35499b614c
- LOAD job posts WM_CLOSE to window created on main thread (DestroyWindow from worker crashed 0xc000041d, muting all tracks) - handleOpenGui + attach jobs skip when Vst3Instrument::hasAttachedView() (state_ && guiAttached_) - attach failure posts WM_CLOSE; post_close_gui erases entry only when it points at the same hwnd - cap openVstGuiRetry at 5 to stop frontend retry spam
59 lines
2.5 KiB
C++
59 lines
2.5 KiB
C++
// native_bridge/include/INativeInstrument.h
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#ifndef I_NATIVE_INSTRUMENT_H
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#define I_NATIVE_INSTRUMENT_H
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#include <cstdint>
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#include <string>
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enum class InstrumentType {
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VST3,
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VST2,
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SOUNDFONT_SF2_SF3,
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SFZ
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};
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class INativeInstrument {
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public:
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virtual ~INativeInstrument() = default;
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// Initialize Engine with Sample Rate and Buffer Size
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virtual bool init(double sampleRate, uint32_t maxBlockSize) = 0;
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// Select Bank and Program Change
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virtual void selectProgram(uint32_t channel, uint32_t bank, uint32_t program) = 0;
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// Dispatch MIDI Note On / Note Off events
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virtual void noteOn(uint32_t channel, uint32_t pitch, float velocity, uint32_t sampleOffset) = 0;
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virtual void noteOff(uint32_t channel, uint32_t pitch, uint32_t sampleOffset) = 0;
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// MIDI continuous controllers (A12): CC value, program change, 14-bit pitch bend
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virtual void controlChange(uint32_t channel, uint32_t cc, uint32_t value) = 0;
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virtual void programChange(uint32_t channel, uint32_t program) = 0;
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virtual void pitchBend(uint32_t channel, uint32_t bend14) = 0;
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// Open/close Native GUI window
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virtual bool openGUI(void* parentWindowHandle) = 0;
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virtual void closeGUI() = 0;
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// VST3 reopen-after-close: the bridge checks before openGUI whether the
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// instance must be rebuilt; while it is, the engine sets reloading=true
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// and the real-time loop skips processAudioBlock (teardown must not race
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// the audio thread — a reload terminates the VST while renderAll may be
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// inside processAudioBlock on the same instance).
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virtual bool needsReload() const { return false; }
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virtual void setReloading(bool /*on*/) {}
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// VST3: split openGUI so instance teardown/reload runs on the owning
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// apartment thread while view->attached() may run on a temporary thread
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// with the channel worker pumping messages (see bridge main.cpp).
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virtual bool reloadForGUI() { return true; }
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virtual bool attachView(void* /*parentWindowHandle*/) { return false; }
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// True while the editor view is attached (GUI window open). The bridge uses
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// it to dedupe repeated OPEN_GUI (frontend retry spam) — re-attaching a
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// view that is already attached corrupts plugins (Nexus createView→null).
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virtual bool hasAttachedView() const { return false; }
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// Real-time Audio PCM Float32 rendering loop
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virtual void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) = 0;
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};
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#endif // I_NATIVE_INSTRUMENT_H
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