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update some docs.
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atsushieno committed Dec 22, 2020
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -15,9 +15,9 @@ Android lacks commonly used Audio Plugin Framework. On Windows and other desktop

There is no such thing in Android. Android Audio Plugin (AAP) Framework is to fill this gap.

What AAP aims is to become like an inclusive standard for audio plugin, adoped to Android applications ecosystem. The license is permissive (MIT). It is designed to be pluggable from other specific audio plugin specifications like VST3, LV2, DISTRHO, CLAP, and so on (not necessarily meant that *we* write code for them).
What AAP aims is to become like an inclusive standard for audio plugin, adoped to Android applications ecosystem. The license is permissive (MIT). It is designed to be pluggable from other specific audio plugin specifications like VST3, LV2, CLAP, and so on (not necessarily meant that *we* write code for them).

On the other hand it is designed so that cross-audio-plugin SDKs can support it. We have [JUCE](http://juce.com/) integration support, and once [iPlug2](https://iplug2.github.io/) supports Linux and Android it would become similarly possible. Namely, AAP is first designed so that JUCE audio processor can be implemented and JUCE-based audio plugins can be easily imported to AAP world.
On the other hand it is designed so that cross-audio-plugin SDKs can support it. We have [JUCE](http://juce.com/) integration support, and once [iPlug2](https://iplug2.github.io/) supports Linux and Android it would become similarly possible. [DPF](https://github.com/DISTRHO/DPF) too. Namely, AAP is first designed so that JUCE audio processor can be implemented and JUCE-based audio plugins can be easily imported to AAP world.

We have [aap-lv2](https://github.com/atsushieno/aap-lv2) and [aap-juce](https://github.com/atsushieno/aap-juce/) repositories that achieve these objectives, to some extent. We have some plugins from these world working (to some extent) - for example: [mda-lv2](https://drobilla.net/software/mda-lv2), [Fluidsynth](https://github.com/FluidSynth/fluidsynth) (as aap-fluidsynth), [sfizz](https://github.com/sfztools/sfizz/), [Guitarix](https://github.com/brummer10/guitarix) in aap-lv2, [Dexed](https://asb2m10.github.io/dexed/), [OPNplug](https://github.com/jpcima/ADLplug), [OB-Xd](https://github.com/reales/OB-Xd), and [JUCE AudioPluginHost](https://github.com/juce-framework/JUCE/tree/master/extras/AudioPluginHost) in aap-juce. Note that there is no plugin UI integration support yet.

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9 changes: 8 additions & 1 deletion docs/PLUGIN_SCRATCH_GUIDE.md
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Expand Up @@ -15,8 +15,15 @@ rewrite wherever appropriate.
- `build.gradle`
- It's best to create Android Application project with the template
that brings in C++ code. It will add `externalNativeBuild` sections.
- Add `org.androidaudioplugin` package in `dependencies`
- Add `org.androidaudioplugin:androidaudioplugin:(version)` package in `dependencies`
TODO: there is actually no package published there.
- As part of "prefab"-based packaging transition, we are based on the
"share the same libc++_shared.so" strategy. That means, your STL settings
by ANDROID_STL=libc++_static (which is the default in Android Gradle Plugin)
may result in some inconsistency issue. Our recommendation is to build
your application (host/plugin) code with `ANDROID_STL=c++_shared` in your
`build.gradle`: ` android { defaultConfig { externalNativeBuild { cmake { arguments "-DANDROID_STL=c++_shared" } } } }`
- Note that prefab is not enabled in this repository yet (due to way too many existing known issues, see Google issuetracker for details).
- `CMakeLists.txt`
- It's best to start with automatically generated file from C++ based
project template.
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