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what is auv3support fr?

kant/auv3support — explained in plain English

Analysis updated 2026-07-22 · repo last pushed 2022-05-16

Audience · developerComplexity · 3/5DormantSetup · moderate

tl;dr

A Swift package that provides reusable building blocks for creating AUv3 audio effect plugins on Apple platforms, so developers can focus on their unique sound processing instead of rewriting boilerplate setup code.

vibe map

mindmap
  root((repo))
    What it does
      Audio plugin building blocks
      UI controls for parameters
      Mini host for testing
      C++ audio processing
    Tech stack
      Swift
      C++
      iOS
      macOS
    Use cases
      Build flanger plugins
      Build phaser plugins
      Test audio effects
    Audience
      iOS developers
      macOS developers
      Audio plugin creators

Code map

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filefunction / class

what do people make with this?

VIBE 1

Build an audio effect plugin like a flanger or phaser for use in music apps such as GarageBand or Logic Pro.

VIBE 2

Load and test audio through your plugin using the included mini host environment.

VIBE 3

Display plugin controls like toggles and sliders without writing the interface code from scratch.

what's the stack?

SwiftC++iOSmacOS

how it stacks up fr

kant/auv3support00kaku/gallery-slider-block0verflowme/alarm-clock
LanguageJavaScriptCSS
Last pushed2022-05-162021-05-192022-10-03
MaintenanceDormantDormantDormant
Setup difficultymoderateeasyeasy
Complexity3/52/52/5
Audiencedevelopergeneralvibe coder

Figures from each repo's GitHub metadata at analysis time.

how do i run it?

Difficulty · moderate time til it works · 30min

macOS version requires manual interface wiring and a post-build cleanup script to avoid duplicate file errors during app submission.

The explanation does not mention a license, so the terms of use are unknown.

in plain english

AUv3Support is a Swift package that helps developers build audio effect plugins for Apple platforms. AUv3 (Audio Unit version 3) is Apple's standard format for audio plugins that work inside music production apps like GarageBand or Logic Pro. Building these plugins from scratch requires a lot of repetitive setup code, and this package gives developers a head start by providing the common building blocks they would otherwise have to write themselves. The package is split into four parts. The core component provides shared utilities that work on both iOS and macOS, including user interface controls for adjusting audio parameters (like a toggle switch for on/off settings or a slider for numeric values) and an audio playback engine for testing sounds. Two additional components provide a basic "host" environment, essentially a mini music app that loads the plugin, displays its controls, and plays audio through it, with separate versions for iOS and macOS. A fourth component provides C++ code for the actual audio processing, designed to run efficiently without causing performance hiccups during real-time audio playback. The primary audience is iOS or macOS developers building audio effect plugins like flangers, phasers, or other sound processors. For example, the creator uses this code in their own projects called SimplyFlange and SimplyPhaser. Instead of rewriting the plumbing code to load audio files, display plugin interfaces, or manage saved presets every time they start a new plugin, developers can use this package to handle those tasks and focus on the unique audio processing logic that makes their plugin special. The macOS version is notably less polished than the iOS one. The author notes they have not yet figured out how to cleanly load interface elements from within a Swift package on macOS, so developers using the macOS version must manually wire up a longer list of interface components. There is also a known build issue where linking the package through a shared framework can cause duplicate files during Apple's app submission process, which the author solves with a post-build cleanup script. The README includes that script for anyone who runs into the same problem.

prompts (copy fr)

prompt 1
I'm building an AUv3 audio effect plugin in Swift. Can you show me how to use the AUv3Support package to add a toggle switch and slider control for my plugin's parameters?
prompt 2
I want to create a flanger audio effect plugin for iOS. How do I set up AUv3Support to handle the audio playback and UI so I can focus on the C++ audio processing logic?
prompt 3
I'm hitting a duplicate files error when submitting my macOS app that links AUv3Support through a shared framework. Can you help me write a post-build cleanup script to remove the duplicates?
prompt 4
How do I use the AUv3Support macOS host component to load and test my AUv3 plugin, including manually wiring up the interface components?

Frequently asked questions

what is auv3support fr?

A Swift package that provides reusable building blocks for creating AUv3 audio effect plugins on Apple platforms, so developers can focus on their unique sound processing instead of rewriting boilerplate setup code.

Is auv3support actively maintained?

Dormant — no commits in 2+ years (last push 2022-05-16).

What license does auv3support use?

The explanation does not mention a license, so the terms of use are unknown.

How hard is auv3support to set up?

Setup difficulty is rated moderate, with roughly 30min to a first successful run.

Who is auv3support for?

Mainly developer.

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