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Designing Audio Effect Plug-Ins in C++: With Digital Audio Signal Processing Theory 1st Edition
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Beginning with the necessary theory behind audio signal processing, author Will Pirkle quickly gets into the heart of this implementation guide, with clearly-presented, previously unpublished algorithms, tons of example code, and practical advice. From the companion website, readers can download free software for the rapid development of the algorithms, many of which have never been revealed to the general public. The resulting plug-ins can be compiled to snap in to any of the above host applications. Readers will come away with the knowledge and tools to design and implement their own audio signal processing designs.
- Learn to build audio effect plug-ins in a widely used, implementable programming language-C++
- Design plug-ins for a variety of platforms (Windows and Mac) and popular audio applications
- Companion site gives you fully worked-out code for all the examples used, free development software for download, video tutorials for the software, and examples of student plug-ins complete with theory and code
- ISBN-100240825152
- ISBN-13978-0240825151
- Edition1st
- PublisherFocal Press
- Publication dateOctober 15, 2012
- LanguageEnglish
- Dimensions9.1 x 7.5 x 1.1 inches
- Print length534 pages
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Editorial Reviews
Review
This is one of the most important and exciting audio books I’ve seen in a long, long time. It tackles the hottest topic in the industry today―authoring plug-ins. Audio design has transitioned from a hardware world to a software one, and this book places you at the forefront of the revolution. It gives you all the tools you’ll need, from signal-processing theory to completed code, to fully understand and write C++ audio plug-ins. When you finish this book, you’ll be playing music through your own real-time plug-ins, and you will have acquired perhaps the most valuable skill set sought by today’s audio engineers. ―Ken C. Pohlmann, Professor Emeritus, University of Miami
Finally, the keys to the digital kingdom are made available to all recording engineers. Learn how plug-ins work, gaining a deep understanding of their rich capabilities, tempered by an informed intuition about their sonic limitations. You’ll be a better user, and―should you be so inclined―you’ll build a better processor. That’s right. Designing Audio Effect Plug-Ins in C++ gives you the theory, the skills, the software tools, and the hands-on examples you need to build your own delays, reverbs, compressors, and more. Perfect audio effects―if you can’t buy ‘em, build ‘em. ―Alex U. Case, author, Sound FX and Mix Smart (Focal Press)
This is a very practical introduction to digital audio signal processing that makes writing DSP plugins in C++ easy. The author brings a career of knowledge and experience to one easily understood and very un-stuffy book that takes the mystery out of a complex set of topics. Highly recommended. ―Joe Bryan, audio guru and inventor of UAD-1 powered plug-ins
From the Back Cover
Not just another theory-heavy digital signal processing book, nor another dull build-a-generic-database programming book, Designing Audio Effect Plug-Ins in C++ gives you everything you need to know to do just that, including fully worked, downloadable code for dozens of professional audio effect plug-ins and practically presented algorithms. From the companion website (www.willpirkle.com), you can download the accompanying RackAFX(TM) plug-in development software to compile and test the book examples, all the code examples, and view student plug-ins and tutorial videos.
Start with an intuitive and practical introduction to the digital signal processing (DSP) theory behind audio plug-ins and quickly move on to plug-in implementation, gaining knowledge of algorithms on filtering, delay, reverb, modulated effects, dynamics processing, and more. You'll then be ready to design and implement your own unique plug-ins.
With this book, you'll:
- Learn to build audio effect plug-ins in a widely used, implementable programming language-C++
- Get fully worked-out code for all the examples used and free development software for download from the companion website
- See these tools in action with video tutorials for the software and examples of student plug-ins complete with theory and code
Level: Readers are expected to have some knowledge of C++ and math at a high school level.
Will Pirkle is an assistant professor of music engineering technology at the University of Miami Frost School of Music. In addition to his nine years of teaching, Mr. Pirkle has twenty years of experience in the audio industry, during which he's worked and consulted for Korg Research and Development, SiriusXM Radio, Diamond Multimedia, Gibson Musical Instruments, National Semiconductor Corporation, and others. A studio owner and avid guitarist, Mr. Pirkle continues to seek projects that combine all his skills.
About the Author
Product details
- Publisher : Focal Press; 1st edition (October 15, 2012)
- Language : English
- Paperback : 534 pages
- ISBN-10 : 0240825152
- ISBN-13 : 978-0240825151
- Item Weight : 2.15 pounds
- Dimensions : 9.1 x 7.5 x 1.1 inches
- Best Sellers Rank: #1,483,133 in Books (See Top 100 in Books)
- #231 in Digital Audio Production
- #439 in Acoustic Engineering
- #511 in C++ Programming Language
- Customer Reviews:
About the author

Will Pirkle is from Atlanta Georgia, though he loves living in sunny South Florida these days. Will teaches at the University of Miami in the School of Music's Music Engineering Technology program. When he's not writing plug-ins or iOS Applications he plays guitar or hangs out on Deerfield Beach. He can't wait to get back to Costa Rica and Witch's Rock Surf Camp to catch some waves and hang out on the West Coast he really loves.
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For me personally, learning Juce, audio DSP design, while being pretty weak with my C++ was too much to learn all at once - so getting RackAFX allowed me to follow along with the books very detailed tutorials so I can focus on just the DSP side at this stage. The first couple tutorials in the book were a breeze to get running, and I anticipate the rest of them will be as well. Just like Juce, RackAFX handles a lot of the back-end coding so you can focus on the core topic of this book: Audio Plugin design in C++. Apparently RackAFX has ways to easily export the code so you can further process your plugin algorithm and GUI, which implies you can use RackAFX as a tool to quickly prototype a design and then outside of RackAFX fine tune your GUI and build it for AU, VST, and more. Perhaps experienced users of Juce (or other frameworks) could quickly rig up some tools for prototyping, but for a beginner RackAFX includes every tool you could imagine from the beginning to help you both understand the concepts, and how exactly your algorithm is working. The GUI designer seems pretty powerful, but will only take the aesthetics so far, so you probably wouldn't release any plugins developed in RackAFX as-is. Will's website seems to have examples of how you can take it further to make beautiful GUI's once you get to that level.
My opinion might change in the future when I get to more advanced topics of the book, but my impression of the book so far is that is an invaluable resource for anyone wanting to understanding Audio Plugin development (even just for the DSP theory alone). The RackAFX software takes the book to another level by helping complete beginners understand the concepts much more easily, and skip a lot of the busy-work in having to write a custom GUI. The analysis tools included are very helpful so you can see your waveform, see the frequency spectrum, and design your filters in a graphical manner (when I took a control theory class in grad school, we used similar tools in Matlab and Simulink to design filters, and the tools in RackAFX are similar - incredibly helpful!).
Many standard DSP texts are barrages of hard math and theory that are terrific catalogs for those with prior understanding. These are deemed 'rite of passage' by DSP experts, who justifiably take pride in their specialized expertise and craft. But they inevitably leave neophytes grasping for ways to get their footing. How does someone new to the field break through that barrier? Some texts do indeed attempt that with various degrees of success. But even those promoted as entry-level tutorials often seem either oversimplified, lacking any roadmap to writing functional code, or they are riddled with interspersed fragments that require more advanced knowledge.
I've often thought it would be possible to emphasize hands-on rather than pure theory, as a way of introducing the subject to programmers from other fields. With the right approach and sequencing, I felt that a DSP book could be structured for those with determination and reasonable coding skills. This is that book.
Pirkle has apparently put equal effort into content, and toward making sure that content is understood. Usual trouble spots are treated carefully. Code includes a platform for testing small fragments and working up to more and more complex programs. This is the logical way to develop intuition.
Another point that often weakens otherwise strong texts (in many fields, not just DSP): Sequence. Foundation->walls->then roof. This is another place where Pirkle shines. He seems to have great intuition for areas that will be troublesome or vague, and takes care to be very clear in those foundation subjects. Knowledge is built incrementally and methodically toward a practical working view of how the internal gears turn.
DSP, by its nature, will never be easy, and even Pirkle's book will require effort. But all the components are here. In case it isn't crystal clear by now, this book is highly recommended.
Fast forward to the present, modern soundboards all have 5.1 connections. So where were the synthesizers? Why can't I buy a stereo to 5.1 converter? After a little research, I found it's because modern sound cards have synthesizers built in. They're great, professionally great, at synthesizing sound as in a theater, but they don't handle anything except stereo. Current sound cards can't handle a WAV file with 5 channels. I can't send my game's audio content to a specific speaker. Probably because there aren't a lot of WAV files with 5 channels available.
The only solution I found was to drop another sound card into my computer and generate the rear channels myself. Music sounds great, I left the front channels unmodified and made the rear channels tweakable. Next step is opening two sound cards in Unity for my game. Maybe. I'm not sure my game's worth a custom hardware installation for anyone but me.







