Automatic management of your plug-in parameters. Storing and accessing parameters becomes a breeze and, in particular, makes building effective user interfaces much easier.
Level: Intermediate
Platforms: Windows , macOS , Linux
Classes: AudioProcessorValueTreeState, ValueTree, XmlElement
Download the demo project for this tutorial here: PIP | ZIP . Unzip the project and open the first header file in the Projucer.
If you need help with this step, see Tutorial: Projucer Part 1: Getting started with the Projucer.
You should also know how to build an audio plug-in using JUCE and load this into your preferred audio host (such as a Digital Audio Workstation). See Tutorial: Create a basic Audio/MIDI plugin, Part 1: Setting up for an introduction. Ideally, you should also have read Tutorial: Adding plug-in parameters, as an introduction to audio processor parameters.
The demo project is loosely based on the GainPlugin project in the JUCE/examples/Plugins
directory. This plugin changes the gain of an incoming signal using a single parameter. In addition to this, it also has a phase invert* parameter to invert the phase of the incoming signal.
Most of the code in the TutorialProcessor
class is the same as that generated by the Projucer when you use the Audio Plug-In project template. For simplicity, we have bundled the processor code into a single .h
file rather than being split across a .cpp
and an .h
file. The editor for the processor is in the GenericEditor
class.
There are several advantages to using the AudioProcessorValueTreeState class for managing your plug-in's parameters:
To use an AudioProcessorValueTreeState object, you can store one in your processor class:
You may store your AudioProcessorValueTreeState object elsewhere but you must be careful that each AudioProcessorValueTreeState object must be:
Storing the AudioProcessorValueTreeState object in the processor class makes it easier to ensure that you satisfy these requirements.
The AudioProcessorValueTreeState constructor requires a reference to the AudioProcessor subclass that it will be attached to, a pointer to an UndoManager object, an Identifier for the ValueTree and an AudioProcessorValueTreeState::ParameterLayout containing the parameters to manage.
In this case, we will use a nullptr
value for the UndoManager object as we're not going to implement undo support in this tutorial. The nullptr
value indicates that we do not want to use undo support.
The AudioProcessorValueTreeState::ParameterLayout parameter of the AudioProcessorValueTreeState contains the parameters of our plug-in. The AudioProcessorValueTreeState can manage any parameters derived from RangedAudioParameter, and the AudioProcessorValueTreeState::ParameterLayout constructor can take a variable number of RangedAudioParameter subclasses or AudioProcessorParameterGroups containing RangedAudioParameters.
Parameters and groups are passed using std::unique_ptr as the APVTS will take ownership of the parameters and groups.
JUCE's built-in parameter types, the same ones we used in Tutorial: Adding plug-in parameters, are subclasses of RangedAudioParameter, so we can use them here too.
Adding your parameters to an AudioProcessorValueTreeState automatically adds them to the attached AudioProcessor too.
The parameter ID should be a unique identifier for this parameter. Think of this like a variable name; it can contain alphanumeric characters and underscores, but no spaces. The parameter name is the name that will be displayed on the screen.
To help avoid clicks in the signal, we smooth gain changes and changes in signal phase. To do this, we store the previously calculated gain value in our processor [1] :
We also store pointers to our parameters at the end of our constructor to dereference them later on:
The changes are initialised in the TutorialProcessor::prepareToPlay()
function:
Here we calculate the phase inversion factor (+1 or -1) and multiply this by the gain, ready for the first processing callback. You can see that we use the AudioProcessorValueTreeState::getRawParameterValue() function to get a pointer to the float
value representing the parameter value. We dereference this to get the actual value. The processing is performed in the TutorialProcessor::processBlock()
function:
Here you can see that if the value hasn't changed, then we simply apply a constant gain. If the value has changed, then we apply the gain ramp, then update the previousGain
value for next time.
In addition to providing routines for processing audio you also need to provide methods for storing and retrieving the entire state of your plug-in into a block of memory. This should include the current values of all of your parameters, but it can also include other state information if needed (for example, if your plug-in deals with files, it might store the file paths).
Using an AudioProcessorValueTreeState object to store your plug-in's state makes this really simple as a ValueTree object can easily be converted to and from XML.
The AudioProcessor::getStateInformation() callback asks your plug-in to store its state into a MemoryBlock object. To do this using XML via the ValueTree object the code is simply:
The XmlElement object created will have a tag name of "APVTSTutorial", which we used to initialise the ValueTree object earlier.
Restoring the state from XML is almost as straightforward:
Here we include some error checking for safety. We also check that the ValueTree-generated XML is of the correct ValueTree type for our plug-in by inspecting the XML element's tag name.
Take a look at the GenericEditor
class in the project. You might notice that the declaration of the GenericEditor
class is very simple:
You might expect that we would need to inherit from the Slider::Listener class and the Button::Listener class in order to respond to slider and button interaction. But this is again one of the benefits of using the AudioProcessorValueTreeState class. Instead we can use the attachment classes within the AudioProcessorValueTreeState class.
In fact, as the names of these classes can become very long, we have included a typedef
for each of the attachment classes we need:
Our GenericEditor
class contains a number of members, including a slider, a toggle button, and some of these attachment objects:
We also need to refer to the AudioProcessorValueTreeState object so we also keep a reference to that.
The constructor for our GenericEditor
class sets up these objects:
This is called by our processor's TutorialProcessor::createEditor()
function:
You may notice that we don't even need to set up the slider's value range. This is done automatically by the SliderAttachment class. All we need to do is pass the attachment constructor the AudioProcessorValueTreeState, the parameter ID and the Slider object that it should attach to.
The ButtonAttachment class still requires us to provide the button name. (And the AudioProcessorValueTreeState::ComboBoxAttachment class, which can attach to a ComboBox object, requires us to populate the ComboBox manually.)
You can also add parameters (or AudioProcessorParameterGroups) to an AudioProcessorValueTreeState programatically, by calling add
on it. An example of how to do this is shown below:
Before JUCE version 5.4 the only way to add parameters to an AudioProcessorValueTreeState was to use the now deprecated createAndAddParameter method with many function parameters.
Code that previously looked like
can be re-written as
but using the new AudioProcessorValueTreeState constructor described in this tutorial is a much better approach:
In this tutorial we have introduced the AudioProcessorValueTreeState class and shown how it can help you to: