Dexed - FM Plugin Synth ======================= Please see [Dexed User Website](https://asb2m10.github.io/dexed) for user and download information. Dexed is a multi platform, multi format plugin synth that is closely modeled on the Yamaha DX7. Under the hood it uses [music-synthesizer-for-android](https://github.com/google/music-synthesizer-for-android) for the synth engine and [JUCE](https://www.juce.com) as an application/plugin wrapper. The goal of this project is to be a tool/companion for the original DX7. Sound engine with 'float' value parameters, different waveform à la TX81z would be great but anything that goes beyond the DX7 should and will be a fork of this project. This is to keep the compatibility with the original machine. Dexed is licensed on the GPL v3. The msfa component (acronym for music synthesizer for android, see msfa in the source folder) stays on the Apache 2.0 license to able to collaborate between projects. Changelog --------- #### Version 0.9.6 * Apple Silicon M1 builds * Fix VST3 automation issues * Fix to apply UI scaling only when applicable * Fix hang notes on program changes #### Version 0.9.5 * Added support for SCL/KBM microtuning * Added initial support for MPE performance * Upgraded build system to use JUCE 6.0 and build from locally acquired JUCE * A Collection of small UI changes, including higher contrast GUI assets, better sub-window management, and mouse wheel support * Added VST3 support #### Version 0.9.4HF1 * Fixed sysex messages with unwanted pitch bend #### Version 0.9.4 * Standalone application version of Dexed * Midi learn support for midi CC messages * More accurate detune for operators * More accurate EG envelopes. thanks @jeremybernstein * Pitchbend now listen to any channels * Fixed 'clicking' in mono mode * Fixed implementation for Midi CC 0x78 and 0x7B (All Sound Off / All Notes Off) * Windows/macOS installers #### Version 0.9.3 * Preliminary live operator level update * Support for incoming parameter change messages * More permissive on cartridge sysex type; the validation is now done on size (4104/4096 bytes) * Midi 'All Note Off; 0x7B' support * Breakpoint values are now shown as notes. thanks @tico-tico * Fixed op feedback calibrated for Mark I engine * Fixed for breakpoint levels. thanks @Sentinel77 * Fixed LFO delay issue issues upon large values * Fixed for receiving sysex cartridge. thanks @Sentinel77 * Fixed operator switch changes are now sent via sysex #### Version 0.9.2 * Mark I engine is now the default engine * Added operator mute switch * Added Tune (MASTER TUNE ADJ) knob * Correct feedback implementation for Algo 4 and 6 (engine Mk I only) * Single click program select * Fixed sysex issue with wrong machine ID * Fixed for parameter hosts values. thanks @Sentinel77 #### Version 0.9.1 * Mark I engine now uses 10-bit sine/exp tables. Still a work in progress but we are getting there * More accurate FM feedback on the Mark I and OPL Series engine * Wheel, Foot, Breath, Aftertouch modulation support * Fixed the display of some more 'complex' algorithms * Drop of .syx files in the cartridge manager * Dexed data directory can now optionally reside in the same location where the binary is installed * 'Send current program to DX7' in Cartridge Manager works as designed * Support for sysex streams (multiple sysex messages in one .syx file) * falkTX upstream fixes for Linux #### Version 0.9.0 * Apple AU support * Cartridge Manager * Store action also can update the currently loaded cartridge * Basic theming * Fixed the UI corruption when more than one Dexed instance was loaded * Fixed wrong display value issues (coarse and fine) Credits & thanks ---------------- * DX Synth engine : Raph Levien and the [msfa](https://github.com/google/music-synthesizer-for-android) team * [Surge Synth Team](https://surge-synth-team.org/) for substantial contributions like microtuning and MPE support. * Graphical design : AZur Studio * [Sentinel77](https://github.com/Sentinel77) for numerous engine fixes * LP Filter : Filatov Vadim (2DaT); taken from the excellent [Obxd](https://obxd.wordpress.com) project * PPPlay : Great [OPL3](https://github.com/stohrendorf/ppplay) implementation, with documented code :D * DX7 program compilation : Jean-Marc Desprez (author of [SynprezFM](http://www.synprez.com/SynprezFM)) * DX7 programs : Dave Benson, Frank Carvalho, Tim Conrardy, Jack Deckard, Chris Dodunski, Tim Garrett, Hitaye, Stephan Ibsen, Christian Jezreel, Narfman, Godric Wilkie * falkTX [distrho](http://distrho.sourceforge.net/) TODO - Dexed ------------ * Scalable UI upgrade, better UI redraw * Various code cleanup * Yamaha 4 operators (DX21/DX27/DX100) sysex import TODO - msfa ----------- * Portamento implementation * Better Amplitude Modulation * Accurate live operator level envelope updates # How to build DEXED You will notice that DEXED no longer ships with built makefiles. Rather it has a collection of scripts to get a version of JUCE and build them for you. With juce6 this will change even more, but for now to build you will want to get and run juce and the projucer yourself. Luckily this is fairly easy ## All OSes DEXED has several submodules it now depends on, including VST3 and a library to support non standard tuning. After you clone your first step is ``` git submodule update --init --recursive ``` which will expand the submodules. Then follow platform specific directions below ## macOS ``` ./scripts/get-juce.sh ./scripts/projuce.sh ./scripts/build-mac.sh ``` This will build a VST3, and AU and a Standalone in Build/MacOSX/Release for your ## windows Run this in the bash shell that comes with the standard Git distribution. ``` ./scripts/get-juce.sh ./scripts/projuce.sh ``` then open and build the resulting Visual Studio Solution file. ## Linux ``` ./scripts/get-juce.sh ./scripts/projuce.sh ./scripts/build-lin.sh ``` If you get missing header compilation errors, be sure to check the [known Linux dependencies](https://github.com/asb2m10/dexed/wiki/Linux-builds-dependencies) based on your distribution. ### VST2 Support Since Steinberg has discontinued the VST2 API we no longer distribute a VST2. If you are a licensee to the VST2SDK, though, you can still build it. The first thing is to be sure to initialise the path of the VST2 sdk before calling any script builds. ``` export VST2SDK_DIR=~/path/to/vst2/sdk/dir ```
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