--- name: plugin-architecture-patterns description: Clean architecture patterns for JUCE plugins including separation of concerns, APVTS patterns, state management, preset systems, MIDI handling, and modulation routing. Use when designing plugin architecture, refactoring code structure, implementing parameter systems, building preset managers, or scaling complex audio plugins. allowed-tools: Read, Grep, Glob --- # Plugin Architecture Patterns Master architectural patterns for building maintainable, testable, and scalable audio plugins using clean architecture, separation of concerns, and JUCE best practices. ## Overview This skill provides comprehensive guidance on structuring JUCE audio plugins using proven architectural patterns. It covers separation of DSP from UI, state management, preset systems, parameter handling, MIDI routing, and modulation architectures. ## When to Use This Skill - Designing a new plugin architecture from scratch - Refactoring an existing plugin for better maintainability - Implementing complex state management or modulation routing - Planning multi-format plugin support (VST3/AU/AAX) - Building plugins that need to scale (many parameters, voices, effects) ## Core Architectural Principles ### 1. Separation of Concerns Audio plugins have distinct responsibilities that should be isolated: ``` ┌─────────────────────────────────────────────────┐ │ Plugin Host │ └─────────────────────┬───────────────────────────┘ │ ┌───────────┴───────────┐ │ │ ┌─────▼──────┐ ┌─────▼──────┐ │ Processor │ │ Editor │ │ (Audio) │◄────────┤ (UI) │ └─────┬──────┘ └────────────┘ │ ┌─────▼──────┐ │ DSP Engine │ └─────┬──────┘ │ ┌─────▼──────┬──────────┬───────────┐ │ Filter │ Envelope │ Oscillator│ └────────────┴──────────┴───────────┘ ``` **Key Separations:** - **DSP Logic** - Pure audio processing, realtime-safe - **Parameter Management** - Value storage, automation, presets - **UI Layer** - Rendering, user interaction (not realtime-safe) - **State Management** - Serialization, preset loading/saving --- ## Architecture Pattern 1: Clean Architecture ### Layer Structure ``` ┌──────────────────────────────────────────┐ │ Presentation Layer (UI) │ ← JUCE Components, Graphics ├──────────────────────────────────────────┤ │ Application Layer (Processor) │ ← AudioProcessor, parameter handling ├──────────────────────────────────────────┤ │ Domain Layer (DSP Core) │ ← Pure audio algorithms ├──────────────────────────────────────────┤ │ Infrastructure (JUCE Framework) │ ← JUCE modules, OS/DAW interface └──────────────────────────────────────────┘ ``` **Dependency Rule:** Outer layers depend on inner layers, never the reverse. ### Example: Clean Architecture in JUCE ```cpp // ============================================================================ // Domain Layer - Pure DSP (no JUCE dependencies except juce::dsp) // ============================================================================ // Source/DSP/FilterCore.h class FilterCore { public: void setFrequency(float hz, float sampleRate) { // Pure calculation, no allocations coefficients = calculateCoefficients(hz, sampleRate); } float processSample(float input) noexcept { // Realtime-safe processing return filter.processSample(input, coefficients); } void reset() noexcept { filter.reset(); } private: struct Coefficients { float b0, b1, b2, a1, a2; }; Coefficients coefficients; BiquadFilter filter; static Coefficients calculateCoefficients(float hz, float sampleRate); }; // ============================================================================ // Application Layer - Parameter Management // ============================================================================ // Source/PluginProcessor.h class MyPluginProcessor : public juce::AudioProcessor { public: MyPluginProcessor() : parameters(*this, nullptr, "Parameters", createParameterLayout()) { // Connect parameters to DSP cutoffParam = parameters.getRawParameterValue("cutoff"); } void prepareToPlay(double sampleRate, int samplesPerBlock) override { filterCore.reset(); currentSampleRate = sampleRate; } void processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer&) override { // Update DSP from parameters (thread-safe) float cutoff = cutoffParam->load(); filterCore.setFrequency(cutoff, currentSampleRate); // Process audio for (int ch = 0; ch < buffer.getNumChannels(); ++ch) { auto* data = buffer.getWritePointer(ch); for (int i = 0; i < buffer.getNumSamples(); ++i) { data[i] = filterCore.processSample(data[i]); } } } void getStateInformation(juce::MemoryBlock& destData) override { auto state = parameters.copyState(); std::unique_ptr xml(state.createXml()); copyXmlToBinary(*xml, destData); } void setStateInformation(const void* data, int sizeInBytes) override { std::unique_ptr xml(getXmlFromBinary(data, sizeInBytes)); if (xml && xml->hasTagName(parameters.state.getType())) parameters.replaceState(juce::ValueTree::fromXml(*xml)); } private: juce::AudioProcessorValueTreeState parameters; std::atomic* cutoffParam; FilterCore filterCore; // Domain layer object double currentSampleRate = 44100.0; static juce::AudioProcessorValueTreeState::ParameterLayout createParameterLayout(); }; // ============================================================================ // Presentation Layer - UI // ============================================================================ // Source/PluginEditor.h class MyPluginEditor : public juce::AudioProcessorEditor { public: MyPluginEditor(MyPluginProcessor& p) : AudioProcessorEditor(&p), processor(p) { // Attach UI to parameters (APVTS handles thread-safety) cutoffAttachment = std::make_unique( processor.getParameters(), "cutoff", cutoffSlider ); addAndMakeVisible(cutoffSlider); } private: using SliderAttachment = juce::AudioProcessorValueTreeState::SliderAttachment; MyPluginProcessor& processor; juce::Slider cutoffSlider; std::unique_ptr cutoffAttachment; }; ``` **Benefits:** - ✅ DSP is testable without JUCE (can unit test `FilterCore` standalone) - ✅ UI changes don't affect DSP - ✅ Easy to swap DSP implementations - ✅ Clear separation of realtime-safe vs non-realtime code --- ## Architecture Pattern 2: Parameter-Centric Architecture ### Using AudioProcessorValueTreeState (APVTS) JUCE's APVTS is the recommended way to manage parameters: ```cpp // Parameters.h - Centralized parameter definitions namespace Parameters { inline const juce::ParameterID cutoff { "cutoff", 1 }; inline const juce::ParameterID resonance { "resonance", 1 }; inline const juce::ParameterID gain { "gain", 1 }; inline juce::AudioProcessorValueTreeState::ParameterLayout createLayout() { std::vector> params; params.push_back(std::make_unique( cutoff, "Cutoff", juce::NormalisableRange(20.0f, 20000.0f, 0.01f, 0.3f), // Skew for log 1000.0f )); params.push_back(std::make_unique( resonance, "Resonance", juce::NormalisableRange(0.1f, 10.0f), 1.0f )); params.push_back(std::make_unique( gain, "Gain", juce::NormalisableRange(-24.0f, 24.0f), 0.0f )); return { params.begin(), params.end() }; } } // PluginProcessor.h class MyPluginProcessor : public juce::AudioProcessor { public: MyPluginProcessor() : apvts(*this, nullptr, "Parameters", Parameters::createLayout()) { // Get raw parameter pointers for realtime access cutoffParam = apvts.getRawParameterValue(Parameters::cutoff.getParamID()); resonanceParam = apvts.getRawParameterValue(Parameters::resonance.getParamID()); gainParam = apvts.getRawParameterValue(Parameters::gain.getParamID()); } void processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer&) override { // Thread-safe parameter access float cutoff = cutoffParam->load(); float resonance = resonanceParam->load(); float gain = juce::Decibels::decibelsToGain(gainParam->load()); // Use parameters in DSP... } juce::AudioProcessorValueTreeState& getAPVTS() { return apvts; } private: juce::AudioProcessorValueTreeState apvts; // Cached parameter pointers (thread-safe atomics) std::atomic* cutoffParam; std::atomic* resonanceParam; std::atomic* gainParam; }; ``` **Benefits:** - ✅ Automatic thread-safe parameter updates - ✅ Built-in automation support - ✅ Easy preset save/load - ✅ UI attachment without boilerplate --- ## Architecture Pattern 3: State Management ### Plugin State Architecture ``` ┌────────────────────────────────────────────────┐ │ Plugin State │ ├────────────────────────────────────────────────┤ │ ┌──────────────────┐ ┌──────────────────┐ │ │ │ Parameters │ │ Non-Param │ │ │ │ (APVTS) │ │ State │ │ │ ├──────────────────┤ ├──────────────────┤ │ │ │ • Cutoff │ │ • UI Size │ │ │ │ • Resonance │ │ • Preset Name │ │ │ │ • Gain │ │ • Favorited │ │ │ │ • (Automated) │ │ • (Not Automated)│ │ │ └──────────────────┘ └──────────────────┘ │ └────────────────────────────────────────────────┘ ``` ### Managing Non-Parameter State Some state shouldn't be parameters (not automated): ```cpp // PluginProcessor.h class MyPluginProcessor : public juce::AudioProcessor { public: void getStateInformation(juce::MemoryBlock& destData) override { // Create root ValueTree juce::ValueTree state("PluginState"); // Add parameter state state.appendChild(apvts.copyState(), nullptr); // Add non-parameter state juce::ValueTree nonParamState("NonParameterState"); nonParamState.setProperty("uiWidth", uiWidth, nullptr); nonParamState.setProperty("uiHeight", uiHeight, nullptr); nonParamState.setProperty("presetName", presetName, nullptr); state.appendChild(nonParamState, nullptr); // Serialize to XML std::unique_ptr xml(state.createXml()); copyXmlToBinary(*xml, destData); } void setStateInformation(const void* data, int sizeInBytes) override { std::unique_ptr xml(getXmlFromBinary(data, sizeInBytes)); if (!xml || !xml->hasTagName("PluginState")) return; juce::ValueTree state = juce::ValueTree::fromXml(*xml); // Restore parameter state auto paramState = state.getChildWithName("Parameters"); if (paramState.isValid()) apvts.replaceState(paramState); // Restore non-parameter state auto nonParamState = state.getChildWithName("NonParameterState"); if (nonParamState.isValid()) { uiWidth = nonParamState.getProperty("uiWidth", 800); uiHeight = nonParamState.getProperty("uiHeight", 600); presetName = nonParamState.getProperty("presetName", "").toString(); } } private: juce::AudioProcessorValueTreeState apvts; int uiWidth = 800, uiHeight = 600; juce::String presetName; }; ``` --- ## Architecture Pattern 4: Preset System Design ### User Preset Management ```cpp // PresetManager.h class PresetManager { public: PresetManager(juce::AudioProcessor& processor) : processor(processor) { // Default preset location presetDirectory = juce::File::getSpecialLocation( juce::File::userApplicationDataDirectory ).getChildFile("MyPlugin/Presets"); presetDirectory.createDirectory(); loadPresetList(); } void savePreset(const juce::String& name) { juce::MemoryBlock stateData; processor.getStateInformation(stateData); juce::File presetFile = presetDirectory.getChildFile(name + ".preset"); presetFile.replaceWithData(stateData.getData(), stateData.getSize()); loadPresetList(); // Refresh } void loadPreset(const juce::String& name) { juce::File presetFile = presetDirectory.getChildFile(name + ".preset"); if (!presetFile.existsAsFile()) return; juce::MemoryBlock stateData; presetFile.loadFileAsData(stateData); processor.setStateInformation(stateData.getData(), static_cast(stateData.getSize())); currentPresetName = name; } juce::StringArray getPresetList() const { return presetNames; } juce::String getCurrentPresetName() const { return currentPresetName; } private: juce::AudioProcessor& processor; juce::File presetDirectory; juce::StringArray presetNames; juce::String currentPresetName; void loadPresetList() { presetNames.clear(); auto presetFiles = presetDirectory.findChildFiles( juce::File::findFiles, false, "*.preset" ); for (const auto& file : presetFiles) presetNames.add(file.getFileNameWithoutExtension()); presetNames.sort(true); } }; // Usage in Editor class MyPluginEditor : public juce::AudioProcessorEditor { void comboBoxChanged(juce::ComboBox* box) override { if (box == &presetComboBox) { presetManager.loadPreset(box->getText()); } } void saveButtonClicked() { juce::String name = juce::AlertWindow::showInputBox( "Save Preset", "Enter preset name:", "" ); if (name.isNotEmpty()) presetManager.savePreset(name); } }; ``` ### Factory Presets ```cpp // FactoryPresets.h struct FactoryPreset { juce::String name; std::function configure; }; namespace FactoryPresets { inline std::vector getPresets() { return { { "Warm Filter", [](juce::AudioProcessorValueTreeState& apvts) { apvts.getParameter("cutoff")->setValueNotifyingHost(0.3f); apvts.getParameter("resonance")->setValueNotifyingHost(0.7f); } }, { "Bright Filter", [](juce::AudioProcessorValueTreeState& apvts) { apvts.getParameter("cutoff")->setValueNotifyingHost(0.8f); apvts.getParameter("resonance")->setValueNotifyingHost(0.3f); } } }; } } // Initialize on first launch if (isFirstLaunch) { for (const auto& preset : FactoryPresets::getPresets()) { preset.configure(apvts); presetManager.savePreset(preset.name); } } ``` --- ## Architecture Pattern 5: MIDI Handling ### MIDI Message Processing ```cpp // MidiProcessor.h class MidiProcessor { public: struct MidiNote { int noteNumber; int velocity; bool isNoteOn; }; void processMidiBuffer(juce::MidiBuffer& midiMessages, int numSamples) { for (const auto metadata : midiMessages) { auto message = metadata.getMessage(); int samplePosition = metadata.samplePosition; if (message.isNoteOn()) { handleNoteOn(message.getNoteNumber(), message.getVelocity(), samplePosition); } else if (message.isNoteOff()) { handleNoteOff(message.getNoteNumber(), samplePosition); } else if (message.isPitchWheel()) { handlePitchBend(message.getPitchWheelValue(), samplePosition); } else if (message.isController()) { handleCC(message.getControllerNumber(), message.getControllerValue(), samplePosition); } } } private: void handleNoteOn(int noteNumber, int velocity, int samplePos) { // Trigger voice for (auto& voice : voices) { if (!voice.isActive()) { voice.startNote(noteNumber, velocity, samplePos); break; } } } void handleNoteOff(int noteNumber, int samplePos) { for (auto& voice : voices) { if (voice.isActive() && voice.getNoteNumber() == noteNumber) { voice.stopNote(samplePos); } } } void handlePitchBend(int value, int samplePos) { float bendSemitones = ((value - 8192) / 8192.0f) * 2.0f; // ±2 semitones for (auto& voice : voices) { if (voice.isActive()) voice.setPitchBend(bendSemitones); } } void handleCC(int ccNumber, int ccValue, int samplePos) { if (ccNumber == 1) { // Mod wheel float modulation = ccValue / 127.0f; for (auto& voice : voices) if (voice.isActive()) voice.setModulation(modulation); } } std::array voices; }; ``` ### MPE (MIDI Polyphonic Expression) Support ```cpp class MPEProcessor { public: MPEProcessor() { mpeZoneLayout.setLowerZone(15); // 15 voice channels } void processMidiBuffer(juce::MidiBuffer& midiMessages, int numSamples) { for (const auto metadata : midiMessages) { auto message = metadata.getMessage(); if (mpeZoneLayout.isNoteOn(message)) { int noteNumber = message.getNoteNumber(); int channel = message.getChannel(); int velocity = message.getVelocity(); auto& voice = voices[channel - 1]; voice.startNote(noteNumber, velocity); } else if (mpeZoneLayout.isNoteOff(message)) { auto& voice = voices[message.getChannel() - 1]; voice.stopNote(); } else if (message.isPitchWheel()) { // Per-note pitch bend! auto& voice = voices[message.getChannel() - 1]; voice.setPitchBend(message.getPitchWheelValue()); } else if (message.isChannelPressure()) { // Per-note pressure auto& voice = voices[message.getChannel() - 1]; voice.setPressure(message.getChannelPressureValue() / 127.0f); } } } private: juce::MPEZoneLayout mpeZoneLayout; std::array voices; // 15 MPE voice channels }; ``` --- ## Architecture Pattern 6: Modulation Routing ### Modulation Matrix Architecture ```cpp // ModulationSystem.h class ModulationSystem { public: enum class Source { LFO1, LFO2, LFO3, Envelope1, Envelope2, VelocityMIDI, ModWheelMIDI, PitchBendMIDI }; enum class Destination { FilterCutoff, FilterResonance, OscPitch, OscShape, Gain }; struct ModulationRoute { Source source; Destination destination; float amount; // -1.0 to +1.0 bool enabled = true; }; void addRoute(Source src, Destination dst, float amount) { routes.push_back({ src, dst, amount, true }); } void removeRoute(size_t index) { if (index < routes.size()) routes.erase(routes.begin() + index); } void process(int numSamples) { // Update modulation sources for (int i = 0; i < numSamples; ++i) { sourceValues[Source::LFO1] = lfo1.getNextSample(); sourceValues[Source::Envelope1] = envelope1.getNextSample(); // ... other sources // Apply modulation to destinations applyModulation(); } } float getModulatedValue(Destination dst, float baseValue) { float total = 0.0f; for (const auto& route : routes) { if (route.enabled && route.destination == dst) { total += sourceValues[route.source] * route.amount; } } return baseValue + total; } private: std::vector routes; std::unordered_map sourceValues; LFO lfo1, lfo2, lfo3; Envelope envelope1, envelope2; void applyModulation() { // Calculate modulated values for all destinations } }; // Usage in DSP void processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer& midi) { modulationSystem.process(buffer.getNumSamples()); float baseCutoff = cutoffParam->load(); float modulatedCutoff = modulationSystem.getModulatedValue( ModulationSystem::Destination::FilterCutoff, baseCutoff ); filter.setCutoff(modulatedCutoff); } ``` ### Advanced Modulation: Per-Voice Modulation ```cpp class Voice { public: void startNote(int noteNumber, int velocity) { this->noteNumber = noteNumber; this->velocity = velocity / 127.0f; envelope.noteOn(); isActive_ = true; } float processSample(float input, ModulationSystem& globalMod) { // Per-voice envelope float envValue = envelope.getNextSample(); // Combine global and per-voice modulation float cutoff = globalMod.getModulatedValue( ModulationSystem::Destination::FilterCutoff, baseCutoff ); cutoff += envValue * envelopeToFilterAmount; // Per-voice mod filter.setCutoff(cutoff); return filter.processSample(input); } private: int noteNumber; float velocity; bool isActive_ = false; Envelope envelope; Filter filter; float baseCutoff = 1000.0f; float envelopeToFilterAmount = 500.0f; // Env mod depth }; ``` --- ## Architecture Pattern 7: Voice Management (Polyphonic Synths) ### Voice Allocation Strategy ```cpp class VoiceManager { public: explicit VoiceManager(int numVoices) : voices(numVoices) { } void noteOn(int noteNumber, int velocity) { // Try to find inactive voice Voice* voiceToUse = findInactiveVoice(); // If all voices active, steal oldest if (!voiceToUse) voiceToUse = findVoiceToSteal(); voiceToUse->startNote(noteNumber, velocity); } void noteOff(int noteNumber) { for (auto& voice : voices) { if (voice.isActive() && voice.getNoteNumber() == noteNumber) { voice.stopNote(); } } } void renderNextBlock(juce::AudioBuffer& buffer) { for (auto& voice : voices) { if (voice.isActive()) { voice.renderNextBlock(buffer); } } } private: std::vector voices; Voice* findInactiveVoice() { for (auto& voice : voices) { if (!voice.isActive()) return &voice; } return nullptr; } Voice* findVoiceToSteal() { // Strategy: Steal oldest note Voice* oldest = &voices[0]; double oldestTime = oldest->getStartTime(); for (auto& voice : voices) { if (voice.getStartTime() < oldestTime) { oldest = &voice; oldestTime = voice.getStartTime(); } } return oldest; } }; ``` --- ## Architecture Pattern 8: Multi-Format Support ### Format-Specific Code Isolation ```cpp // PluginProcessor.h class MyPluginProcessor : public juce::AudioProcessor { public: const juce::String getName() const override { #if JucePlugin_IsSynth return "MySynth"; #else return "MyEffect"; #endif } bool acceptsMidi() const override { #if JucePlugin_WantsMidiInput return true; #else return false; #endif } bool producesMidi() const override { #if JucePlugin_ProducesMidiOutput return true; #else return false; #endif } bool isMidiEffect() const override { #if JucePlugin_IsMidiEffect return true; #else return false; #endif } // Format-specific behavior void processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer& midi) override { #if JucePlugin_IsSynth // Synth: Generate audio from MIDI buffer.clear(); processMidi(midi); synthesizer.renderNextBlock(buffer, midi, 0, buffer.getNumSamples()); #else // Effect: Process input audio processAudio(buffer); #endif } }; ``` --- ## Testing Architecture ### Unit Testing DSP Components ```cpp // Tests/FilterTests.cpp #include #include "../Source/DSP/FilterCore.h" TEST_CASE("FilterCore processes audio correctly", "[dsp]") { FilterCore filter; SECTION("Impulse response") { filter.reset(); filter.setFrequency(1000.0f, 44100.0f); float impulse[128] = { 1.0f }; // Impulse float output[128]; for (int i = 0; i < 128; ++i) output[i] = filter.processSample(impulse[i]); // Verify filter ring-down REQUIRE(output[0] != 0.0f); REQUIRE(std::abs(output[127]) < 0.01f); // Should decay } SECTION("DC blocking") { filter.reset(); filter.setFrequency(1000.0f, 44100.0f); // Feed DC signal for (int i = 0; i < 1000; ++i) { float out = filter.processSample(1.0f); if (i > 100) // After transient REQUIRE(std::abs(out) < 0.1f); // Should block DC } } } ``` --- ## Performance Considerations ### Object Lifetime and Allocation ```cpp class MyPluginProcessor : public juce::AudioProcessor { public: void prepareToPlay(double sampleRate, int samplesPerBlock) override { // ✅ Allocate buffers here (not in processBlock!) workBuffer.setSize(2, samplesPerBlock); delayBuffer.setSize(2, static_cast(sampleRate * 2.0)); // 2 sec // ✅ Initialize DSP filter.prepare({ sampleRate, (juce::uint32)samplesPerBlock, 2 }); filter.reset(); } void processBlock(juce::AudioBuffer& buffer, juce::MidiBuffer&) override { // ✅ No allocations here! // ✅ Use pre-allocated buffers // Process using workBuffer workBuffer.makeCopyOf(buffer); filter.process(juce::dsp::AudioBlock(workBuffer)); buffer.makeCopyOf(workBuffer); } private: juce::AudioBuffer workBuffer; juce::AudioBuffer delayBuffer; juce::dsp::ProcessorDuplicator, juce::dsp::IIR::Coefficients> filter; }; ``` --- ## Summary **Key Architectural Principles:** - ✅ Separate DSP, parameters, state, and UI into distinct layers - ✅ Use APVTS for parameter management - ✅ Never allocate or lock in audio thread - ✅ Test DSP components in isolation - ✅ Design for multiple plugin formats (VST3/AU/AAX) - ✅ Implement modulation routing as a separate system - ✅ Use clean architecture patterns for maintainability **When Designing a New Plugin:** 1. Start with domain layer (pure DSP algorithms) 2. Add application layer (parameters, processor) 3. Build presentation layer (UI) 4. Implement state management and presets 5. Add modulation routing (if needed) 6. Test each layer independently --- ## Related Resources - **juce-best-practices** skill - Realtime safety, threading, memory management - **dsp-cookbook** skill - DSP algorithm implementations - **TESTING_STRATEGY.md** - Testing approach for plugins - JUCE Documentation: ValueTreeState, AudioProcessor, AudioProcessorEditor --- **Remember:** Good architecture is invisible to the user but makes development, testing, and maintenance exponentially easier. Invest time in architecture upfront to save countless hours debugging threading issues, state corruption, and spaghetti code later!