Files
SonicForgeStudio/native_bridge/include/Vst3Instrument.h
T
admin c3eb0c9d16 fix: VST3 teardown under lock + re-attach hang + editor window on replace
- InstrumentEngineManager::assign: destroy replaced instrument OUTSIDE mu_
  (VST3 terminate/removed can block -> audio loop stall -> bridge Not
  Responding, transport stop hangs, notes never off)
- main.cpp LOAD job: DestroyWindow any open editor window of the channel
  before assign (replace VSTi -> SF2 with editor alive hung in removed())
- Vst3Instrument: reload() fresh plugin instance on second openGUI after
  close (Nexus etc. hang at view->attached() twice on same component)
2026-08-13 12:48:30 +07:00

44 lines
1.6 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;
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 reload();
};
#endif // VST3_INSTRUMENT_H