Zen Vst Extensions – take 2

Here is another take on the extensions API – I am already supporting this in Rhino, so I am confident it is not too difficult to implement this in a plugin.

As explained before, Zen-aware plugins inherit from ZenAwareAudioFX instead of AudioEffectX. They can then exchange information about the current preset with the host, provided they implement the methods described below.
For the sake of simplicity, there are 3 different logical groups of extensions:

Presets comments

Many plugins have a text zone providing textual information about the preset, for instance playing tips. It would be useful to retrieve this information in Zen, so that full-text search can apply to the preset comments as well. The comments are exposed to the host through the following methods:

virtual VstInt32 zenGetPresetCommentsSize() const;
virtual void zenGetPresetComments(char* comment) const;

The host first calls zenGetPresetCommentsSize to ask the size of the comment area. It then allocates memory accordingly (to store the comments) and calls zenGetPresetComments, which writes the comments into the provided area. If the comment spans over several lines, they are separated by a \r (0×0A) character.

User control assignments

A lot of plugins provide preset-dependent “performance” parameters, that allow to quickly access the most useful controls of a preset. The following 2 methods are used to export these assignments to the host.

virtual VstInt32 zenGetNumberOfUserControls() const;
virtual VstInt32 zenGetDefaultUserControlAssignment(unsigned int ctrlIdx) const;

The host will first call zenGetNumberOfUserControls to ask how many performance parameters the plugin provides. Then it will call zenGetDefaultUserControlAssignment for each performance parameter. This last method returns the ID of the VST parameter associated to the performance control.

External files (aka “assets”)

These extensions are really useful for plugins relying on external files, such as samples. Remember, Zen distributes presets to many users, so if a preset requires a particular sample file, we need a way to somehow “attach” the sample to the preset, and distribute the sample too. This is the role of the following “assets” extensions.

Before going into the details of the extensions, here are some general remarks about assets:

  • Every plugin has its own way to identify assets. Zen uses a char[256] to store asset IDs in a plugin-independent form. So if your plugin uses numeric IDs for assets, you can use itoa() or equivalent to fill in the asset name.
  • Imagine a plugin playing large samples, using disk streaming. It would not be efficient to send these samples to the host by loading them entirely into memory. So Zen uses a “chunks” mechanism to exchange assets, where large data is split into smaller parts. The maximum chunk size is 1 Mb. So if you use a 2.5Mb sample, Zen will ask you for 3 chunks. You will be free to split your data in any way you want, as long as no part is bigger than 1Mb.

virtual unsigned int zenGetNumberOfAssets() const ;This method returns the number of assets required for the current preset.

virtual Zen::ZenErrorCode zenGetAssetInformation(unsigned int assetIdx, Zen::ZenAssetInformation* assetInfo) const;When Zen calls this method, the plugin fills an assetInfo structure with information about the nth asset in the current preset:
struct {
const char *assetName;
unsigned int totalSize;
unsigned int nChunks;
bool dontPersist;
} ZenAssetInformation;

  • assetName is used to identify the asset.
  • totalSize is the total size of the asset (in our example above, 2.5M).
  • nChunks is the number of chunks the plugin wants to use (in our example, it has to be 3 or more).
  • Finally, you can ignore the dontPersist flag for now

virtual Zen::ZenErrorCode zenGetAssetDataChunkStart(unsigned int assetIdx);
virtual Zen::ZenErrorCode zenGetAssetDataChunk(unsigned int assetIdx, Zen::ZenAssetDataChunk* chunkData);
virtual Zen::ZenErrorCode zenGetAssetDataChunkEnd(unsigned int assetIdx);

Zen will call these 3 methods in sequence, for each chunk. zenGetAssetDataChunkStart and zenGetAssetDataChunkEnd are convenience methods, in case the plugin would need to do something before (and after) the chunk is queried. zenGetAssetDataChunk is where the plugin gives the chunk data to the host., using this structure:
struct {
const char* assetName;
unsigned int chunkIndex;
unsigned int chunkSize;
void* chunkData;
} ZenAssetDataChunk;

Zen calls zenGetAssetDataChunk with the chunkIndex value set to the number of the chunk it wants. The plugin simply needs to fill the remaining members.

So, to summarize: regarding assets, your plugin needs to implement the following 3 methods:

  • zenGetNumberOfAssets() to tell the host how many assets are required for the current preset.
  • zenGetAssetInformation() to give details about the nth asset.
  • zenGetAssetDataChunk() (and optionally, the associated begin() and end() methods) to fill a chunk of a given asset.

Once this is done, ZenAwareAudioFX gives you nice little methods that you can use to retrieve your assets from the host:

typedef void (*ZenEnumerateCallback)(const char* assetName, void* userData);
Zen::ZenErrorCode zenEnumerateAssets(Zen::ZenEnumerateCallback callback, void* userData);
Is used to list all the assets that Zen manages for your plugin. Zen will call the provided callback, once per asset, with the assetName.

Zen::ZenErrorCode zenQueryAssetInformation(Zen::ZenAssetInformation *info);This method asks the host about an asset identified by its name. The ZenAssetInformation structure is the same as above, but this time:

  • You fill in the assetName member to tell the host which asset you are interested in
  • Zen replies with information about the asset (size, number of chunks). If Zen sets the dontPersist member to true, it means that the plugin should not save the asset data to disk.

Zen::ZenErrorCode zenQueryAssetDataChunk(Zen::ZenAssetDataChunk* data);retrieves a chunk from Zen. The ZenAssetDataChunk structure is the same as above, you just need to fill in the assetName and chunkIndex members, and Zen will fill chunkSize and chunkData.

So this is the last thing you have to implement: whenever your Zen-hosted plugin needs an asset and can’t find it on the system, it should use zenQueryAssetInformation and zenQueryAssetDataChunk to retrieve the missing asset data from the host.

To be complete, here is the Zen::ZenErrorCode enum:
enum {
} ZenErrorCode;

Testing it

Finally, if you have added the extensions to your plugin, how do you test if it is working fine ? That’s easy:

  • Load your plugin in Zen, and import a preset.
  • Check the asset chunks are properly imported (they are stored in the Zen folder, under assets/[synth ID])
  • Now move away the original sample files from your system, and relaunch Zen
  • Select your preset in Zen, and marvel as:
    • Zen instantiates your plugin and sends the preset data.
    • Your plugin doesn’t find the associated sample on the system, and asks the host for help.
    • Zen picks the asset chunks and sends them to the plugin, who uses them to construct the missing asset and flawlessly play the preset.

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