path
orjuce_set_vst2_sdk_path
respectively.
- For plugin targets, specifies the plugin targets to build. Should be provided as a
space-separated list. Valid values are
-
PLUGIN_NAME
- The name of the plugin. In a DAW environment, this is the name that will be displayed to the
user when they go to load a plugin. This name may differ from the name of the physical plugin
file (to set the name of the plugin file, use the
PRODUCT_NAME
option). If not specified, thePLUGIN_NAME
will default to match thePRODUCT_NAME
.
- The name of the plugin. In a DAW environment, this is the name that will be displayed to the
user when they go to load a plugin. This name may differ from the name of the physical plugin
file (to set the name of the plugin file, use the
-
PLUGIN_MANUFACTURER_CODE
- A four-character unique ID for your company. For AU compatibility, this must contain at least one upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the remaining letters to be lower-case.
-
PLUGIN_CODE
- A four-character unique ID for your plugin. For AU compatibility, this must contain exactly one upper-case letter. GarageBand 10.3 requires the first letter to be upper-case, and the remaining letters to be lower-case.
-
DESCRIPTION
- A short description of your plugin.
-
IS_SYNTH
- Whether the plugin is a synth. Will be used to set sensible plugin category values if they are not provided explicitly.
-
NEEDS_MIDI_INPUT
- Whether the plugin should provide a midi input.
-
NEEDS_MIDI_OUTPUT
- Whether the plugin should provide a midi output.
-
IS_MIDI_EFFECT
- Whether the plugin is a MIDI effect (some hosts provide a special channel-strip location for MIDI effect plugins).
-
EDITOR_WANTS_KEYBOARD_FOCUS
- Whether the plugin requires keyboard focus, or should defer all keyboard handling to the host.
-
DISABLE_AAX_BYPASS
- Whether the AAX bypass function should be disabled.
-
DISABLE_AAX_MULTI_MONO
- Whether the AAX multi mono bus layout should be disabled.
-
AAX_IDENTIFIER
- The bundle ID for the AAX plugin target. Matches the
BUNDLE_ID
by default.
- The bundle ID for the AAX plugin target. Matches the
-
VST_NUM_MIDI_INS
- For VST2 and VST3 plugins that accept midi, this allows you to configure the number of inputs.
-
VST_NUM_MIDI_OUTS
- For VST2 and VST3 plugins that produce midi, this allows you to configure the number of outputs.
-
VST2_CATEGORY
- Should be one of:
kPlugCategUnknown
,kPlugCategEffect
,kPlugCategSynth
,kPlugCategAnalysis
,kPlugCategMatering
,kPlugCategSpacializer
,kPlugCategRoomFx
,kPlugSurroundFx
,kPlugCategRestoration
,kPlugCategOfflineProcess
,kPlugCategShell
,kPlugCategGenerator
.
- Should be one of:
-
VST3_CATEGORIES
- Should be one or more, separated by spaces, of the following:
Fx
,Instrument
,Analyzer
,Delay
,Distortion
,Drum
,Dynamics
,EQ
,External
,Filter
,Generator
,Mastering
,Modulation
,Mono
,Network
,NoOfflineProcess
,OnlyOfflineProcess
,OnlyRT
,Pitch Shift
,Restoration
,Reverb
,Sampler
,Spatial
,Stereo
,Surround
,Synth
,Tools
,Up-Downmix
- Should be one or more, separated by spaces, of the following:
-
AU_MAIN_TYPE
- Should be one of:
kAudioUnitType_Effect
,kAudioUnitType_FormatConverter
,kAudioUnitType_Generator
,kAudioUnitType_MIDIProcessor
,kAudioUnitType_Mixer
,kAudioUnitType_MusicDevice
,kAudioUnitType_MusicEffect
,kAudioUnitType_OfflineEffect
,kAudioUnitType_Output
,kAudioUnitType_Panner
- Should be one of:
-
AU_EXPORT_PREFIX
- A prefix for the names of entry-point functions that your component exposes. Typically this will be a version of your plugin's name that can be used as part of a C++ token. Defaults to your plugin's name with the suffix 'AU'.
-
AU_SANDBOX_SAFE
- May be either TRUE or FALSE. Adds the appropriate entries to an AU plugin's Info.plist.
-
SUPPRESS_AU_PLIST_RESOURCE_USAGE
- May be either TRUE or FALSE. Defaults to FALSE. Set this to TRUE to disable the
resourceUsage
key in the target's plist. This is useful for AU plugins that must access resources which cannot be declared in the resourceUsage block, such as UNIX domain sockets. In particular, PACE-protected AU plugins may require this option to be enabled in order for the plugin to load in GarageBand.
- May be either TRUE or FALSE. Defaults to FALSE. Set this to TRUE to disable the
-
AAX_CATEGORY
- Should be one or more of:
AAX_ePlugInCategory_None
,AAX_ePlugInCategory_EQ
,AAX_ePlugInCategory_Dynamics
,AAX_ePlugInCategory_PitchShift
,AAX_ePlugInCategory_Reverb
,AAX_ePlugInCategory_Delay
,AAX_ePlugInCategory_Modulation
,AAX_ePlugInCategory_Harmonic
,AAX_ePlugInCategory_NoiseReduction
,AAX_ePlugInCategory_Dither
,AAX_ePlugInCategory_SoundField
,AAX_ePlugInCategory_HWGenerators
,AAX_ePlugInCategory_SWGenerators
,AAX_ePlugInCategory_WrappedPlugin
,AAX_ePlugInCategory_Effect
- Should be one or more of:
-
PLUGINHOST_AU
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will add the preprocessor definition
JUCE_PLUGINHOST_AU=1
to the new target, and will link the macOS frameworks necessary for hosting plugins. Using this parameter should be preferred over usingtarget_compile_definitions
to manually set theJUCE_PLUGINHOST_AU
preprocessor definition.
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will add the preprocessor definition
-
USE_LEGACY_COMPATIBILITY_PLUGIN_CODE
- May be either TRUE or FALSE (defaults to FALSE). If TRUE, will override the value of the preprocessor definition "JucePlugin_ManufacturerCode" with the hex equivalent of "proj". This option exists to maintain compatiblity with a previous, buggy version of JUCE's CMake support which mishandled the manufacturer code property. Most projects should leave this option set to its default value.
-
COPY_PLUGIN_AFTER_BUILD
- Whether or not to install the plugin to the current system after building. False by default.
If you want all of the plugins in a subdirectory to be installed automatically after building,
you can set the property
JUCE_COPY_PLUGIN_AFTER_BUILD
on the directory before adding the plugins, rather than setting this argument on each individual target. Note that on Windows, the default install locations may not be writable by normal user accounts.
- Whether or not to install the plugin to the current system after building. False by default.
If you want all of the plugins in a subdirectory to be installed automatically after building,
you can set the property
-
VST_COPY_DIR
- The location to which VST2 (legacy) plugins will be copied after building if
COPY_PLUGIN_AFTER_BUILD
is set on this target. If you want to install all of the VST2 plugins in a subdirectory to a non-default location, you can set theJUCE_VST_COPY_DIR
property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
- The location to which VST2 (legacy) plugins will be copied after building if
-
VST3_COPY_DIR
- The location to which VST3 plugins will be copied after building if
COPY_PLUGIN_AFTER_BUILD
is set on this target. If you want to install all of the VST3 plugins in a subdirectory to a non-default location, you can set theJUCE_VST3_COPY_DIR
property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
- The location to which VST3 plugins will be copied after building if
-
AAX_COPY_DIR
- The location to which AAX plugins will be copied after building if
COPY_PLUGIN_AFTER_BUILD
is set on this target. If you want to install all of the AAX plugins in a subdirectory to a non-default location, you can set theJUCE_AAX_COPY_DIR
property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
- The location to which AAX plugins will be copied after building if
-
AU_COPY_DIR
- The location to which AU plugins will be copied after building if
COPY_PLUGIN_AFTER_BUILD
is set on this target. If you want to install all of the AU plugins in a subdirectory to a non-default location, you can set theJUCE_AU_COPY_DIR
property on the directory before adding the plugin targets, rather than setting this argument on each individual target.
- The location to which AU plugins will be copied after building if
-
UNITY_COPY_DIR
- The location to which Unity plugins will be copied after building if
COPY_PLUGIN_AFTER_BUILD
is set on this target. If you want to install all of the Unity plugins in a subdirectory to a non-default location, you can set theJUCE_UNITY_COPY_DIR
property on the directory before adding the plugin targets, rather than setting this argument on each individual target. Unlike the otherCOPY_DIR
arguments, this argument does not have a default value so be sure to set it if you have enabledCOPY_PLUGIN_AFTER_BUILD
and theUnity
format.
- The location to which Unity plugins will be copied after building if
juce_add_binary_data
juce_add_binary_data(<name>
[HEADER_NAME ...]
[NAMESPACE ...]
SOURCES ...)
Create a static library that embeds the contents of the files passed as arguments to this function.
Adds a library target called <name>
which can be linked into other targets using
target_link_libraries
.
The HEADER_NAME
argument is optional. If provided, the generated header will be given the
requested name, otherwise the generated header will be named "BinaryData.h". In completely new
projects, you should provide a unique name here, so that projects containing more than one binary
data target are able to include the binary data headers without ambiguity.
The NAMESPACE
argument is also optional. If not provided, the generated files will use the default
namespace BinaryData
. Each of the files located at the paths following SOURCES
will be encoded
and embedded in the resulting static library. This library can be linked as normal using
target_link_libraries(<otherTarget> PRIVATE <name>)
, and the header can be included using
#include <BinaryData.h>
.
juce_add_bundle_resources_directory
juce_add_bundle_resources_directory(<target> <folder>)
Copy the entire directory at the location <folder>
into an Apple bundle's resource directory, i.e.
the Resources
directory for a macOS bundle, and the top-level directory of an iOS bundle.
juce_generate_juce_header
juce_generate_juce_header(<target>)
Introspects the JUCE modules that have been linked to <target>
and generates a JuceHeader.h
which contains #include
statements for each of the module headers. This header also contains an
optional using namespace juce
statement, and an optional ProjectInfo
block, each of which can be
disabled by setting the compile definitions DONT_SET_USING_JUCE_NAMESPACE
and
JUCE_DONT_DECLARE_PROJECTINFO
respectively. The resulting header can be included with #include <JuceHeader.h>
. In plain CMake projects which don't require Projucer compatibility, the use of
JuceHeader.h is optional. Instead, module headers can be included directly in source files that
require them.
juce_enable_copy_plugin_step
juce_enable_copy_plugin_step(<target>)
As an alternative to the JUCE_COPY_PLUGIN_AFTER_BUILD property, you may call this function to
manually enable post-build copy on a plugin. The argument to this function should be a target
previously created with juce_add_plugin
.
JUCE_COPY_PLUGIN_AFTER_BUILD will cause plugins to be installed immediately after building. This is
not always appropriate, if extra build steps (such as signing or modifying the plugin bundle) must
be executed before the install. In such cases, you should leave JUCE_COPY_PLUGIN_AFTER_BUILD
disabled, use add_custom_command(TARGET POST_BUILD)
to add your own post-build steps, and then
finally call juce_enable_copy_plugin_step
.
If your custom build steps need to use the location of the plugin artefact, you can extract this
by querying the property JUCE_PLUGIN_ARTEFACT_FILE
on a plugin target (not the shared code
target!).
juce_set_<kind>_sdk_path
juce_set_aax_sdk_path(<absolute path>)
juce_set_vst2_sdk_path(<absolute path>)
juce_set_vst3_sdk_path(<absolute path>)
Call these functions from your CMakeLists to set up your local AAX, VST2, and VST3 SDKs. These functions should be called before adding any targets that may depend on the AAX/VST2/VST3 SDKs (plugin hosts, AAX/VST2/VST3 plugins etc.).
juce_add_module
juce_add_module(<path to module>)
juce_add_modules(<names of module>...)
juce_add_module
adds a library target for the JUCE module located at the provided path. <path>
must be the path to a module directory (e.g. /Users/me/JUCE/modules/juce_core). This will add an
interface library with a name matching the directory name of the module. The resulting library can
be linked to other targets as normal, using target_link_libraries
.
Due to the way that INTERFACE
libraries work in CMake, linking to a module added in this way
must be done using PRIVATE
visibility. Using PUBLIC
will cause the module sources to be added
both to the target's SOURCES
and INTERFACE_SOURCES
, which may result in many copies of the
module being built into a single target, which would cause build failures in the best case and
silent ODR violations in the worst case. Scary stuff!
This command has a few optional arguments: INSTALL_PATH
is a path, relative to the install prefix,
to which the module sources will be copied during installation of the module. ALIAS_NAMESPACE will
add an alias for the module target(s) with the provided namespace. For example, the following
invocation will add a module target named my_module
, along with an alias named
company::my_module
. juce_add_module(my_module ALIAS_NAMESPACE company)`
juce_add_modules
is a convenience function that can be used to add multiple JUCE modules at once.
This version accepts many module paths, rather than just one. For an example of usage, see the
CMakeLists in the modules
directory.
juce_add_pip
juce_add_pip(<header>)
This function parses the PIP metadata block in the provided header, and adds appropriate build
targets for a console app, GUI app, or audio plugin. For audio plugin targets, it builds as many
plugin formats as possible. To build AAX or VST2 targets, call juce_set_aax_sdk_path
and/or
juce_set_vst2_sdk_path
before calling juce_add_pip
.
This is mainly provided to build the built-in example projects in the JUCE repo, and for building
quick proof-of-concept demo apps with minimal set-up. For any use-case more complex than a
proof-of-concept, you should prefer the juce_add_gui_app
, juce_add_plugin
, or
juce_add_console_app
functions, which provide more fine-grained control over the properties of
your target.
juce_disable_default_flags
juce_disable_default_flags()
This function sets the CMAKE_<LANG>_FLAGS_<MODE>
to empty in the current directory and below,
allowing alternative optimisation/debug flags to be supplied without conflicting with the
CMake-supplied defaults.
Targets
juce::juce_recommended_warning_flags
target_link_libraries(myTarget PUBLIC juce::juce_recommended_warning_flags)
This is a target which can be linked to other targets using target_link_libraries
, in order to
enable the recommended JUCE warnings when building them.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with PUBLIC
visibility, so that all the plugin wrappers inherit the same compile/link
flags.
juce::juce_recommended_config_flags
target_link_libraries(myTarget PUBLIC juce::juce_recommended_config_flags)
This is a target which can be linked to other targets using target_link_libraries
, in order to
enable the recommended JUCE optimisation and debug flags.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with PUBLIC
visibility, so that all the plugin wrappers inherit the same compile/link
flags.
juce::juce_recommended_lto_flags
target_link_libraries(myTarget PUBLIC juce::juce_recommended_lto_flags)
This is a target which can be linked to other targets using target_link_libraries
, in order to
enable the recommended JUCE link time optimisation settings.
This target just sets compiler and linker flags, and doesn't have any associated libraries or
include directories. When building plugins, it's probably desirable to link this to the shared code
target with PUBLIC
visibility, so that all the plugin wrappers inherit the same compile/link
flags.