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---
name: juce-best-practices
description: Professional JUCE development guide covering realtime safety, threading, memory management, modern C++, and audio plugin best practices. Use when writing JUCE code, reviewing for realtime safety, implementing audio threads, managing parameters, or learning JUCE patterns and idioms.
allowed-tools: Read, Grep, Glob
---
# JUCE Best Practices
Comprehensive guide to professional JUCE framework development with modern C++ patterns, realtime safety, thread management, and audio plugin best practices.
## Table of Contents
1. [Realtime Safety](#realtime-safety)
2. [Thread Management](#thread-management)
3. [Memory Management](#memory-management)
4. [Modern C++ in JUCE](#modern-cpp-in-juce)
5. [JUCE Idioms and Conventions](#juce-idioms-and-conventions)
6. [Parameter Management](#parameter-management)
7. [State Management](#state-management)
8. [Performance Optimization](#performance-optimization)
9. [Common Pitfalls](#common-pitfalls)
---
## Realtime Safety
### The Golden Rule
**NEVER allocate, deallocate, lock, or block in the audio thread (processBlock).**
### What to Avoid in processBlock()
**Memory Allocation**
```cpp
// BAD - allocates memory
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
std::vector<float> temp(buffer.getNumSamples()); // WRONG!
auto dynamicArray = new float[buffer.getNumSamples()]; // WRONG!
}
```
**Pre-allocate in prepare()**
```cpp
// GOOD - pre-allocate once
void prepareToPlay(double sampleRate, int maxBlockSize) {
tempBuffer.setSize(2, maxBlockSize);
workingMemory.resize(maxBlockSize);
}
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
// Use pre-allocated buffers
tempBuffer.makeCopyOf(buffer);
}
```
**Mutex Locks**
```cpp
// BAD - blocks audio thread
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
const ScopedLock lock(parameterLock); // WRONG!
auto value = sharedParameter;
}
```
**Use Atomics or Lock-Free Structures**
```cpp
// GOOD - lock-free communication
std::atomic<float> cutoffFrequency{1000.0f};
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
auto freq = cutoffFrequency.load(); // Lock-free!
filter.setCutoff(freq);
}
```
**System Calls and I/O**
```cpp
// BAD - system calls in audio thread
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
DBG("Processing " << buffer.getNumSamples()); // WRONG! (console I/O)
saveAudioToFile(buffer); // WRONG! (file I/O)
}
```
### Realtime Safety Checklist
- [ ] No `new` or `delete`
- [ ] No `std::vector::push_back()` (may allocate)
- [ ] No mutex locks (`ScopedLock`, `std::lock_guard`)
- [ ] No file I/O
- [ ] No console output (`std::cout`, `DBG()`)
- [ ] No `malloc` or `free`
- [ ] No unbounded loops (always have max iterations)
- [ ] No exceptions (disable with `-fno-exceptions`)
---
## Thread Management
### The Two Worlds
JUCE audio plugins operate in **two separate thread contexts**:
1. **Message Thread** - UI, user interactions, file I/O, networking
2. **Audio Thread** - processBlock(), realtime audio processing
### Thread Communication
**Message Thread → Audio Thread**
```cpp
// Use atomics for simple values
std::atomic<float> gain{1.0f};
// In UI (message thread)
void sliderValueChanged(Slider* slider) {
gain.store(slider->getValue()); // Safe!
}
// In audio thread
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
auto currentGain = gain.load(); // Safe!
buffer.applyGain(currentGain);
}
```
**Audio Thread → Message Thread**
```cpp
// Use AsyncUpdater for async callbacks
class MyProcessor : public AudioProcessor,
private AsyncUpdater {
private:
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) override {
// Process audio...
if (needsUIUpdate) {
triggerAsyncUpdate(); // Safe!
}
}
void handleAsyncUpdate() override {
// This runs on message thread - safe to update UI
editor->updateDisplay();
}
};
```
**Complex Data with Lock-Free Queue**
```cpp
// For passing complex data (MIDI, analysis, etc.)
juce::AbstractFifo fifo;
std::vector<float> ringBuffer;
// Audio thread writes
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
int start1, size1, start2, size2;
fifo.prepareToWrite(buffer.getNumSamples(), start1, size1, start2, size2);
// Write to ring buffer...
fifo.finishedWrite(size1 + size2);
}
// Message thread reads
void timerCallback() {
int start1, size1, start2, size2;
fifo.prepareToRead(fifo.getNumReady(), start1, size1, start2, size2);
// Read from ring buffer...
fifo.finishedRead(size1 + size2);
}
```
### Thread Safety Rules
| Action | Message Thread | Audio Thread |
|--------|----------------|--------------|
| Allocate memory | ✅ OK | ❌ Never |
| File I/O | ✅ OK | ❌ Never |
| Lock mutex | ✅ OK | ❌ Never |
| Update UI | ✅ OK | ❌ Never |
| Process audio | ❌ Never | ✅ OK |
| Use atomics | ✅ OK | ✅ OK |
---
## Memory Management
### RAII and Smart Pointers
**Use RAII for Resource Management**
```cpp
// GOOD - automatic cleanup
class MyProcessor : public AudioProcessor {
private:
std::unique_ptr<Reverb> reverb;
std::vector<float> delayBuffer;
void prepareToPlay(double sr, int maxBlockSize) override {
reverb = std::make_unique<Reverb>(); // Auto-managed
delayBuffer.resize(sr * 2.0); // Auto-managed
}
// No manual cleanup needed - automatic destruction
};
```
### Prefer Stack Allocation in processBlock()
**Stack Allocation is Realtime-Safe**
```cpp
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
// OK - stack allocation
float tempGain = 0.5f;
int sampleCount = buffer.getNumSamples();
// Process...
}
```
### Pre-allocate Buffers
**Allocate Once, Reuse Many Times**
```cpp
class MyProcessor : public AudioProcessor {
private:
AudioBuffer<float> tempBuffer;
std::vector<float> fftData;
void prepareToPlay(double sr, int maxBlockSize) override {
// Allocate once
tempBuffer.setSize(2, maxBlockSize);
fftData.resize(2048);
}
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) override {
// Reuse pre-allocated buffers
tempBuffer.makeCopyOf(buffer);
// Process using tempBuffer...
}
};
```
---
## Modern C++ in JUCE
### Use C++17/20 Features Appropriately
**Structured Bindings (C++17)**
```cpp
auto [min, max] = buffer.findMinMax(0, buffer.getNumSamples());
```
**if constexpr (C++17)**
```cpp
template<typename SampleType>
void process(AudioBuffer<SampleType>& buffer) {
if constexpr (std::is_same_v<SampleType, float>) {
// Float-specific optimizations
} else {
// Double-specific code
}
}
```
**std::optional (C++17)**
```cpp
std::optional<float> tryGetParameter(const String& id) {
if (auto* param = parameters.getParameter(id))
return param->getValue();
return std::nullopt;
}
```
### Const Correctness
**Mark Non-Mutating Methods const**
```cpp
class Filter {
public:
float getCutoff() const { return cutoff; } // const!
float getResonance() const { return resonance; }
void setCutoff(float f) { cutoff = f; } // not const - mutates state
private:
float cutoff = 1000.0f;
float resonance = 0.707f;
};
```
### Range-Based For Loops
**Cleaner Iteration**
```cpp
// OLD WAY
for (int ch = 0; ch < buffer.getNumChannels(); ++ch) {
auto* channelData = buffer.getWritePointer(ch);
for (int i = 0; i < buffer.getNumSamples(); ++i) {
channelData[i] *= gain;
}
}
// MODERN WAY
for (int ch = 0; ch < buffer.getNumChannels(); ++ch) {
auto* data = buffer.getWritePointer(ch);
for (int i = 0; i < buffer.getNumSamples(); ++i) {
data[i] *= gain;
}
}
// Or use JUCE's helpers
buffer.applyGain(gain);
```
---
## JUCE Idioms and Conventions
### Audio Buffer Operations
**Use JUCE's Buffer Methods**
```cpp
// Apply gain
buffer.applyGain(0.5f);
// Clear buffer
buffer.clear();
// Copy buffer
AudioBuffer<float> copy;
copy.makeCopyOf(buffer);
// Add buffers
outputBuffer.addFrom(0, 0, inputBuffer, 0, 0, numSamples);
```
### Value Tree for State
**Use ValueTree for Hierarchical State**
```cpp
ValueTree state("PluginState");
state.setProperty("version", "1.0.0", nullptr);
ValueTree parameters("Parameters");
parameters.setProperty("gain", 0.5f, nullptr);
parameters.setProperty("frequency", 1000.0f, nullptr);
state.appendChild(parameters, nullptr);
// Serialize
auto xml = state.toXmlString();
// Deserialize
auto loadedState = ValueTree::fromXml(xml);
```
### AudioProcessorValueTreeState for Parameters
**Standard Parameter Management**
```cpp
class MyProcessor : public AudioProcessor {
public:
MyProcessor()
: parameters(*this, nullptr, "Parameters", createParameterLayout())
{
}
private:
AudioProcessorValueTreeState parameters;
static AudioProcessorValueTreeState::ParameterLayout createParameterLayout() {
std::vector<std::unique_ptr<RangedAudioParameter>> params;
params.push_back(std::make_unique<AudioParameterFloat>(
"gain",
"Gain",
NormalisableRange<float>(0.0f, 1.0f),
0.5f
));
return { params.begin(), params.end() };
}
};
```
---
## Parameter Management
### Parameter Smoothing
**Smooth Parameter Changes to Avoid Zipper Noise**
```cpp
class MyProcessor : public AudioProcessor {
private:
SmoothedValue<float> gainSmooth;
void prepareToPlay(double sr, int maxBlockSize) override {
gainSmooth.reset(sr, 0.05); // 50ms ramp time
}
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) override {
// Update target from parameter
auto* gainParam = parameters.getRawParameterValue("gain");
gainSmooth.setTargetValue(*gainParam);
// Apply smoothed value
for (int i = 0; i < buffer.getNumSamples(); ++i) {
auto gain = gainSmooth.getNextValue();
for (int ch = 0; ch < buffer.getNumChannels(); ++ch) {
buffer.setSample(ch, i, buffer.getSample(ch, i) * gain);
}
}
}
};
```
### Parameter Change Notifications
**Efficient Parameter Updates**
```cpp
void parameterChanged(const String& parameterID, float newValue) override {
if (parameterID == "cutoff") {
cutoffFrequency.store(newValue);
}
// Don't do heavy processing here - mark for update instead
}
```
---
## State Management
### Save and Restore State
**Implement getStateInformation/setStateInformation**
```cpp
void getStateInformation(MemoryBlock& destData) override {
auto state = parameters.copyState();
std::unique_ptr<XmlElement> xml(state.createXml());
copyXmlToBinary(*xml, destData);
}
void setStateInformation(const void* data, int sizeInBytes) override {
std::unique_ptr<XmlElement> xml(getXmlFromBinary(data, sizeInBytes));
if (xml && xml->hasTagName(parameters.state.getType())) {
parameters.replaceState(ValueTree::fromXml(*xml));
}
}
```
### Version Your State
**Handle Backward Compatibility**
```cpp
void setStateInformation(const void* data, int sizeInBytes) override {
auto xml = getXmlFromBinary(data, sizeInBytes);
int version = xml->getIntAttribute("version", 1);
if (version == 1) {
// Load v1 format and migrate
migrateFromV1(xml);
} else if (version == 2) {
// Load v2 format
parameters.replaceState(ValueTree::fromXml(*xml));
}
}
```
---
## Performance Optimization
### Avoid Unnecessary Calculations
**Calculate Once, Use Many Times**
```cpp
// BAD
for (int i = 0; i < buffer.getNumSamples(); ++i) {
auto coeff = std::exp(-1.0f / (sampleRate * timeConstant)); // Recalculated every sample!
}
// GOOD
auto coeff = std::exp(-1.0f / (sampleRate * timeConstant)); // Calculate once
for (int i = 0; i < buffer.getNumSamples(); ++i) {
// Use coeff
}
```
### Use SIMD When Appropriate
**JUCE's dsp::SIMDRegister**
```cpp
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
auto* data = buffer.getWritePointer(0);
auto gain = dsp::SIMDRegister<float>(0.5f);
for (int i = 0; i < buffer.getNumSamples(); i += gain.size()) {
auto samples = dsp::SIMDRegister<float>::fromRawArray(data + i);
samples *= gain;
samples.copyToRawArray(data + i);
}
}
```
### Denormal Prevention
**Prevent Denormals for CPU Performance**
```cpp
void prepareToPlay(double sr, int maxBlockSize) override {
// Enable flush-to-zero
juce::FloatVectorOperations::disableDenormalisedNumberSupport();
}
// Or add DC offset in feedback loops
float processSample(float input) {
static constexpr float denormalPrevention = 1.0e-20f;
feedbackState = input + feedbackState * 0.99f + denormalPrevention;
return feedbackState;
}
```
---
## Common Pitfalls
### ❌ Pitfall 1: Calling `repaint()` from Audio Thread
```cpp
// WRONG
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
// Process...
if (editor)
editor->repaint(); // BAD! UI call from audio thread
}
```
**Solution: Use AsyncUpdater**
```cpp
void processBlock(AudioBuffer<float>& buffer, MidiBuffer&) {
// Process...
triggerAsyncUpdate(); // Schedules UI update for message thread
}
void handleAsyncUpdate() override {
if (editor)
editor->repaint(); // GOOD! On message thread
}
```
### ❌ Pitfall 2: Not Handling Sample Rate Changes
```cpp
// WRONG - assumes 44.1kHz
float delayTimeInSamples = 0.5f * 44100.0f;
```
**Solution: Update in prepareToPlay**
```cpp
void prepareToPlay(double sampleRate, int maxBlockSize) override {
delayTimeInSamples = 0.5f * sampleRate; // Correct for any sample rate
}
```
### ❌ Pitfall 3: Forgetting to Call Base Class Methods
```cpp
// WRONG
void prepareToPlay(double sr, int maxBlockSize) override {
// Forgot to call base class!
mySetup(sr, maxBlockSize);
}
```
**Solution: Always Call Base**
```cpp
void prepareToPlay(double sr, int maxBlockSize) override {
AudioProcessor::prepareToPlay(sr, maxBlockSize);
mySetup(sr, maxBlockSize);
}
```
---
## Quick Reference
### Do's ✅
- Use `AudioProcessorValueTreeState` for parameters
- Pre-allocate buffers in `prepareToPlay()`
- Use atomics for simple thread communication
- Smooth parameter changes to avoid zipper noise
- Version your plugin state
- Handle all sample rates correctly
- Use RAII and smart pointers
- Mark const methods const
- Use JUCE's helper functions
### Don'ts ❌
- Allocate/deallocate in `processBlock()`
- Lock mutexes in audio thread
- Call UI methods from audio thread
- Use `DBG()` or logging in processBlock()
- Assume fixed sample rate or buffer size
- Forget to handle state save/load
- Use raw pointers for ownership
- Ignore const correctness
- Reinvent JUCE functionality
---
## Further Reading
- JUCE Documentation: https://docs.juce.com/
- JUCE Forum: https://forum.juce.com/
- JUCE Tutorials: https://juce.com/learn/tutorials
- Audio EQ Cookbook: /docs/dsp-resources/audio-eq-cookbook.html
- C++ Core Guidelines: https://isocpp.github.io/CppCoreGuidelines/
---
**Remember**: Audio plugins must be **realtime-safe**, **thread-aware**, and **robust**. Follow these best practices to create professional, stable plugins that work reliably across all DAWs and platforms.