AudioHelm for Unity is very nice indeed (and it’s really great that Helm itself was open sourced), and has shown me the way in terms of how to potentially interface to my own unity plugin synth code, however as I started with a JUCE standalone project there are a few things that would be handy to maintain in my unity plugin - such as cross platform MIDI devices support/midi queue/buffer and the thread management stuff (ScopedLock in my audio render function seems important).
I’m very new to JUCE, so perhaps there is a way to extract just those few features I need for continued use within my unity plugin? (especially MIDI - I’m using MidiMessageCollector, and ‘popping’ the next block in the audio render calls before processing my synth notes/envelopes)
I was thinking I might ‘simulate’ midi messages from the unity world by pushing them into a MidiMessageCollector queue.
The idea being, if I used MIDI cc to control parameters, I could keep the control interface (and message queue) to the plugin sound parameters the same for both unity and external MIDI control surfaces/keyboards.