Welcome to SuperCollider for Windows! ===================================== This Readme has two sections: "Installing SuperCollider", and "Building SuperCollider for Windows". The first section provides basic information to get going, and also introduces some common SuperCollider terminology. The second section is subdivided into two sections: direct build instructions, and "Walkthroughs". The first part contains the essentials for a successful build, while the walkthroughs are more tutorial-like and written for less experienced developers. They are not required reading to build the Windows version of SC. Furthermore, the individual chapters in "Walkthroughs" are not expected to be read consecutively; they might appear quite repetitive if done so. Table of contents ----------------- - Introduction - **Installing SuperCollider** - System requirements - Using the SuperCollider IDE - Using SuperCollider in command line mode - Configuration- and support files - Extensions and Quarks - **Building SuperCollider for Windows** - Required and Optional Components - Preparing to build - Configuration and building - Additional build settings - Build type - SuperNova - Other targets (install, installer) - PortAudio - Ccache - Common build problems - Dirty build states - Wrong libraries found - Walkthroughs - The trial-error approach: building sc3-plugins and aggregating build settings to pass to `cmake` - Avoiding the command line: from CMake-Gui to Visual Studio (environment and GUI-applications) - Using Qt Creator - More `cmake`: building supernova, qt-less, verbosity and more - Recalling environment- and build settings on the command line - Known issues - Outro Introduction ============ This is the Windows version of James McCartney's SuperCollider synthesis engine (`scsynth`) and programming language (`sclang`), distributed together with a dedicated IDE (`scide`). SuperCollider's homepage is: http://supercollider.github.io/ Binaries of release-versions and pre-release snapshots are available as GitHub releases now: https://github.com/supercollider/supercollider/releases You can also download a bleeding-edge build of the latest development branch! Builds are available for [32-bit][bleeding edge 32 bit] and [64-bit][bleeding edge 64 bit] Windows. This page also provides snapshots of the source version used for the release. Note though, that this automated Github service misses out on the submodules. For actual development work you should always use SuperCollider's Github repo: https://github.com/supercollider/supercollider Older releases and snapshots of the source code used for them are available from Sourceforge: http://sourceforge.net/projects/supercollider/files/?source=navbar There is an online version of SuperCollider Help: http://doc.sccode.org/Help.html SC has a life in social media too. Visit a lively community at sccode.org: http://sccode.org/ Listen to music composed with SuperCollider on SoundCloud: https://soundcloud.com/groups/supercollider There are several SuperCollider Facebook groups, some SuperCollider tweets, e.g. @sc140tweets. In addition you are strongly encouraged to subscribe to the two SC mailing lists 'sc-users' and 'sc-dev'. You will get friendly and qualified replies there, as well as interest, and encouragement for your projects: http://www.birmingham.ac.uk/facilities/ea-studios/research/supercollider/mailinglist.aspx Installing SuperCollider ======================== For SC itself just run the downloaded installer. If necessary select an alternative install path when prompted during installation. In order to uninstall, use the default procedure on Windows (Control panel -> Uninstall a program) or run Uninstall.exe from within the SC installation folder. Note that files created in the 'user support directory' are not deleted (see below for details and an explanation). IMPORTANT: in order to use the Quarks extension system you *need* to install Git *and* add it to the PATH. The Git installer will prompt you to the addition. For SC it is enough to add Git itself to the path, the additional unix tools (curl, find etc.) are not required. Git for Windows is available from http://git-scm.com/downloads System Requirements ------------------- ### Operating System - Windows 10 - Windows 8 - Windows 7 - Windows Vista ### Sound card Most sound cards running under Windows will work fine - the sound card should be one that is supported by [PortAudio][portaudio]. For professional use do some research and find a card that allows for low latency. If you have issues with latency, consult http://www.portaudio.com/docs/latency.html for advice on how to tune your operating system to achieve the best results. The portaudio build in SC supports various Windows audio APIs, among which you can chose. Usually you get best results and biggest control over latency by using the ASIO driver. If your soundcard does not provide an ASIO driver you should give *[ASIO4ALL][asio4all]* a try. See SC help for how to select the audio interface to be used by SC. Using the SuperCollider IDE --------------------------- To start up the IDE use the start menu link or run the scide.exe program found within the installation folder. On first start-up expect several firewall warnings to pop up. The SuperCollider components - the language interpreter 'sclang', the sound server 'scsynth' and the IDE 'scide' - communicate among each other over the network, so you will get a warning for each of the three executables. If you are new to SuperCollider, inspect the help system and look for the tutorials. You can open the help system using Ctrl+D. This keyboard shortcut is context sensitive - if your cursor is on a term from the supercollider language ('sclang'), the help system will likely open with the page explaining that term. Of course there is also the menu entry 'Help' -> 'Show Help Browser'. Configuration- and support files -------------------------------- An important folder containing application related user data (for example extensions, quarks, Help files, plugins, configuration files, synthdefs) is located in the Windows 'local application data' folder. In SC-speak this folder is called the `userAppSupportDir`. This location is a bit tricky to find when not using SC-IDE because its grandparent `AppData` is hidden by default. You can see it in the environment variable LOCALAPPDATA. In a command prompt, execute: echo %LOCALAPPDATA% You will likely see (the grandpa referred to earlier): C:\Users\\AppData The userAppSupportDir is in the subfolder `Local\SuperCollider`: C:\Users\\AppData\Local\SuperCollider This folder is user writable and *not* deleted by uninstalling. Therefore your settings, quarks, and plugins persist through updates. This is usually good, but if you have binary "plugins" and update a minor version, e.g. 3.6 to 3.7, the plugins may not work any more, and cause errors during SC start-up. There are more files in the `userAppSupportDir` that can cause trouble after updates, so you want to be aware of the possibility. In the IDE it is very easy to access the folder. There is a menu entry -> `Open user support directory`). You can also ask `sclang` where this folder is located. Type this in the SC-IDE: Platform.userAppSupportDir Extensions and Quarks --------------------- Extensions and Quarks are bundles of classes, and optionally plugins and help files that extend the functionality of core SC. The old school way of integrating them into SC is to move them to a folder called `Extensions` in the `userAppSupportDir` (soft linking is not supported any more). The more flexible and recommended way since SC 3.7 does not restrict you to a single parent folder in a hidden system location. Any folder may be included among the folders scanned by SC at start-up ("compiled by the interpreter sclang"). New folders are integrated into SC by adding them to the list of "include folders" listed in a file called `sclang_config.yaml` in the `userAppSupportDir`. This file can be edited manually, but you might find it easier to add or remove folders via the 'settings' dialog in the IDE, or: The community driven *Quarks* system provides an automated way to add, remove and also distribute extensions. It "clones" extensions from repositories. By default it looks in a central repository called "Quarks", located on Github: https://github.com/supercollider-quarks Under the hood it speaks `sclang` and uses Git, so there is even some version control included. It also provides a management GUI that writes to the `sclang_config.yaml` mentioned above. *Note*: Each time `sclang_config.yaml` is modified (by editing, via a menu or by using the Quarks system) the interpreter has to be restarted ("rebooted") so that sclang can learn which files are available. This can be done via the menu entry 'Language -> Restart Interpreter'. For an overview of the Quarks system see 'Help -> Using Quarks'. Enjoy SuperCollider! Building SuperCollider for Windows ================================== SuperCollider uses [CMake][cmake] as its build system. The main toolchain supported by the development team is Visual Studio - Microsoft's IDE for C++ - which also includes Visual C++, the official Microsoft C++ compiler. Use of other build environments and toolchains (such as MinGW, gcc, and Cygwin) is not currently supported. Required and Optional Components -------------------------------- You will need to install these packages manually if you do not already have them. When you are given the option, make sure to choose the 32-bit or 64-bit version of each library as appropriate. Required components: - **[Git][Git]** for Windows - **[CMake][cmake]** >= 3.12. - **[Visual Studio 15 2017][VS2017]** or later. - **[Qt][Qt]** >= 5.7. We recommend using the latest version. Make sure that the version you select matches the architecture (32-bit or 64-bit) and compiler ABI you are building with. This varies per Qt version. - **[libsndfile][libsndfile]** >= 1.0.25. - The **[Windows SDK][Windows 10 SDK]** for your edition of Windows Optional, but highly recommended: - **[fftw][fftw]** >= 3.3.4 - **[Asio SDK][asiosdk]** >= 2.3, for Asio support in PortAudio Optional components: - **DirectX SDK** [v.9][dx9sdk] for Direct Sound support in Portaudio - **[NSIS][nsis]** to create an installation executable. Make sure to add `makensis` to your `PATH`! Other development tools: - a Unix line-ending friendly text editor like **[Atom][atomeditor]** or **[Notepad++][notepad++]**. There are SuperCollider packages available for Atom. - **[7-zip][7-zip]** to extract .tar and .gz format archives Preparing to build ------------------ First obtain the source code by checking out the repository: git clone --recursive https://github.com/supercollider/supercollider.git If you checkout different stages of the source code history, at some point switching to different stages of submodules might be required. In this case use: git submodule update Note that a slightly patched version of PortAudio source is provided as submodule. PortAudio can support up to five different backends: MME, DSound, WDM-KS, ASIO and WASAPI. For ASIO support, you will need to install the ASIO SDK; for DSound, install the DirectX SDK (see the preceding section). ### Arranging the components *Note:* creating the folder structure *exactly as given here* could save you from headaches if CMake cannot find them for whatever reason. Create a new folder next to where you cloned SuperCollider. If you're making a 32-bit build, call it `x86`; use `x64` for 64-bit. Next, move the installed files of `libsndfile` (by default, placed in `C:\Program Files\Mega-Nerd\libsndfile`) and the library for `fftw` so that they match the following folder structure *exactly*: supercollider x64 (or x86) libsndfile bin include lib fftw In order to get support for ASIO drivers, follow this directory structure: supercollider external_libraries portaudio portaudio_submodule asiosdk asio common ... ... FFTW does not provide build files for Visual Studio. In the **Developer Command Prompt for VS2019** (or VS2017; note that this is not `cmd.exe`), `cd` to the directory where FFTW is installed and, for a **64-bit** build: lib /machine:x64 /def:libfftw3f-3.def For a **32-bit** build: lib /def:libfftw3f-3.def The SC build only uses the single precision FFTW library (fftw3f). *Note*: if you compile FFTW yourself, all files must end up in the root fftw directory. Configuration and Building -------------------------- *Note:* This section assumes familiarity with the command line. The section below titled "Avoiding the command line" may be helpful if that doesn't describe you. *Note:* You should always use forward slashes for paths passed to CMake. **Confirm the location of your Qt install before executing these commands.** You may need to modify them if you installed Qt somewhere else. The following commands should be executed starting from the root directory of the SuperCollider repository. SET PATH=C:\Qt\5.5\msvc2017_64\bin;%PATH% SET CMAKE_PREFIX_PATH=C:\Qt\5.11.0\msvc2017_64 mkdir build cd build cmake -G "Visual Studio 15 2017 Win64" .. cmake --build . --config Release For a 32-bit build, you will use a different generator and Qt directory: SET PATH=C:\Qt\5.5\msvc2015\bin;%PATH% SET CMAKE_PREFIX_PATH=C:\Qt\5.5\msvc2015 mkdir build cd build cmake -G "Visual Studio 15 2017" .. cmake --build . --config Release For the final step, you can also build from within Visual Studio: start SuperCollider.sln Additional build settings ------------------------- Listed here are common additional configurations you may want to use. For a more complete list, use `cmake --help` and/or see the section "More `cmake`: building supernova, qt-less, verbosity and more" below. ### Build type The `CMAKE_BUILD_TYPE` controls optimization level and whether or not debugging code (asserts, info messages, and other similar code) is included in the executable. The configuration is specified either in Visual Studio before building or in the build command given to CMake: cmake --build . --config The four options for \ are: - `Debug`: no optimization, debugging code enabled - `Release`: full optimization, no debugging code - `RelWithDebInfo`: "release with debug info." Full optimization, debugging code enabled. - `RelMinSize`: "release, minimal size." Like `Release`, but optimized for minimal executable size. The `Debug` configuration is used to develop the C++ codebase. For developing the SuperCollider core libraries, `Release` should be fine. Using a `Debug` build in production is strongly discouraged, as it will be many times slower than `Release`. ### SuperNova If you want to build supernova, add `-D SUPERNOVA=ON` cmake -D SUPERNOVA=ON .. ### Other targets (install, installer) If you used the basic instructions above, you will end up with three target folders (four if supernova is built). You can run these executables to develop SuperCollider, but, as the Qt libraries are not copied to the target folders, you *must* keep Qt5 in your environment PATH when running sclang or sc-ide. The target folders are: sc-ide: build-folder\editors\scide\ sclang: build-folder\lang\ scsynth: build-folder\server\scsynth\ supernova: build-folder\server\supernova\ Other targets (like plugins and external libraries) do not provide executables and thus cannot be run. If you use a development IDE (Qt Creator), it should recognize the target executable automatically when you "Run" or "Debug" one of the targets containing an executable. The target to be run is set in the Projects/Run-pane accessible from the "Mode selector"-ribbon. You should also set the working directory there to allow sclang find the server (for more information on using QtC see the walkthrough below). If you want to run SuperCollider independently of the build environment: cmake --build . --target install This will create a self-contained, portable application which bundles all the required libraries. If you want to create a binary installer, first build the target install, then make sure `makensis`, the command-line tool for NSIS, is in your PATH. Finally, cmake --build . --target installer The SuperCollider installer executable will be built in the directory path: <...>\build\Install\SuperCollider.exe The exact name will vary depending on what architecture and build configuration you specified. Note that for just passing SC to a friend it is not really necessary to create an installer. You can copy the main SuperCollider folder created during install to another machine. The binary installer just packages this folder and adds a few installation details like registering the uninstaller in the system and removing some registry settings during uninstall. The userAppSupportDirectory will be created from scratch if SuperCollider doesn't find it during start-up. Whether you copy the SC install folder, or use the full installer, you will always loose the local customizations and additions stored in the userAppSupportDirectory. The new Quarks system provides means to make porting of extension/Quark groups easier. ### PortAudio You can study the files `external_libraries\portaudio\portaudio_submodule\CMakeLists.txt` and `external_libraries\portaudio\CMakeLists.txt` to learn about the options that the build provides. With default settings, all APIs that *work out of the box* are enabled and only the library for static linking is built. In the VS-build all APIs are enabled. For MinGW, WASAPI is omitted and some features of DSound's full duplex mode are unavailable. If you would like to tweak the PortAudio build you can single it out from the SC build with: cmake --build . --target portaudio *Note:* MSYS2 provides a portaudio package, but it only comes with MME and DSound support out of the box. If you want ASIO or WDM-KS, you need to build PortAudio within MSYS2. Users have experienced issues using the WASAPI backend to build in MinGW-based environments. Use Visual Studio if you need WASAPI. ### Ccache Ccache speeds up recompilation by caching previous compilations and detecting when the same compilation is being done again. Ccache added partial support for MSVC in version 4.6.1. When the ccache executable is found in the PATH during the configuration step, it will be used to speed up the build process. NOTE: there's a caveat when using ccache installed with "chocolatey" package manager. The current implementation of ccache with MSVC and CMake requires copying `ccache.exe` into the build directory. This is done automatically by CMake during the configure step. However, when ccache is installed with chocolatey, what CMake finds is actually a chocolatey "shim" - an executable that redirects to the original file. Copying the "shim" into the build directory does not work, as the "shim" is not able to find the original executable afterwards. The solution to this is to add the path to the actual ccache.exe earlier in the PATH. This can be done in the command prompt with e.g. ```set PATH=C:\ProgramData\chocolatey\lib\ccache\tools\ccache-4.6.3-windows-x86_64\;%PATH%```. Note that the path needs to be adjusted for the currently installed version of ccache. Common build problems --------------------- These are likely the most common causes of build problems: - After run- or debug-sessions, sometimes scsynth or sclang "zombies" stay in memory. That will create file-access errors during build. End the process the in the task manager. - Make sure you are using the correct toolchain and libraries; double-check the instructions above in "Required Software", paying special attention to any version restrictions for your particular build toolchain. - Dynamic/runtime-library mismatch. This can happen if dependencies and core SC require different versions of the same runtime library. Reach out for libraries that do not depend on MinGW runtimes or make sure all components in the build can use the same runtimes. - Architecture mismatches. This does not only concern target system architecture (32- or 64-bit) but also the toolchain used to compile SC and Qt. They have to match as closely as possible. SC built with VS requires the msvc2013_64 or msvc2013 package. - Dirty states in your build folder (usually resulting from changes in the build configuration). See below for how to fix this. - cmake finds and uses different libraries on your system than the ones intended for the build. See below for ways to identify these problems. When asking for build help, please mention the installed versions of the components you used to build SC! ### Dirty build states While you are developing SC code, it's generally safe to reuse your build folder; the build will complete *much* faster. If you change branches, build tools, cmake settings, or the versions of your dependencies, things are less safe, the build configuration might have gone out of sync with the files used in the build, without CMake being aware of it. There are a few ways to clean your build. In order of increasing severity: 1. Delete individual entries from CMakeCache.txt to make sure they are rewritten 2. Delete all stored configuration settings for that build: `del CMakeCache.txt` 3. Remove the compiled object files from the build (forces recompile): `cmake --build . --target clean` 4. Delete everything in the build folder, via File Explorer or `rmdir build /s /q` Generally, clearing the CMakeCache.txt and rerunning `cmake` should be enough to fix many build problems. Switching git branches that only contain changes to code in SuperCollider proper should usually not require this kind of repair. ### Wrong libraries found While some precautions have been taken to prevent wrong finds, it is hard to completely exclude the possibility (or comes at the price of lesser flexibility). Wrong or unplanned finds carry big risks: the libraries could be of an unsupported version, wrong architecture, or missing the right header files. If you overlook a wrong find, and the build succeeds, you will likely get an error message at SC start-up. This is actually a good thing, because it allows to identify the actual problem. Far worse are generic error messages or mysterious crashes somewhere along the way because of a misfit. The two most likely types of wrong finds occur either at the very beginning of the build, when CMake find-modules try to identify the libraries required for the build on your system, or at the very end (during "install"), when a CMake utility (bundle utilities) tries to find the libraries required to allow your build to work outside of the build environment (*standalone* in the meaning of *build environment independent* or *autonomous*). There are two relatively easy ways to identify wrong finds at the beginning: - use `cmake-gui` and look up the paths to all libraries in the list of build options presented in the central pane (if you are in doubt about the significance of envirnment settings when using CMake-Gui, please refer to the walkthrough 'Avoiding the command line: From CMake-Gui to Visual Studio'. The aspects relating to environment settings are relevant for other use cases as well) - study the file CMakeCache.txt in the root build folder. The quickest way to find the relevant entries is by searching for the library names (sndfile, fftw and Qt5). Look for paths pointing to headers (include_dir), (import-) libraries, dll's and dll-directories. You can change build settings both in CMake-Gui and by editing CMakeCache.txt. CMakeCache.txt - the cmake configuration "cache" - also contains hints as to the function of the variables. You can directly edit this file, and new values will be used on reconfiguration of the build. This is equivalent to passing in variable assignments with the flag `-D` on the command line. These values will be stored in CMakeCache.txt and replace values assigned by CMake's search routines. It must be said though, that you are likely to be better of, if you identify the cause of the wrong find and fix it, rather than manually edit a configuration generated automatically. *Note*: if you reconfigure the build by running `cmake` after system changes (like deleting unwanted libraries or changing the path order), CMake will usually *not* overwrite values that have already been stored in the cache file. The cache serves to store values expected to be readable globally during the build, *and* values that have been passed into the configuration via the flag `-D`. During the build cache values are prioritized over values any cmake routine might produce. This priority order helps to protect manual edits of the build configuration, which can be done with `-D`, in CMake-Gui or by editing CMakeCache.txt. So keep in mind that implementing a different logic to create a value for a cmake variable (or e.g. moving a library to a place where it will be found by cmake) will not necessarily become effective in the next configure run. If the cache already contains a value assigned to that variable it will continue to use that value. A safe fix for this kind of problems is to delete the entire cache file, but it is usually sufficient to delete the variable(s) that should be reassigned values. If you get wrong finds because of a conflicting system configuration (Qt4, different toolchains, individual libraries in high priority system locations (e.g. Windows\system32 or Windows\sysWow64) or in early PATH positions. Sometimes adding the parent folder of the intended library to the front of the environment path can help. If nothing works, temporarily renaming the offending libraries can take them out of the game. In principle the build system tries to anticipate these problems and prevent them. So if you bump into a new case, please report this on one of the SC mailing lists, or add an issue in SC's issue-tracker on Github. The second candidate for wrong finds is the fixup_bundle utility at the very end of the install process. Remember, for developing SC the "install" step (building the target "install") is not required, SC can be run in the respective target folders - using and depending on the build environment settings. The development IDEs should be able to find the correct executable if you hit "run target". But if you want to start SC from the file explorer, or use a copy on another computer, you will need to "install" and then run from/copy the generated installation folder. On Windows the bundle utility just reads out the dynamic libraries required to run an executable, tries to find them in the system, and copies them to the folder in which the executable resides. This is the safest way to guarantee that SC can be used independently of the build environment, because Windows executables always look for libraries in their own working directory *first*. Fixup_bundle just identifies libraries by their names (version and architecture are not verified). When it tries to find the libraries in the system, the environment PATH is taken into consideration with relatively high priority. Therefore it is theoretically possible that fixup_bundle finds different libraries from the ones used at build time. As a result your build will work, but the install won't. Even worse: the error messages produced in this case are far less specific than the ones produced if a library is simply missing. Fortunately it is not too difficult to identify wrong finds of fixup_bundle, because it produces output that tells exactly, which libraries were copied to the executable folder. Further more it is the last install step, you just need to scroll up the cmake build output. So if you get obscure Windows system messages at SC start up, try to scroll up the install output, and go over the last segment, starting with `fixup_qt5_executable` and/or `fixup_bundle`. If you lost the output, just repeat `cmake --build . --target install`. Going over that list you might be able to spot cases where required libraries were copied from unintended places. A quick workaround to get SC running in such cases is to replace the wrong library by the correct one. A better workaround is to adjust your build environment, so that you don't have to repeat the replacement after each install. Adding the overlooked library's parent folder to the head of the environment PATH should usually do the job. Again, the build system was constructed to anticipate such errors and prevent them. All directories containing libraries are passed to fixup_bundle and should be treated with higher priority than the environment path. So if you bump into a case, please report it to the SC community. Or even better: create a pull request on Github that enhances the build system. You can find the status of the current automated build from the `develop` branch at the GitHub Actions page: https://github.com/supercollider/supercollider/actions/workflows/actions.yml?query=branch%3Adevelop Walkthroughs ------------ ### The trial-error approach: building sc3-plugins and passing build settings to `cmake` sc3-plugins is a popular collection of binary extension to SC, providing many additional UGens. They are hosted in the SuperCollider repository on Github: git clone --recursive https://github.com/supercollider/sc3-plugins.git Like the core SuperCollider repo, this source collection contains sub-modules that may need to be re-synchronized when traversing the source history. The command is: submodule update Initialization and population of the submodules was automatically done because auf the flag `--recursive` at the initial clone. If at any point this is required again (message "submodule missing"), the command is: submodule init Git will usually tell, when a resynchronization is required. If cmake reports missing files during the build, it might be related to un-initialized and/or un-populated submodules. This walkthrough expects that you have a working SC build environment in place. sc3-plugins do not have additional dependencies, so you are set. Furthermore Qt is not required, which makes things a bit easier. On the other hand the CMake find-modules provided with sc3-plugins often fail, so that more manual adjustment is likely to be required. In order to find out which CMake variables need values, we can do a trial run. For this to be meaningful we need to - add the toolchain binary path to the environment path before running `cmake` - specify the generator (element after flag `-G`) - point `cmake` to the source (last element in `cmake` command, cannot be omitted on subsequent runs). For MinGW do: $> SET PATH=C:\Qt\Tools\mingw482_32\bin;%PATH% $> mkdir sc3-plugins-build $> cd sc3-plugins-build $> cmake -G "MinGW Makefiles" -D CMAKE_BUILD_TYPE=Release ..\sc3-plugins For VS Studio the toolchain need not be added to the path. You just need to specify the generator like so: $> cmake -G "Visual Studio 12 2013 Win64" ..\sc3-plugins CMake will likely return two or three errors: FFTW3F_INCLUDE_DIR=...NOT_FOUND FFTW3F_LIBRARY=...NOT_FOUND SC_PATH=...NOT_FOUND We know the SC path, and we also know the location of the 32-bit fftw library, which was used in the SC build. The expected library is likely dynamic, so we need to specify the .dll (no .dll.a available) file in the `bin` folder. Let's do another trial run with the added information: $> cmake -DFFTW3F_INCLUDE_DIR=..\x86\fftw -DFFTW3F_LIBRARY=..\x86\fftw\libfftw3f-3.dll -DSC_PATH=..\supercollider ..\sc3-plugins *Note*: there should not be any spaces after the `=` in variable assignments. While cmake is lenient with spaces after the flags (`-D`, `-G` etc.), a space after `=` is interpreted as a delimiter indicating the next element in the command. The variable gets assigned "nothing" and the following path may be wrongly interpreted as the path to the source. Another rule concerning spaces: if a *path* contains a space, it must be enclosed in quotation marks. We shouldn't get any more errors, time to build! Note that CMake stores the variables you set manually in a file called `CMakeCache.txt`, located in the build folder. It is not required to re-enter values that have been stored there (except you want to overwrite them with different values, of course). It is possible to change configuration values by editing this file. If you get stuck and decide to configure the build from scratch, you can delete that file and restart. This way you can keep the files that have already been built, while making sure that all configuration values you add are generated from anew. This can save a lot of compile time. At times though, you might experience that it is necessary to remove everything in the build folder. There could also be variables that define build options without producing errors if no value is set. They can be listed by adding the flag `-L` to the configure run: $> cmake .. -L This will show us amongst other things, that an option to build plugin versions for the alternative audio server `supernova` is available. To add them to the build, just run: $> cmake -DSUPERNOVA=ON .. The old settings will stay in place. Ready to build: $> cmake --build . --target install This works for both MinGW and VS. In the VS build you may want to specify the build type: $> cmake --build . --target install --config Release Unfortunately on Windows we will get an error at the end of this build, because CMake wants to install the files to the Windows default install location, which is the folder "Program Files (x86)". This path requires elevated access rights and contains an empty space, the install fails. Further more, installing the plugins to the application folder doesn't make much sense, we want to have them around in a folder we can easily add to the folders scanned by `scsynth` and/or `supernova`. In order to correct this error, we need to rerun the configuration and set an install folder in user space that does not contain a space. The variable for this purpose is CMAKE_INSTALL_PREFIX: $> cmake -DCMAKE_INSTALL_PREFIX=./Install .. $> cmake --build . --target install This will copy all files to the subfolder `Install` in the build folder. The second build should proceed very quickly as CMake only builds changed components from scratch. If you execute a build command, CMake compares the time stamps of source files with the time stamp of the last build, to determine if anything has changed. So if you don't need to verify that a reconfiguration was successful, you can just execute the build command without running CMake manually. CMake will be triggered automatically if required (according to what CMake believes is correct in a certain situation - which isn't necessarily correct ;) ). On the command line two things are important time savers: when entering paths, tab completion works, which helps avoiding typos. Also the history function (arrow up) is very useful. CMake will not always detect typos in path assignments. If a wrong path is entered, this will only become apparent in the build ("header not found" etc.). CMake-Gui makes setting variables a lot more comfortable, but you have to make sure to set the system- or shell- environment values mentioned above before running `cmake-gui`. Important to understand here is that the environment variables have to be set in a place, where CMake-Gui *inherits* them. If you set them at the command line (in a "shell") you need to start CMake-Gui from that shell (by entering `cmake-gui`). If you start CMake-Gui from the Windows Start Menu, the environment variables must be set on system level. The same is obviously true for a development IDE. ### Avoiding the command line: from CMake-Gui to Visual Studio (environment and GUI-applications) If you think you prefer to avoid the command line, there is the tempting option of running CMake-Gui from the Windows Start Menu. While this is possible, there is an important caveat: when run from the Windows Start Menu, CMake-Gui runs in the environment defined by the overall system set during login. This means you cannot set the path on the command line (in a *shell*), but have to make the path adjustments on system level (using Control Panel/System/Advanced System Settings/Environment Variables). Setting the PATH on system level brings along some risks that need to be managed carefully, most importantly: adding Qt5 (or a toolchain) at the head of the system PATH can cause other applications that may depend on similar path settings, to malfunction. This can be easily corrected by removing the offending entry when done with SC development (and avoiding the conflicting application in the meantime), but this might not always be possible. So we need to keep in mind: While working on a SC build with changed *system environment* settings, other applications might get into trouble. Most common cases are applications that depend on some implicit Qt install added to the PATH, or MinGW applications that require MinGW runtime libraries that don't fit the ones used in our build. It is not best practice to rely on the path to find libraries, but it is quite common, especially among free applications stemming from the unix world, where people are used to a homogenous system, in which all applications use the same shared libraries. To avoid potential trouble, you might want to make your environment adjustments on the command-line *and* start `cmake-gui` form that same shell. Once CMake-Gui is running it will need to know (just like on the command line): 1. the Qt location - While Qt can be added via the PATH as well, it is safer to define an environment variable "CMAKE_PREFIX_PATH", that contains the path to the parent folder of the "Qt-system" we are using. The Qt-architecture must fit the build system, in this case Microsoft Visual Studio 2013, 64-bit. In a standard install, the path is likely to be: C:\Qt\5.5\msvc2013_64 You can modify the Windows environment variables by hitting Win-key-x, choosing `System` -> `Advanced System Settings` -> `Environment Variables`. Apply the `SET CMAKE_PREFIX_PATH=C:\Qt\5.5\msvc2013_64` logic to this dialog. Note that there is no `bin` in the CMAKE_PREFIX_PATH, this is *not* a binaries search path, but an anchor path for CMake to work out all relevant Qt locations. After the addition it might be necessary to re-login. You should experiment as to whether this is necessary on your system, with your Windows version. Applications behave different as to whether they instantly react to system environment changes or stick to the environment set up at login or system boot. So far it looks as if cmake-gui, Visual Studio and also the file- explorer are among the applications that sense environment changes instantly, but your experience may differ. Only start CMake-Gui *after* this adjustment has been made. 2. the path to the build folder and the SC source - they can be comfortably selected in the two text boxes at the top of the window. 3. the generator to use - The generator can be selected in a dialog that opens, when you hit the 'Configure' button. Make sure to pick the 64-bit toolchain. 4. the path to the toolchain - In the case of Visual Studio CMake can reliably deduct the toolchain-path from an environment variable set by Visual Studio. This could only be an issue if you have several versions of Visual Studio installed on your system. After the required assignments have been made, CMake-Gui will attempt to configure the build. If this attempt returns errors, you will have provide additional values. After the configuration CMake-Gui will present you with a long list of cmake variables alongside with the values assigned to them as stored in the cache. In the box at the bottom you can scroll through the output CMake produced during configuration and analyse it. At this stage it is good to scroll through the central pane and check for the paths related to the "smaller" libraries (libsndfile, fftw) and the Qt5 related paths. Do they fit the locations we expect? If not, you may try to correct it in the window presented. On the other hand, errors in this stage are more likely to be caused by conflicts with your system settings, typos in paths or the like. In that case it is better to fix the error at its root, as such mistakes are likely to cause build errors later on. Common causes are conflicting Qt and MinGW installs, or alternative versions of the smaller dependencies that were detected by CMake. In that case you will have to work out, how to correct things while both keeping your overall system functional, and allowing for a successful SC build. If everything looks okay, you need to hit "generate" to create the files used to build by VS. CMake-Gui introduces a distinction between 'configure' and 'generate'. If we use trial-error mode, this is quite useful, as generating VS project files can take quite some time. *Note*: not every "NOT-FOUND" entry necessarily indicates an error. At least in theory only NOT-FOUNDs *creating a CMake error* should be problem. *Note*: If you come back after changing your library locations, the safest thing is to delete the build settings cache (`CMakeCach.txt` in the build folder) and rerun the configuration from scratch. Otherwise old settings might stick. You can delete the file yourself or use the more radical "delete cache" in CMake-gui's file menu, which will delete the entire build folder. You may also want to restart CMake-Gui, as it keeps manually entered settings for a subsequent run regardless of whether the cache has been deleted or not. That can be helpful at times, and confusing in other situations. *Note*: resist the temptation to enable all options that seem promising. Some of them don't work in the Windows build. Usually SuperCollider's default values are a considered choice that should only be changed for a good reason (see the walkthrough for "More CMake" for some options that do work). CMake will generate a solution file in the build folder. Use it to start VS, and you are ready to develop and build in this feature rich IDE. If you started CMake-Gui from a command line/shell, should start Visual Studio from that shell as well, to run Visual Studio in the same environment as CMake-Gui: $> start SuperCollider.sln If you set the environment on Windows system level, you can start Visual Studio in your preferred way. Once the "solution file" is open in Visual Studio, you are ready to build. You can either chose "Build->Build solution" or right-click the *target* "ALL_BUILD", or "Supercollider" and select "BUILD". Once the build is completed you should be able to run any of the targets that contain executables: SuperCollider sclang scsynth The targets can be selected most comfortably in the "Solution Explorer". Right-click the wished target and select "Debug". The application should come up after a while. If you find that VS has problems finding the target-executable, you will have to adjust some configuration settings. Right-click the target and chose 'Configure'. You will find an option to select the target executable path. Note that these are VS user settings not passed on to CMake. While in theory it would be possible to have CMake generate VS user settings, it is hard to keep CMake generated VS user-settings in sync with changes made from within Visual Studio. Therefore you should not expect CMake to know anything about the changes you made within Visual Studio. In order to boot the server from scide or sclang, it is necessary to set the working directory for the respective target. This can be done in the "Debug" pane of the target properties dialog. *Important Note*: provided the build environment is set up properly (the main setting is the requirement to have the Qt5/bin folder in the PATH of the current environment), the various SC components can be run directly in the target folders. If you want to run SC outside of the build environment, or copy the build to a different computer, you need to build the target "install". This step will create a autonomous install of SuperCollider, without any outside dependencies except files guaranteed to be available on every Windows system. Building the install target takes some time, as all SC files are copied to a separate install folder, and a CMake utility, "bundle utilities", tries to detect all libraries that the SC executables require to run. The bundle utility copies those to the install folder, as that is the only way to guarantee that they will be available wherever SC is run. Copying the libraries to the SC install folder also guarantees that exactly these libraries are used by SC, and not some other version or architecture that may be "findable" via the current system/environment search PATH. ### Using Qt Creator QtC is likely the IDE with the best CMake-, as well as Qt integration, therefore it fits our requirements very well. The base steps, namely pointing to the toolchain and Qt are handled as part of defining "kits", and controlled via comfortable selection dialogs. You can open a CMake project directly, and run `cmake` from within the IDE, quite similar to how you would work with CMake-Gui. QtC automatically creates environment variables adjusted to the kit used (i.e. Qt5 and the toolchain are found and added to the PATH as required), without interfering with the overall system. You can "run" the SC targets containing executables directly from within QtC. In order to start the server from the SC-IDE or sclang, you will have to set the "working directory" to the target folder in the Projects/Run pane. QtC can handle a CMake project once it knows the location of the `CMakeLists.txt` file in the source root folder. It does not require a dedicated generator, but uses the "MinGW Makefiles" one automatically. It can configure the build using CMake in a similar way as CMake-Gui does. You can also do trial CMake runs, and add variable assignments in a text input box (preceded by `-D`). While not presenting the build options in a neat list, it allows you to edit the CMakeLists.txt files themselves in a meaningful context. In a kit, among other things (debugger, source control system and more), you can select one (among potentially several) Qts on your system, and chose a toolchain to combine with. If your Qt is installed in a standard location, it is likely that QtC already created a kit at start-up that fits the needs. While QtC can be used to build with the MS toolchain, it is the more likely choice when building with MinGW. So before opening the SC project, we may need to create the right kit: Qt5.5.1-mingw492_32 combined with mingw482_32. This can be done in Tools -> Options -> Kits and should be self-explanatory. Next step is to open the project (File -> Open File or Project) by pointing to the root CMake script (CMakeLists.txt) in the top parent folder of the SC source. Then QtC will prompt you for a build folder and run `cmake`. This dialog is well adapted to the trial-error approach of aggregating the required variable assignments for the build (see "CMake-Gui to VS", or "Building sc3-plugins"). Once CMake returns no errors you should be ready to build. For managing your build you will typically visit the "Project Pane". It offers two sub-panes where you can make choices relating to build definition and install/ deployment. It is the place to add predefined alternative kits with a dedicated build folder (for alternative builds), modify the environment in which the build is executed, or add more build steps or targets (e.g. install, installer). You can also chose individual targets to be built here. Each build step can be conveniently clicked on or off. You may also assign additional build steps to the second project pane "run", where install related steps are best placed. This is also the place to select the target that is started when SC is "Run" or "Debug"ged from the mode selector ribbon. Note though that the steps defined there are executed each time you hit "Run" or "Debug", so it is not always helpful to have these steps active during a development cycle. In order to create a binary installer, you will want to add the (custom) target `installer`. It creates a binary containing all files required to run SC autonomously (NSIS required). But if you are not working on the installer itself, you will likely only want to activate that step at the end of a development cycle. ### More `cmake`: building supernova, qt-less, verbosity and more Learn more about the CMake options by running `cmake --help`. A good window into the SC build configuration is the file CMakeCache.txt in the build folder. The most comprehensive information is of course contained in the CMakeLists.txt files scattered over the project source tree, starting from the source root folder. A longer list of variables defined for the SC build is retrieved by adding the flags -L or -LA ('list advanced') to the command `cmake ..`. The file CMakeCache.txt can be manually edited and is the best place to verify that variables have been assigned the values expected. Keep in mind that the `clean` step does not delete or change this file. This simplifies configuration, but may also cause trouble if wrong values are kept. To make sure CMake generated values are updated correctly, remove the respective variables from the file or delete the entire file. To make sure object files are recompiled, "build" the `target clean`. To avoid any contamination by an old build, delete the entire build folder. Of course each of these measures significantly extends the time needed to complete a build. If you get mysterious build failures (i.e. no CMake error message that helps), sometimes increasing cmake output verbosity during the build gives you information that helps working out what went wrong: cmake --build . -- VERBOSE=1 You can pass other make/mingw32-make/msbuild arguments after "--". To speed up your build "-j4" with MinGW ("-m4" with VS) might work: cmake --build . -- -j4 Commonly used variables to modify the build configuration are: * Location where SC gets "installed", which in this context means: where the SC files - including required external libraries - get copied to if you build the target "install". The default location is set to './Install'. If you maintain multiple builds you could either use different build trees or install to different folders. Change this for example like so: -D CMAKE_INSTALL_PREFIX=./x86/AllPullRequests This installs the files to a subfolder x86/AllPullRequests of the build- directory. Note that CMake uses forward slash as folder separator on all platforms. You may also specify an absolute path here. Building the install target is a precondition to creating a binary installer. Apart from copying all SC files to an install folder, it executes a command that pulls in all required libraries to run SC without depending on shared libraries other than the system libraries guaranteed to be available on every Windows system. The binary installer adds some comfort, enhances SC system integration and cleanup on uninstall, but it is not required to run SC autonomously. * Enable compiler optimizations for your local system (could cause a faster binary, but could also cause build problems. Don't use this if building for computers with different CPUs than your own) -D NATIVE=ON # gcc/mingw only * Build the *supernova* server: -D SUPERNOVA=ON *Note*: When you build with supernova, an alternative server executable and a supernova version of each plugin is built. If you also use the 'sc3-plugins' package, make sure to compile them with supernova support too. Within SC you will be able to switch between scsynth and supernova by evaluating one of lines below and then booting the server as usual: Server.supernova Server.scsynth Check SC help for `ParGroup` to see how to make use of multi-core hardware. *Note*: If you experience problems getting the supernova plugins recognized (plugins related error at supernova boot), try placing them in a folder called "plugins" in the "userAppSupportDirectory\Extensions" folder. It may also be required to separate binary plugins and classes. The class files may reside anywhere in the Extensions folder (or in any "included" class folder), whereas the binary plugins should reside in a folder "plugins" (this mirrors the situation in the application directory) * It is possible to build SuperCollider without the IDE, and even without Qt (and implicitly without the IDE). This is not controlled via build targets, but via CMake variables: -DSC_IDE=OFF This will not build the IDE, but keep Qt in sclang. With the more radical setting: -DSC_QT=OFF SC will not link to Qt at all, and implicitly build without the IDE. This build variation is used in low resources environments and graphic-less use scenarios of SC. In the Qt-less build some Qt/GUI related classes are removed from the SCClassLibrary to avoid primitive not found errors at sclang start-up. The removed classes can be found in the folder SCClassLibrary/scide_scqt. If you need to run code with elements considered deprecated in SC3.7, you can move the deprecated/3.7 folder back into place. You should remove the unsupported Document-class related entries to avoid (non-fatal) errors at sclang start-up. You cannot use the Help browser in Qt-less SC. An option is, to render Help with sclang (`SCDoc.renderAll`) and run it in a browser. There is also the option to build, or pre-render the entire documentation during build time to a subfolder "RenderedHelp" in the build folder. This is enabled by setting "SC_DOC_RENDER" to on: -DSC_DOC_RENDER=ON You can also avoid *installing* the (unrendered) HelpSource: -DINSTALL_HELP=OFF * Server-only: Currently there is no straightforward way to build server-only. Even if you mark only the server target (and the plugins), sclang is pulled in as well. So a bit of patience is required. You can turn off Qt (`-DSC_QT=OFF`) to save on the dependencies. To make it easier to assemble a server bundle, the custom target "install_server_only" is provided. It can be used in place of the comprehensive "install". The custom target will copy scsynth's target folder and run fixup_bundle on scsynth to pull in required libraries. *Note VS*: As this is not a proper install, the MS runtime libraries (msvcp120.dll and msvcr120.dll) are not copied. If required, get them from a full SC install, or from the VS/VC/redist folder. * SClang-no-Qt: the modifications to the SCClassLibrary are only done automatically in the build to the target folder. If you run the target "install", you get the unmodified class library. The changes are just: - move or delete Common/GUI and JITLib/GUI More options can be explored by studying CMakeCache.txt in the build folder, or file CMakeLists.txt in the root folder of the SC source. ### Recalling environment- and build settings on the command line While using the command line for the build provides a safe, low system impact way of doing your thing, it does require a lot of typing, especially if you need to do this each time you re-enter a build shell (i.e. open a command line window ;) ) The solution is: store the commands required to make the environment settings in a batch-file (.bat or .cmd) and never type those settings again. Simple Windows batch-files are basically series of commands in their own line each. You can run a batch-file automatically upon opening a command line window, by passing the path to the batch file to the command that opens the command window (after the flag /k). This can further be automated by storing the start-cmd in a link opening a command line window. Just copy the link called "Command prompt" and access the properties for that link. The "Target" input-box can take the command that opens the command line window *and* runs your batch file, e.g.: %COMSPEC% /A /Q /K %USERPROFILE%\qtenvQt5.5mingw492_32.bat If the batch file contains these lines: echo off echo Setting up environment for Qt usage... echo Qt 5.5 mingw492_32 paired with MinGW 4.8.2 set PATH=C:\Qt\5.5\mingw492_32\bin;C:\Qt\Tools\mingw482_32\bin;%PATH% set CMAKE_PREFIX_PATH=C:\Qt\5.5\mingw492_32 You are set to start the environment for the MinGW build system with a single click. But there is more, e.g. DOSKEY, the Windows alternative to Unix' `alias`, e.g.: DOSKEY cmDb=cmake -G "MinGW Makefiles" -D CMAKE_BUILD_TYPE=Debug %USERPROFILE%\Projects\sc\supercollider DOSKEY cmRl=cmake -G "MinGW Makefiles" -D CMAKE_BUILD_TYPE=Release %USERPROFILE%\Projects\sc\supercollider DOSKEY mk=cmake --build . DOSKEY mki=cmake --build . --target install DOSKEY cds=cd %USERPROFILE%\Projects\sc\supercollider DOSKEY cdbdb=cd %USERPROFILE%\Projects\sc\supercollider\build_MW_Db DOSKEY cdbrl=cd %USERPROFILE%\Projects\sc\supercollider\build_MW_Rl DOSKEY cdd=cd %USERPROFILE%\Projects\sc\deployment\mingw492_32 These lines create a VS environment: echo off echo Setting up environment for Qt usage... set PATH=C:\Qt\5.5\msvc2013_64\bin;%PATH% set CMAKE_PREFIX_PATH=C:\Qt\5.5\msvc2013_64 echo Running vcvarsall.bat to complete environment setup! call "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" echo Done! cd /D %USERPROFILE%\Projects\sc\supercollider DOSKEY cm=cmake -G "Visual Studio 12 2013 Win64" %USERPROFILE%\Projects\sc\supercollider DOSKEY mkDb=cmake --build . --config Debug DOSKEY mkRl=cmake --build . --config Release DOSKEY mkDbI=cmake --build . --config Debug --target Install DOSKEY mkRlI=cmake --build . --config Release --target Install DOSKEY cds=cd %USERPROFILE%\Projects\sc\supercollider DOSKEY cdb=cd %USERPROFILE%\Projects\sc\supercollider\build_VS DOSKEY cdd=cd %USERPROFILE%\Projects\sc\deployment\msvc2013_64 Another option are batch-files that construct CMake arguments and execute the build. If for some reason you need to enter many of those and/or can't keep the build folder with the cache file, this can come in handy. Here is a example that allows to edit all paths to dependencies. They go into a single environment variable (`CMAKE_PREFIX_PATH`) that CMake will read. The lines here contain random assignments to demonstrate some possibilities. Note that the batch files above use Windows path syntax, while the one below uses forward slash for CMake: set CMAKE_GENERATOR="Visual Studio 12 2013 Win64" set QT_HOME=C:/Qt/5.5 set QT_FLAVOUR=msvc2013_64 set QT_PREFIX_PATH=%QT_HOME%/%QT_FLAVOUR% set SNDFILE_PREFIX_PATH="C:/Program Files/nerd/libsndfile" set FFTW_PREFIX_PATH=%USERPROFILE%/fftw set CMAKE_PREFIX_PATH=%QT_PREFIX_PATH%;%SNDFILE_PREFIX_PATH%;%FFTW_PREFIX_PATH% cmake --build . start Supercollider.sln Another way of storing CMake command line arguments is creating a "toolchain" file. This is the CMake suggested method. Please look up the CMake documentation if you require an advanced configuration, and are interested in this approach. ### Readline support Previously Windows builds of SuperCollider did not support command line mode for sclang due to unavailability of the `readline` library. Currently it is possible to install `readline` using [vcpkg](https://github.com/microsoft/vcpkg). Follow these steps to build SC with the `readline` library (note that the following commands assume using MSVC): - install `vcpkg`, if not installed already - install the library using `vcpkg`: `vcpkg install readline --triplet=x64-windows` - set `VCPKG_ROOT` environment variable to point to the root `vcpkg` directory: `SET VCPKG_ROOT=c:\path\to\vcpkg` - readline should be picked up by CMake during the configuration stage Note: - For 32-bit builds use `x86-windows` instead of `x64-windows` triplet when installing `readline` - At the time of writing this, `readline` would not build using a triplet for MinGW Known issues ============ - using shell commands from SC only works in a quite limited way (and always did). .unixCmd expects a unix shell, only for essential requirements workarounds are in place on Windows. Outro ===== Thanks to James McCartney, for making this great piece of audio software publicly and freely available. [7-zip]: http://www.7-zip.org (unixy decompression tool) [asio4all]: http://www.asio4all.com/ (ASIO4ALL, generic ASIO driver) [asiosdk]: http://www.steinberg.net/en/company/developers.html (ASIO SDK v2.3) [atomeditor]: https://atom.io/ (free unixy text editor with SuperCollider package) [bleeding edge 32 bit]: http://supercollider.s3.amazonaws.com/builds/supercollider/supercollider/win32/develop-latest.html [bleeding edge 64 bit]: http://supercollider.s3.amazonaws.com/builds/supercollider/supercollider/win64/develop-latest.html [cmake]: http://www.cmake.org/download/ [conemu]: https://conemu.github.io/ (free console emulator) [dependency walker]: http://www.dependencywalker.com/ (inspect missing library errors) [dx9sdk]: http://www.microsoft.com/en-us/download/details.aspx?id=6812 (MS DirectX 9 SDK, June 2010) [fftw]: http://www.fftw.org/install/windows.html [Git]: http://git-scm.com/download/win (Git for Windows) [libsndfile]: http://www.mega-nerd.com/libsndfile/ [msys2]: https://msys2.github.io/ [notepad++]: http://notepad-plus-plus.org (free unixy text editor) [NSIS]: http://nsis.sourceforge.net/Download (create installer) [portaudio]: http://www.portaudio.com/ [Qt]: http://www.qt.io/download-open-source/#section-2 (Qt official distribution, choose online installer) [SC]: https://supercollider.github.io (Main SC-site) [SC mailing lists]: http://www.birmingham.ac.uk/facilities/ea-studios/research/supercollider/mailinglist.aspx [SC repo]: https://github.com/supercollider/supercollider (SC source repository on Github with issue tracker) [SC help]: http://doc.sccode.org/Help.html (SC online help) [VS]: https://my.visualstudio.com/downloads [VS2017]: https://www.visualstudio.com/downloads/ (Visual Studio) [Windows 8 SDK]: https://developer.microsoft.com/en-us/windows/downloads/windows-8-1-sdk (Windows 8.1 SDK including debugger used by Qt Creator) [Windows 10 SDK]: https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk (Windows 10 SDK including debugger used by Qt Creator) [libsndfile readme]: https://github.com/erikd/libsndfile/blob/master/README.md (libsndfile readme)