mirror of
https://github.com/robbert-vdh/yabridge.git
synced 2026-05-07 03:50:11 +02:00
Delegate the plugin functionality to a class
This way we can hopefully contain all the manual memory management and raw pointers somewhat.
This commit is contained in:
@@ -0,0 +1,50 @@
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#include "bridge.h"
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#include <iostream>
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// TODO: I should track down the VST2 SDK for clarification on some of the
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// implementation details, such as the use of intptr_t isntead of void*
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// here.
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/**
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* Handle an event sent by the VST host. Most of these opcodes will be passed
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* through to the winelib VST host.
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*/
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intptr_t Bridge::dispatch(AEffect* /*plugin*/,
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int32_t opcode,
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int32_t /*parameter*/,
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intptr_t /*value*/,
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void* result,
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float /*option*/) {
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switch (opcode) {
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case effGetEffectName:
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const std::string plugin_name("Hello, world!");
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std::copy(plugin_name.begin(), plugin_name.end(),
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static_cast<char*>(result));
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// return 1; // TODO: Why?
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break;
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}
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// TODO: Unimplmemented
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return 0;
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}
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void Bridge::process(AEffect* /*plugin*/,
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float** /*inputs*/,
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float** /*outputs*/,
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int32_t /*sample_frames*/) {
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// TODO: Unimplmemented
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}
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void Bridge::set_parameter(AEffect* /*plugin*/,
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int32_t /*index*/,
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float /*value*/) {
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// TODO: Unimplmemented
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}
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float Bridge::get_parameter(AEffect* /*plugin*/, int32_t /*index*/
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) {
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// TODO: Unimplmemented
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return 0.0f;
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}
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@@ -0,0 +1,31 @@
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#pragma once
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#include <vestige/aeffect.h>
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/**
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* This handles the communication between the Linux native VST plugin and the
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* Wine VST host. The functions below should be used as callback functions in an
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* `AEffect` object.
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*/
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class Bridge {
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public:
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// The below four functions are the handlers from the VST2 API. They are
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// called through proxy functions in `plugin.cpp`.
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/**
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* Handle an event sent by the VST host. Most of these opcodes will be
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* passed through to the winelib VST host through a Unix domain socket.
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*/
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intptr_t dispatch(AEffect* plugin,
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int32_t opcode,
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int32_t parameter,
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intptr_t value,
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void* result,
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float option);
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void process(AEffect* plugin,
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float** inputs,
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float** outputs,
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int32_t sample_frames);
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void set_parameter(AEffect* plugin, int32_t index, float value);
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float get_parameter(AEffect* plugin, int32_t index);
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};
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@@ -0,0 +1,94 @@
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#include <vestige/aeffect.h>
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#include <iostream>
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#include <memory>
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#include "bridge.h"
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#define VST_EXPORT __attribute__((visibility("default")))
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// The main entry point for VST plugins should be called `VSTPluginMain``. The
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// other two exist for legacy reasons since some old hosts might still use
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// them.`
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extern "C" {
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extern VST_EXPORT AEffect* VSTPluginMain(audioMasterCallback);
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VST_EXPORT AEffect* MAIN(audioMasterCallback audioMaster) {
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return VSTPluginMain(audioMaster);
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}
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VST_EXPORT AEffect* main_plugin(audioMasterCallback audioMaster) {
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return VSTPluginMain(audioMaster);
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}
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}
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intptr_t dispatch(AEffect*, int32_t, int32_t, intptr_t, void*, float);
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void process(AEffect*, float**, float**, int32_t);
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void setParameter(AEffect*, int32_t, float);
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float getParameter(AEffect*, int32_t);
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/**
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* Retrieve the bridge instance stored in an unused pointer from a VST plugin.
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* This is sadly needed as a workaround to avoid using globals since we need
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* free function pointers to interface with the VST API.
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*/
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Bridge* get_bridge_instance(const AEffect& plugin) {
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return static_cast<Bridge*>(plugin.ptr3);
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}
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/**
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* The main VST plugin entry point. This finds the Windows VST plugin that
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* should be run, executes it in our VST host inside Wine, and sets up
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* communication between the two processes.
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*
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* This is a bit of a mess since we're interacting with an external C API. To
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* keep this somewhat contained this is the only place where we're doing manual
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* memory management.
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*/
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VST_EXPORT AEffect* VSTPluginMain(audioMasterCallback /*audioMaster*/) {
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// TODO: Since we are returning raw pointers, how does cleanup work?
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AEffect* plugin = new AEffect();
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plugin->ptr3 = new Bridge();
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plugin->dispatcher = dispatch;
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plugin->process = process;
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plugin->setParameter = setParameter;
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plugin->getParameter = getParameter;
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// // XXX: processReplacing?
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// TODO: Add more and actual data
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plugin->magic = kEffectMagic;
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plugin->numParams = 69;
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plugin->uniqueID = 69420;
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return plugin;
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}
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// The below functions are proxy functions for the methods defined in
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// `Bridge.cpp`
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intptr_t dispatch(AEffect* plugin,
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int32_t opcode,
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int32_t parameter,
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intptr_t value,
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void* result,
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float option) {
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return get_bridge_instance(*plugin)->dispatch(plugin, opcode, parameter,
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value, result, option);
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}
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void process(AEffect* plugin,
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float** inputs,
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float** outputs,
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int32_t sample_frames) {
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return get_bridge_instance(*plugin)->process(plugin, inputs, outputs,
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sample_frames);
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}
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void setParameter(AEffect* plugin, int32_t index, float value) {
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return get_bridge_instance(*plugin)->set_parameter(plugin, index, value);
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}
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float getParameter(AEffect* plugin, int32_t index) {
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return get_bridge_instance(*plugin)->get_parameter(plugin, index);
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}
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@@ -1,89 +0,0 @@
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#include <vestige/aeffect.h>
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#include <iostream>
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#define VST_EXPORT __attribute__((visibility("default")))
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// The main entry point for VST plugins should be called `VSTPluginMain``. The
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// other two exist for legacy reasons since some old hosts might still use
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// them.`
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extern "C" {
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extern VST_EXPORT AEffect* VSTPluginMain(audioMasterCallback);
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VST_EXPORT AEffect* MAIN(audioMasterCallback audioMaster) {
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return VSTPluginMain(audioMaster);
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}
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VST_EXPORT AEffect* main_plugin(audioMasterCallback audioMaster) {
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return VSTPluginMain(audioMaster);
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}
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}
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intptr_t dispatch(AEffect*, int32_t, int32_t, intptr_t, void*, float);
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void process(AEffect*, float**, float**, int32_t);
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void setParameter(AEffect*, int32_t, float);
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float getParameter(AEffect*, int32_t);
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/**
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* The main VST plugin entry point. This finds the Windows VST plugin that
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* should be run, executes it in our VST host inside Wine, and sets up
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* communication between the two processes.
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*/
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VST_EXPORT AEffect* VSTPluginMain(audioMasterCallback /*audioMaster*/) {
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// TODO: Do something useful ehre
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std::cout << "Hello, world!" << std::endl;
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AEffect* effect = new AEffect();
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effect->magic = kEffectMagic;
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effect->dispatcher = dispatch;
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effect->process = process;
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// XXX: processReplacing?
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effect->setParameter = setParameter;
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effect->getParameter = getParameter;
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effect->numParams = 69;
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effect->uniqueID = 69420;
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return effect;
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}
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// TODO: I should track down the VST2 SDK for clarification on some of the
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// implementation details, such as the use of intptr_t isntead of void*
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// here.
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/**
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* Handle an event sent by the VST host.
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*
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* TODO: Look up what the return value here is actually doing.
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*/
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intptr_t dispatch(AEffect* /*effect*/,
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int32_t opcode,
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int32_t /*parameter*/,
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intptr_t /*value*/,
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void* result,
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float /*option*/) {
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switch (opcode) {
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case effGetEffectName:
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const std::string plugin_name("Hello, world!");
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std::copy(plugin_name.begin(), plugin_name.end(),
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static_cast<char*>(result));
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return 1; // TODO: Why?
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break;
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}
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// TODO: Unimplmemented
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return 0;
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}
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void process(AEffect*, float**, float**, int32_t) {
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// TODO: Unimplmemented
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}
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void setParameter(AEffect*, int32_t, float) {
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// TODO: Unimplmemented
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}
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float getParameter(AEffect*, int32_t) {
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// TODO: Unimplmemented
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return 0.0f;
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}
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