Files
SonicForgeStudio/native_bridge/include/Vst3Instrument.h
T
admin 05e4244cc8 fix(bridge): one editor at a time + guard reload race
- Close other channels' editor windows before attaching a new one (Option B)
- needsReload()/setReloading() guard: skip processAudioBlock during
  terminate+reload teardown to avoid UAF/hang when reopening GUI
- Wait for editor registry cleanup (5s timeout) before creating window
2026-08-13 15:32:35 +07:00

47 lines
1.8 KiB
C++

// native_bridge/include/Vst3Instrument.h
// VST3 host instrument (A7). Compiled ALWAYS; the real vst3sdk wiring is
// inside #ifdef HAVE_VST3SDK (set by CMake when the vst3sdk submodule is
// present). Without the SDK the class degrades to a no-op stub so the bridge
// still builds for SF2/SF3/SFZ.
#ifndef VST3_INSTRUMENT_H
#define VST3_INSTRUMENT_H
#include "INativeInstrument.h"
#include <string>
class Vst3Instrument : public INativeInstrument {
public:
Vst3Instrument();
~Vst3Instrument() override;
bool loadPlugin(const std::string& path, double sampleRate);
bool init(double sampleRate, uint32_t maxBlockSize) override;
void selectProgram(uint32_t channel, uint32_t bank, uint32_t program) override;
void noteOn(uint32_t channel, uint32_t pitch, float velocity, uint32_t sampleOffset) override;
void noteOff(uint32_t channel, uint32_t pitch, uint32_t sampleOffset) override;
void controlChange(uint32_t channel, uint32_t cc, uint32_t value) override;
void programChange(uint32_t channel, uint32_t program) override;
void pitchBend(uint32_t channel, uint32_t bend14) override;
bool openGUI(void* parentWindowHandle) override;
void closeGUI() override;
bool needsReload() const override { return hasAttachedOnce_ && !guiAttached_; }
void setReloading(bool on) override { reloading_ = on; }
void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) override;
private:
// pimpl: all Steinberg SDK types live in Vst3Instrument.cpp (Vst3HostState).
void* state_;
std::string path_;
double sampleRate_;
uint32_t maxBlockSize_;
bool loaded_;
bool guiAttached_;
bool hasAttachedOnce_;
bool reloading_; // guarded by InstrumentEngineManager::mu_ (set via setReloading)
bool reload();
};
#endif // VST3_INSTRUMENT_H