Technical Documentation: projectM-visualizer/projectm
ℹ️ Provenance: Multi-Tier Ingestion · CodeWiki Reference
Overview (README.md)
projectM - The most advanced open-source music visualizer
Experience psychedelic and mesmerizing visuals by transforming music into equations that render into a limitless array
of user-contributed visualizations.
projectM is an open-source project that reimplements the
esteemed Winamp Milkdrop by Geiss in a more modern, cross-platform reusable
library.
Its purpose in life is to read an audio input and to produce mesmerizing visuals, detecting tempo, and rendering
advanced equations into a limitless array of user-contributed visualizations.
Important: This repository only contains libprojectM for use in application development!
This repository now only contains the projectM shared/static library. All frontends, plug-ins and other tools were
outsourced into separate repositories. If you're not a developer and just look for a download to run projectM visuals on
your machine or device, please use one of the links listed below. The releases section in this repository only contains
source-code and binary releases of the projectM development libraries and headers, which aren't useful for end users.
End-User Applications
Important: projectM is currently undergoing heavy development. The available end-user frontends are
development previews, which are not feature-complete and may have bugs.
Windows
- Standalone (projectMSDL 2.0 pre-release)
- Steam (Same as standalone development
preview) - Windows Store (Old 3.1.12 release)
macOS
- Standalone
- Steam (Old 3.1.12 release)
- Music.app Plugin (currently only available as an
unsigned development preview) - Brew (Old 3.1.12 release)
Linux
- Standalone (projectMSDL 2.0 pre-release, also
available as.deband.tar.gz) - Steam (Same as standalone development
preview)
Or check your distribution's package manager for a binary release. If it is outdated, please contact the package
maintainer, as the projectM development team does not maintain any of the distribution-specific packages.
Android
Note: Both the free and paid apps are not created or supported by the projectM developers!
If you have technical troubles or other inquiries, please contact the app author via the means provided in the Play
Store. Any bug reports in the projectM issue tracker regarding the apps will be closed immediately.
Android TV / Google TV
- ProjectM TV (free, open source; APK download, see the repository for
install instructions) - Google Play (paid)
Note: These apps are not created or supported by the projectM developers, and bug reports in the projectM issue
tracker regarding them will be closed. For ProjectM TV, please use the issue tracker of its own repository. For the Play
Store app, contact its author via the Play Store.
Xbox / Windows Phone
- Windows Store (Old 3.1.12 release)
Other
Source code and other resources, mostly aimed at developers.
- Library source code (this repository)
- GStreamer plugin
- Qt based (Qt5/Qt6) desktop apps for Linux with
PipeWire, PulseAudio and JACK audio
backends (source code, requires libprojectM 4.x). - ALSA, XMMS, Winamp, JACK (legacy 2.x sources for historic
purposes, unmaintained since 2012)
Discord chat
Click For Demo Videos
Presets
The preset files define the visualizations via pixel shaders and Milkdrop-style equations and parameters.
The projectM library does not ship with any presets. The frontends come with varying preset packs which can be found in
separate repositories in the projectM repository list:
- Base Milkdrop texture pack - Recommended for
use with any preset pack! - Cream of the Crop Pack - A collection of about 10K
presets compiled by Jason Fletcher. Currently, projectM's default preset pack. - Classic projectM Presets - A bit over 4K presets
shipped with previous versions of projectM. - Milkdrop 2 Presets - The original preset
collection shipped with Milkdrop and Winamp. - En D Presets - About 50 presets created by "En D".
Included with projectM are the bltc201, Milkdrop 1 and 2, projectM, tryptonaut and yin collections. You can grab these
presets here.
You can also download an enormous 130k+ presets from the MegaPack here (4.08GB zipped, incl. textures).
Also Featured In
VLC Media Player (AKA VideoLAN Client)
Reminder: These are all third-party integrations of libprojectM and not developed or supported by the projectM
development team. Please report bugs in those applications to their respective developers.
Screenshots
Architecture
Building from source
See the build guide for
instructions on building libprojectM from source, including the full CMake reference,
the Emscripten guide for
WebAssembly builds, and
the developer documentation in the wiki.
Using the library
At its core projectM is a library, libprojectM. This library is responsible for parsing presets,
analyzing audio PCM data with beat detection and FFT, applying the preset to the audio feature data and rendering the
resulting output with OpenGL. It can render to a dedicated OpenGL context or a texture.
To get started using projectM in your own projects, please go to the wiki and read
the developer documentation
available there.
There are some open-source applications that make use of libprojectM which can be found in
the projectM organization's repositories and elsewhere.
See Also
Help
Report issues on GitHub in the respective repositories:
- Rendering issues, crashes or the libprojectM core/API
- Standalone SDL app (including the Steam release)
- Windows Store App
- Apple Music plug-in
- Issues regarding the projectM Android apps in the Play Store, please contact the app author via the Play Store. We
cannot help with any problems or requests.
If unsure, post your issue in the
main libprojectM issue tracker.
Please always check any existing issues if your problem has already been posted by another user. If so, add your logs
and findings to the existing issue instead of opening a new ticket.
Get in contact with us
Contribute to projectM
If you would like to help improve this project, either with documentation, code, porting, hardware or anything else
please let us know! We gladly accept pull requests and issues.
Before starting to write code, please take your time to read
the contribution guidelines in our
wiki.
Come talk to the dev team on Discord.
Package Maintainers
If you maintain packages of libprojectM, we are happy to work with you! Please note well:
- The main focus of this project is libprojectM. It's a library that only really depends on OpenGL. The other
applications are more like examples and demos. - Many of the frontend applications are likely outdated and of less utility than the core library. If you desire to use
them or depend on them, please file an issue in the respective repository so we can help update them. - The "canonical" application for actually viewing the visualizations is
now projectMSDL, based on libSDL2 because it supports
audio input and is completely cross-platform. - If you like Rust, there is a SDL3 rust frontend in the works looking for contributors.
- This is an open source project! If you don't like something, feel free to contribute improvements!
- Yes, you are looking at the official version. This is not a fork.
Authors
License
The core projectM library is released under
the GNU Lesser General Public License 2.1 to
keep any changes open-sourced, but also enable the use of libprojectM in closed-source applications (as a shared
library) as long as the license terms are adhered to. The up- and downstream projects may use different licenses -
please check all parts of the software to be compatible with your specific project if you plan an integration.
Wiki
More information for developers is available from
the projectM Wiki.
Star History
Building (`docs/building.rst`)
Building projectM from source
Since version 4.0, projectM uses CMake to configure and build the library on all platforms.
This guide contains both the quick-start build instructions and the in-depth CMake reference. For WebAssembly
builds, see :doc:emscripten.
Quick Start (Debian / Ubuntu)
For other operating systems (Windows/macOS), see the OS-specific sections below.
Install the build tools and dependencies
Mandatory packages:
.. code:: bash
sudo apt install build-essential cmake libgl1-mesa-dev mesa-common-dev
**Important:** projectM requires CMake 3.21 or newer. Current stable distributions already ship a new enough
CMake (e.g. Debian 12 "bookworm" with CMake 3.25, Ubuntu 22.04 and newer with CMake 3.22+). Only end-of-life releases
like Debian 11 "bullseye" (CMake 3.18) need a manual install, in which case get the latest CMake
release `from Kitware's download page <https://cmake.org/download/>`__.
Optional packages:
.. code:: bash
sudo apt install ninja-build # To build projectM with Ninja instead of make
sudo apt install libsdl2-dev # To build the development test UI
Download the projectM sources
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For production use, it is highly recommended to use the latest stable version of projectM. Download the latest release
from the `Releases page on GitHub <https://github.com/projectM-visualizer/projectm/releases>`__ and unpack it.
Using a development version
^^^^^^^^^^^^^^^^^^^^^^^^^^^
If you prefer a bleeding-edge version or want to modify the code, clone the Git repository and initialize any
submodules:
.. code:: bash
sudo apt install git # Probably already installed
git clone https://github.com/projectM-visualizer/projectm.git /path/to/local/repo
cd /path/to/local/repo
git fetch --all --tags
git submodule init
git submodule update
Build and install projectM
~~~~~~~~~~~~~~~~~~~~~~~~~~
Replace ``/usr/local`` with your preferred installation prefix.
Configure the project using CMake
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
.. code:: bash
sudo apt install cmake
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr/local ..
To generate Ninja scripts instead of Makefiles, add ``-GNinja`` to the above command.
Build and install
^^^^^^^^^^^^^^^^^
These commands will build projectM and install it to /usr/local or the configured installation prefix set in the step
before:
.. code:: bash
cmake --build . -- -j && sudo cmake --build . --target install
**Note**: You won't need to use ``sudo`` if the install prefix is writeable by your non-privileged user.
Test projectM
^^^^^^^^^^^^^
The SDL-based developer test UI is off by default. To build it, add ``-DENABLE_SDL_UI=ON`` to the configure command
above (requires SDL2, e.g. ``sudo apt install libsdl2-dev``). It is not installed; after building, run it from the build
directory, e.g. ``./src/sdl-test-ui/projectM-Test-UI``.
Dependencies
------------
Depending on the OS/distribution and packaging system, libraries might be split into separate packages with binaries and
development files. To build projectM, both binaries and development files need to be installed.
General build dependencies for all platforms:- A working build toolchain (compiler, linker).
- CMake 3.21 or higher.
- OpenGL: 3D graphics library. Used to render the visualizations.
- GLES3: OpenGL libraries for embedded systems, version 3. Required to build projectM on mobile devices, Raspberry
Pi and Emscripten. glm <https://github.com/g-truc/glm>__: OpenGL Mathematics library. It is optional, projectM will use a bundled
version if not installed.SDL2 <https://github.com/libsdl-org/SDL>__: Simple Directmedia Layer. Version 2.0.5 or higher is required to build
the development test application in the build directory.vcpkg <https://github.com/microsoft/vcpkg>__: C++ Dependency Manager. Optional, but recommended to install
library dependencies and/or using CMake to configure the build. Mainly used on Windows, but also works for Linux and
macOS.
Building on Linux and macOS
Installing dependencies
- Linux distributions will have packages available for most (if not all) required libraries. The package names and
commands to install them vary widely between distributions (and even versions of the same distribution). Please refer
to the documentation of your build OS on how to find and install the required libraries.
- On *BSD*, install the appropriate Ports with ``pkg install``.
- On macOS, a working Xcode installation is required. CMake (and libSDL2 for the test UI) can be installed
using `Homebrew <https://brew.sh/>`__.
Building
~~~~~~~~
The steps documented below are a bare minimum quickstart guide on how to build and install the project. If you want to
configure the build to your needs, require more in-depth information about the build process and available tweaks, or on
how to use libprojectM in your own CMake-based projects, see the `Building with CMake`_ reference section below.
Using CMake is the only supported way of building projectM since version 4.0. CMake is a platform-independent tool that
is able to generate files for multiple build systems and toolsets while using only a single set of build instructions.
Building the project with CMake requires two steps:
- Configure the build and generate project files.
- Build and install the project using the selected build tools.
**Note:** The build directory should always be different from the source directory. Generating the build files directly
inside the source tree is possible, but strongly discouraged. Using a subdirectory, e.g. ``cmake-build`` inside the source
directory is fine though.
This documentation only covers project-specific information. CMake is way too versatile and feature-rich to cover any
possible platform- and toolset-specific configuration details here. If you are not experienced in using CMake, please
first read the `official CMake documentation <https://cmake.org/cmake/help/latest/>`__ (at least
the `User Interaction Guide <https://cmake.org/cmake/help/latest/guide/user-interaction/index.html>`__) for basic usage
instructions.
Configure the build
^^^^^^^^^^^^^^^^^^^
Configuring a non-debug build with default options and install prefix (``/usr/local``) can be done with these commands,
building in a subdirectory inside the source directory:
.. code:: shell
cd /path/to/source
mkdir cmake-build
cd cmake-build
cmake -DCMAKE_BUILD_TYPE=Release ..
CMake will check all required dependencies and display any errors. If configuration was successful, a summary of the
build configuration is printed and CMake should display a ``Generating done`` line. The project is now ready to build.
Compile and install the project
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Depending on your generator choice, you can use your selected toolset as usual to build and install projectM:
- With ``Unix Makefiles``, run ``make && sudo make install``.
- With ``Ninja``, run ``ninja && sudo ninja install``.
- With ``Xcode``, select the appropriate target and configuration in Xcode and build it, or ``INSTALL`` to install the
project.
You can also use CMake's build mode to run the selected toolset and build any specified target. CMake knows which
command to call and which parameters to pass, so the syntax works on all platforms with all generators. If you've
already set the top-level build directory as working directory, simply pass ``.`` as ``/path/to/build/dir``:
.. code:: shell
cmake --build /path/to/build/dir --config Release
sudo cmake --build /path/to/build/dir --config Release --target install
If you don't need root permissions to install to the given path, running the second command without ``sudo`` is
sufficient.
To control how many files are compiled in parallel, pass the ``--parallel N`` argument to the build command, with ``N``
being the number of concurrent compile commands. If not given explicitly, the build processor (make, ninja, MSBuild,
xcodebuild etc.) will decide the limit, which may range from one file at a time to all files at once.
If you want to provide arguments directly to the toolset command, add ``--`` at the end of the CMake command line followed
by any additional arguments. CMake will pass these *unchanged and unchecked* to the subcommand:
.. code:: shell
cmake --build /path/to/build/dir --config Release -- <additional build tool args>
Building on Windows
-------------------
To build the projectM library and the SDL-based standalone application, CMake must be used to create the project files
first. Using vcpkg to pull in the build dependencies is highly recommended, as CMake can't use NuGet (NuGet pulls in
dependencies using the project files, while CMake requires the libraries before creating the project files).
Installing the dependencies with vcpkgAs stated above, using vcpkg is the easiest way to get the required dependencies. First,
install vcpkg from GitHub <https://github.com/microsoft/vcpkg>__ by following the official guide.
We've included a vcpkg manifest file in the repository root, designed to automatically install dependencies when you
create your solution.
Creating the Visual Studio solution
CMake provides separate generators for different Visual Studio versions. Newer CMake versions will support recent Visual
Studio releases, but may remove generators for older ones. To get a list of available generators from the command line,
use the ``-G`` switch without an argument. The CMake GUI will present you a dropdown list you can easily select from.
To set the build architecture in Visual Studio builds, use the ``-A`` switch and specify either ``Win32`` or ``X64`` as the
argument. If you want to build for both architectures, create separate build directories and configure them accordingly.
To make CMake aware of the installed vcpkg packages, simply use the provided toolchain file when configuring the
projectM build by
pointing `CMAKE_TOOLCHAIN_FILE <https://cmake.org/cmake/help/latest/variable/CMAKE_TOOLCHAIN_FILE.html>`__ to it.
Here is a full command line example to create a Visual Studio 2022 solution for X64:
.. code:: console
cmake -G "Visual Studio 17 2022" -A "X64" -DCMAKE_TOOLCHAIN_FILE="<path to vcpkg>/scripts/buildsystems/vcpkg.cmake" -S "<path to source dir>" -B "<path to build dir>"
If you use the CMake GUI, check the "Specify toolchain file for cross-compiling" option in the first page of the
configuration assistant, then select the above ``vcpkg.cmake`` file on the second page.
Another option is to open the project folder in a recent Visual Studio version as a CMake project and configure CMake
using Visual Studio's JSON-based settings file.
Building the solution
~~~~~~~~~~~~~~~~~~~~~
To build the project, open the generated solution in Visual Studio and build it like any other solution. Each time the
CMake files are changed, Visual Studio will automatically regenerate the CMake build files and reload the solution
before continuing the build. Be aware that in old Visual Studio versions (2015 and earlier) the reload-and-continue
might not work properly.
You can also build the solution with msbuild via the command line, or use CMake's build wrapper to do that for you:
.. code:: console
cmake --build "" --config Release
Using Ninja to build
~~~~~~~~~~~~~~~~~~~~
The Ninja build system is shipped with Visual Studio since version 2019 and used by default if loading a CMake project
directly from within the IDE. Ninja can also be `installed separately <https://github.com/ninja-build/ninja/releases>`__.
To configure the build directory for Ninja, pass ``Ninja`` or ``Ninja Multi-Config`` as the argument for the ``-G`` switch.
The difference between both generators is that the former uses ``CMAKE_BUILD_TYPE`` to specify the configuration (
e.g. ``Debug`` or ``Release``) while the latter supports all configurations in a single build directory, specified during
build time.
The architecture is determined from the toolset, so make sure to run the commands in the correct Visual Studio command
prompt, e.g. "Native Tools for X64".
Configure and build for a single-configuration Release build with vcpkg:
.. code:: console
cmake -G "Ninja" -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE="/scripts/buildsystems/vcpkg.cmake" -S "" -B ""
cmake --build ""
Same, but using the multi-configuration generator:
.. code:: console
cmake -G "Ninja Multi-Config" -DCMAKE_TOOLCHAIN_FILE="/scripts/buildsystems/vcpkg.cmake" -S "" -B ""
cmake --build "" --config Release
Notes on other platforms and features
-------------------------------------
Supported platforms
~~~~~~~~~~~~~~~~~~~
libprojectM is designed to be compatible with as many platforms and architectures as possible. Thus, the code base
doesn't use any non-portable code like OS-specific APIs or assembly instructions.
The code compiles for the following target architectures:
- i686 (x32 / x86)
- x86_64 (x64)
- armv7 (arm)
- aarch64 (arm64 / armv8)
- WASM
Other architectures such as PPC, RISC and MIPS should be supported as well. Big-endian support is untested and thus
might be buggy.
libprojectM builds at least on the following platforms:
- Windows
- Linux
- macOS (iOS/tvOS as well, but be aware that Apple's TOS may prevent its use in Store apps!)
- BSD derivatives
- Android
- WebGL/WASM (using emscripten)
As long as a platform provides OpenGL Core 3.3 or OpenGL ES 3.2 libraries and supports at least C++ 14, libprojectM
should build fine.
Raspberry Pi (and other embedded systems)Make sure to enable GLES support by passing -DENABLE_GLES=TRUE to CMake's configuration command and install the
appropriate OS libraries. Otherwise, follow the Linux build instructions above.
For applications using projectM, it's highly recommended to keep certain performance-related settings low, such as:
- The per-point mesh resolution should be kept low, e.g. 48x32
- The rendering resolution should not exceed 720p on the Pi, though most presets will also run at ~60 FPS in 1080p
Build using NDK for Android
To build projectM using the Android SDK, please refer to the official NDK docs:
https://developer.android.com/ndk/guides/cmake
It is highly recommended using the latest NDK and CMake >= 3.21 for building.
Using libprojectM with pkgconfigSome UNIX build systems cannot use CMake config packages, like GNU autotools. To use libprojectM with such build
systems, projectM's build system also creates basic .pc files during the installation process.
Note that the resulting pkgconfig files will not necessarily work in all circumstances, because they are much less
flexible than CMake (or Meson). When using pkgconfig, some required libraries will probably not be linked
automatically (e.g. OpenGL libraries) and have to be added manually depending on the application needs.
Frontends and audio capturing
Previous projectM versions (before 4.0) shipped several UIs and audio capture implementations in this repository.
To reduce the size of the code base and separate the release cycles of the core library and the frontends, these were
moved into their own repositories under the `projectM-visualizer organization <https://github.com/projectM-visualizer>`__
(e.g. the SDL-based desktop app and the Qt-based desktop app with PipeWire/PulseAudio/JACK backends).
libprojectM on its own does not have any means of capturing audio, it simply takes PCM data via the API. Applications
using projectM can supply this data from their own audio sources, e.g. music playing in an audio player or capturing
audio data from OS or other external sources.
.. _Building with CMake:
Building with CMake
-------------------
This section contains in-depth information for building with the CMake build system.
To use the library in other projects, it is required to install it. Use ``CMAKE_INSTALL_PREFIX`` to specify the
installation directory. If you use other build systems, you have to specify the include and library paths manually.
Selecting a specific project file generatorBuilding libprojectM does not require any specific CMake generator. It should work with any available generator, single-
and multi-config.
To specify a CMake generator, use the -G switch, followed by the generator name. Some newer generators take an
additional architecture using the -A switch. To list all available generators available on your current platform,
leave out the generator name:
.. code:: shell
cmake -G
Additional information on the supported generators can be
found in the CMake documentation <https://cmake.org/cmake/help/latest/manual/cmake-generators.7.html>__.
Popular generators
^^^^^^^^^^^^^^^^^^
By default, CMake will use the Unix Makefiles <https://cmake.org/cmake/help/latest/generator/Unix%20Makefiles.html>__
generator on Linux and macOS, which is a good choice and should work. Yet in some circumstances, you might want to
generate project files for a specific build tool or IDE:
.. code:: shell
cmake -G "Unix Makefiles" -S /path/to/source/dir -B /path/to/build/dir
A common alternative is the Ninja <https://cmake.org/cmake/help/latest/generator/Ninja.html>__ generator, which
requires ninja to be installed. It is mostly a make
replacement with less overhead and should work equally well. It is supported on all major platforms, including Windows:
.. code:: shell
cmake -G Ninja -S /path/to/source/dir -B /path/to/build/dir
On macOS, CMake also supports the Xcode <https://cmake.org/cmake/help/latest/generator/Xcode.html>__ generator. It will
create an .xcodeproj bundle which you can open in Xcode. It also adds support for automatic code signing, which might
be required if your application using projectM needs to be notarized for store deployment.
.. code:: shell
cmake -G Xcode -S /path/to/source/dir -B /path/to/build/dir
If you develop on Windows, you will possibly use Visual Studio. While recent visual Studio versions have CMake support
built-in, you can still pre-generate the solution and project files and open the .sln file from the build directory.
CMake provides a separate generator for each Visual Studio release. For Visual Studio 2022 you would use
the Visual Studio 17 2022 <https://cmake.org/cmake/help/latest/generator/Visual%20Studio%2017%202022.html>__ generator
and provide an additional architecture parameter:
.. code:: shell
cmake -G "Visual Studio 17 2022" -A "X64" -S /path/to/source/dir -B /path/to/build/dir
It is not possible to generate multi-arch solutions with CMake though. You need to create separate build directories and
use the respective -A switch for each.
Project-specific configuration options
CMake has no built-in way of printing all available configuration options. You can either refer to the
top-level ``CMakeLists.txt`` which contains a block of ``option`` and ``cmake_dependent_option`` commands, or use one of the
available CMake UIs which will display the options after configuring the project once.
Important build switches
^^^^^^^^^^^^^^^^^^^^^^^^
The following table also gives you an overview of important build options and their defaults. All options accept a
boolean
value (``YES``/``NO``, ``TRUE``/``FALSE``, ``ON``/``OFF`` or ``1``/``0``) and can be provided on the configuration-phase command line
using the ``-D`` switch.
.. list-table::
:header-rows: 1
* - CMake option
- Default
- Required dependencies
- Description
* - ``BUILD_TESTING``
- ``OFF``
-
- Builds the unit tests.
* - ``BUILD_DOCS``
- ``OFF``
- ``Doxygen``, ``Sphinx``
- Builds the API/developer documentation in ``docs/``.
* - ``BUILD_SHARED_LIBS``
- ``ON``
-
- Build projectM as shared libraries. If ``OFF``, build static libraries.
* - ``ENABLE_PLAYLIST``
- ``ON``
-
- Builds and installs the playlist library.
* - ``ENABLE_EMSCRIPTEN``
- (auto)
- ``Emscripten``
- Forced ``ON`` when building with the Emscripten toolchain, otherwise ``OFF``. Not user-settable.
* - ``ENABLE_GLES``
- ``OFF``
- ``GLES``
- Use OpenGL ES 3 profile for rendering instead of the Core profile.
Note that ``ENABLE_GLES`` will be forcibly set to ``ON`` for Emscripten and Android builds, making it mandatory.
Experimental and application-dependent build switches
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The following table contains a list of build options which are only useful in special circumstances, e.g. when
developing libprojectM, trying experimental features or building the library for a special use-case/environment.
.. list-table::
:header-rows: 1
* - CMake option
- Default
- Required dependencies
- Description
* - ``ENABLE_SDL_UI``
- ``OFF``
- ``SDL2``
- Builds the SDL-based test application. Only used for development testing, will not be installed.
* - ``ENABLE_INSTALL``
- ``ON`` (top-level) / ``OFF`` (subproject)
-
- Enable projectM install targets. Automatically ``ON`` when built standalone, ``OFF`` when added via ``add_subdirectory()``.
* - ``ENABLE_DEBUG_POSTFIX``
- ``ON``
-
- Adds ``d`` (by default) to the name of any binary file in debug builds.
* - ``ENABLE_SYSTEM_GLM``
- ``OFF``
-
- Builds against a system-installed GLM library.
* - ``ENABLE_SYSTEM_PROJECTM_EVAL``
- ``ON``
-
- Uses a system-installed projectM-eval library if found, otherwise the bundled sources in ``vendor/``.
* - ``ENABLE_BOOST_FILESYSTEM``
- ``OFF``
- ``Boost``
- Forces the use of ``boost::filesystem`` instead of ``std::filesystem``. Only needed on toolchains without C++17 filesystem support.
* - ``ENABLE_MACOS_FRAMEWORK``
- ``OFF``
- macOS
- Build as macOS Framework bundles instead of plain shared libraries.
* - ``ENABLE_CXX_INTERFACE``
- ``OFF``
-
- Exports symbols for the ``ProjectM`` and ``PCM`` C++ classes and installs the additional the headers. Using the C++ interface is not recommended and unsupported.
* - ``ENABLE_VERBOSE_LOGGING``
- ``OFF``
-
- Enables code for ``TRACE`` and ``DEBUG`` log levels in release builds. By default, these will only be compiled for ``Debug`` builds. Enabling this will negatively affect performance, even if the actual log level is set to ``INFORMATION`` or higher.
Path options
^^^^^^^^^^^^
There are also a few textual parameters that can be used to fine-tune the installation directories. Relative paths in
the following options are appended to the value
of `CMAKE_INSTALL_PREFIX <https://cmake.org/cmake/help/latest/variable/CMAKE_INSTALL_PREFIX.html>`__ (which, on most UNIX
platforms, defaults to ``/usr/local``):
.. list-table::
:header-rows: 1
* - CMake option
- Default
- Description
* - ``CMAKE_INSTALL_PREFIX``
- (OS dependent)
- Base directory where the projectM libraries, includes and support files will be installed.
* - ``PROJECTM_BIN_DIR``
- ``bin``
- Directory where executables (e.g. the SDL standalone application) are installed.
* - ``PROJECTM_LIB_DIR``
- ``lib[64]``
- Directory where libprojectM is installed.
* - ``PROJECTM_INCLUDE_DIR``
- ``include``
- Directory where the libprojectM include files will be installed under.
Other options
^^^^^^^^^^^^^
Various other options for specific needs.
.. list-table::
:header-rows: 1
* - CMake option
- Default
- Description
* - ``CMAKE_DEBUG_POSTFIX``
- ``d`` (if ``ENABLE_DEBUG_POSTFIX`` is set)
- Postfix appended to debug libraries.
* - ``CMAKE_INSTALL_BINDIR``
- ``bin``
- Another way to specify the binary installation directory. Used as default value for ``PROJECTM_BIN_DIR``.
* - ``CMAKE_INSTALL_LIBDIR``
- ``lib`` or ``lib64``
- Another way to specify the library installation directory. Used as default value for ``PROJECTM_LIB_DIR``.
* - ``CMAKE_INSTALL_INCLUDEDIR``
- ``include``
- Another way to specify the include file installation directory. Used as default value for ``PROJECTM_INCLUDE_DIR``.
Always perform out-of-tree builds!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Most classic IDEs and build systems directly make use of the source tree and create project files, temporary build
artifacts (e.g. object files) and the final binaries in the same directory structure as the source files. An advantage
of this approach is that you can find all compiled binaries side-by-side with their sources and generated headers are
already in the same directories as the source files including them. This approach has some drawbacks though:
- Only a single build configuration is supported as files are overwritten in-place.
- A lot of noise is created in the source directory, making it hard to distinguish between generated and original source
files.
- A very large ``.gitignore`` file is required to cover all unwanted files.
- Mistakes in the build scripts can overwrite source files, causing errors and destroy uncommitted work.
Some of these can be mitigated by providing additional targets (``make clean`` and ``make distclean``) or creating
subdirectories for Debug/Release build configurations.
While CMake also supports in-tree builds, it is "discouraged" in the official documentation, for the above reasons.
Building out-of-tree allows it to create multiple build directories with different configurations which do not influence
each other in any way. If a build directory contains unwanted artifacts, and you want to start fresh, simply delete and
recreate the whole directory - no work is lost.
This project follow this principle by treating the original source tree as read-only and avoiding potential conflicts:
- Everything under `CMAKE_SOURCE_DIR <https://cmake.org/cmake/help/latest/variable/CMAKE_SOURCE_DIR.html>`__ must only be
read, never changed or written to.
- Everything under `CMAKE_BINARY_DIR <https://cmake.org/cmake/help/latest/variable/CMAKE_BINARY_DIR.html>`__ is temporary
and related to the current build configuration.
- When generating configuration-dependent files,
use `CMAKE_CONFIGURATION_TYPES <https://cmake.org/cmake/help/latest/variable/CMAKE_CONFIGURATION_TYPES.html>`__
and `CMAKE_BUILD_TYPE <https://cmake.org/cmake/help/latest/variable/CMAKE_BUILD_TYPE.html>`__ to create non-conflicting
files in the build tree.
While this project will not force you to build out-of-tree, there is no mechanism to clean up the generated files after
running cmake in-tree.
CMake build directory layout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you are new to CMake, the way of how CMake creates the build directory and where it creates the build targets might
be confusing. Here is a summary of what's in the build directory and how it is structured in general.
Using files from the build tree
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
It is generally not good practice to directly take binaries and other files from the build tree for packaging, for
several reasons:
1. The directory structure is generated by CMake and depends on the generator used. The layout might change between
CMake versions, even for the same generator.
2. On platforms with RPATH support, CMake will store absolute paths in executables and shared libraries which point to
the absolute paths of any linked dependencies, either from the build tree or external libraries as well. These
binaries are not relocatable and will most certainly not work if run on any other computer (or even on the same after
deleting the build directory).
3. For some configurations, even Release build artifacts may contain debug symbols until they are installed.
It is fine to build and run executables from the build directory for development and debugging. For packaging or using
libprojectM in other projects, always use the ``install`` target and copy files from there.
Generated files
^^^^^^^^^^^^^^^
In the top-level build directory, CMake creates a few files that are present on any platform:
- ``CMakeCache.txt``: This file contains all variables and build settings CMake needs to remember from the first
configuration run. This file can be edited on demand either manually or using a CMake UI to change any values. On the
next build, CMake will regenerate the project files if this file has been modified.
- ``cmake_install.cmake``: Contains generated install-related settings.
- ``install_manifest.txt``: After installing the project, this file contains a list with absolute filenames of all
installed files. It can be used for packaging or deleting installed files as CMake doesn't define an ``uninstall``
target.
- The top-level project file for use with the selected build toolset, e.g. ``Makefile``, ``build.ninja``, ``projectm.sln``
or ``projectm.xcodeproj``, plus additional toolset-specific files.
The projectM build files generate additional files used in the build and install phases. These are scattered over the
build tree, but installed into the proper directories. Do not try and gather these files yourself from the build tree.
Subdirectory structure
^^^^^^^^^^^^^^^^^^^^^^
The rest of the directory structure generally resembles the source tree. Source directories containing
a ``CMakeLists.txt`` file will also be created in the build tree with the same relative path. Each of these subdirectories
contains a ``CMakeFiles`` directory with CMake-internal data, generated project files for the select toolset, e.g.
makefiles and any temporary compile artifacts.
The directory structure is created by CMake and may change depending on the generator and CMake version used.
Executable and library locations
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Build targets - shared/static libraries and executables - are created in the same subdirectory in the build tree as
the ``CMakeLists.txt`` file that defines the target in the source tree (which, in most cases, resides in the same
directory as the source files). Depending on the generator used, the binaries are created directly in the directory for
single-configuration generators (like ``Unix Makefiles`` or ``Ninja``) and in a subdirectory with the configuration name,
e.g. ``Debug`` or ``Release``, for multi-configuration generators like ``Xcode`` or ``Visual Studio 17 2022``.
You may also find additional files and symbolic links in the same location depending on the platform, e.g. ``.pdb`` files
on Windows.
Using libprojectM in other CMake projectsThe projectM library can be used as a static library or shared library in other CMake-based projects to provide embedded
audio visualization. It is highly recommended to build projectM as shared libraries for maximum compatibility and LGPL
compliance.
The build directory is not structured in a way that other projects can make use of it. Use the install target to copy
all required files to the configured installation prefix. You can customize the subdirectories for libraries, includes
and binaries using the PROJECTM_<X>>_DIR variables when configuring the CMake project.
Importing libprojectM targets from the build tree
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This approach is not recommended, but can be useful for projects that either require more in-depth access to the
projectM library files, especially to headers that are not installed as part of the public API. This might cause issues
if the internal headers change, but gives a broader set of features and more control to the developer.
Please refer to the ExternalProject <https://cmake.org/cmake/help/latest/module/ExternalProject.html>__ CMake module
documentation on how to set up the libprojectM build system for use in another project.
Importing libprojectM targets from an installed version
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is the recommended and supported way of importing libprojectM in your project. This project installs a set of CMake
files in <PREFIX>/<LIBDIR>/cmake/projectM4, containing target definitions, version and dependency checks as well as
any additional libraries required for linking. Other projects then use CMake's find_package command to search for
these files in different locations <https://cmake.org/cmake/help/latest/command/find_package.html#search-procedure>__.
In the case projectM libraries and headers are not installed in any system search path, you need to add either the
install prefix path (the top-level install dir) or the directory containing the libraries (the lib dir by default) to
the CMAKE_PREFIX_PATH <https://cmake.org/cmake/help/latest/variable/CMAKE_PREFIX_PATH.html>__ list.
If the package was found, you can then link against libprojectM by using the libprojectM::projectM target.
Depending on how the package was built, targets might be available for multiple configurations or only Release. CMake
will automatically select the most appropriate one to link.
Include dirs, additional link dependencies and possible compiler options will be propagated to any target the library is
linked to.
Using the optional playlist library
"""""""""""""""""""""""""""""""""""
If you want to use the optional playlist library, you need to specifically request it as a component:
.. code:: cmake
find_package(projectM4 COMPONENTS Playlist)
You can either use REQUIRED to force a fatal error if the component cannot be found or check if the target exists
using:
.. code:: cmake
if(TARGET libprojectM::playlist)
# ...
endif()
If you link the playlist library, the main libprojectM::projectM target will be linked automatically as a dependency.
Example
"""""""
Searches for projectM and the playlist library and links both to the application:
.. code:: cmake
find_package(projectM4 REQUIRED COMPONENTS Playlist)
add_executable(MyApp main.cpp)
target_link_libraries(MyApp PRIVATE
libprojectM::playlist
)
Emscripten (`docs/emscripten.rst`)
Using libprojectM in Emscripten
projectM supports OpenGL ES rendering, and can be compiled into
WebAssembly for use in browsers. WebGL is similar to OpenGL ES, but not
identical, so a few additional considerations apply to get projectM
running with Emscripten.
Additional Build Settings
A few additional build settings will be required when building an
Emscripten wrapper. Pass these flags/parameters to the Emscripten
linker:
-sUSE_SDL=2: It is highly recommended to use Emscripten’s
built-in SDL2 port to set up the rendering context. This flag will
link the appropriate library.-sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2: Forces the use of
WebGL 2, which is required for OpenGL ES 3 emulation.-sFULL_ES2=1 -sFULL_ES3=1: Enables full emulation support for
both OpenGL ES 2.0 and 3.0 variants.-sALLOW_MEMORY_GROWTH=1: Allows allocating additional memory if
necessary. This may be required to load additional textures etc. in
projectM.
Initializing Emscripten’s OpenGL Context
In addition to the above linker flags, some additional initialization
steps must be performed to set up the OpenGL rendering context for
projectM. Specifically, the OES_texture_float WebGL extension must
be loaded explicitly to support the required texture format for the
motion vector grid. The following code template can be used to set up a
proper SDL2/WebGL context for projectM:
.. code:: c
#include <emscripten.h>
#include <emscripten/html5_webgl.h>
#include <GL/gl.h>
#include <SDL.h>
int main(void)
{
// Init SDL's video and audio subsystems
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
// Create the SDL window (will be tied to the Emscripten HTML5 canvas)
SDL_window* window = NULL;
SDL_renderer* renderer = NULL;
SDL_CreateWindowAndRenderer(1024, 768, SDL_WINDOW_OPENGL, &window, &renderer);
if (window == NULL || renderer == NULL)
{
fprintf(stderr, "Failed to create SDL renderer: %s\n", SDL_GetError());
return 1;
}
// Enable floating-point texture support for motion vector grid.
auto webGlContext = emscripten_webgl_get_current_context();
emscripten_webgl_enable_extension(webGlContext, "OES_texture_float");
// Initialize projectM and put all other stuff below.
return 0;}
Index (`docs/index.rst`)
.. toctree::
:maxdepth: 3
self
building
emscripten
api/library_root
|Windows Build Status| |Linux Build Status| |macOS Build Status|
|Emscripten Build Status| |Android Build Status|
|Discord Shield| Chat with us on Discord <https://discord.gg/N9DyQfCH4j>__
.. figure:: https://github.com/projectM-visualizer/projectm/raw/master/docs/web/logo.png
:alt: Logo
Logo
projectM - The most advanced open-source music visualizer
Experience psychedelic and mesmerizing visuals by transforming music
into equations that render into a limitless array of user-contributed
visualizations.
projectM is an open-source project that reimplements the esteemedWinamp Milkdrop <https://en.wikipedia.org/wiki/MilkDrop>__ by Geiss in
a more modern, cross-platform reusable library.
Its purpose in life is to read an audio input and to produce mesmerizing
visuals, detecting tempo, and rendering advanced equations into a
limitless array of user-contributed visualizations.
Important: This repository only contains libprojectM for use in application development!
This repository now only contains the projectM shared/static library.
All frontends, plug-ins and other tools were outsourced into separate
repositories. If you’re not a developer and just look for a download to
run projectM visuals on your machine or device, please use one of the
links listed below. The releases section in this repository only
contains source-code and binary releases of the projectM development
libraries and headers, which aren’t useful for end users.
End-User Applications
~~~~~~~~~~~~~~~~~~~~~
**Important**: projectM is currently undergoing heavy development. The
available end-user frontends are development previews, which are not
feature-complete and may have bugs.
Windows
^^^^^^^
- Standalone (`projectMSDL 2.0
pre-release <https://github.com/projectM-visualizer/frontend-sdl-cpp/releases>`__)
- `Steam <https://store.steampowered.com/app/1358800/projectM_Music_Visualizer/>`__
(Same as standalone development preview)
- `Windows Store <https://www.microsoft.com/store/apps/9NDCVH0VCWJN>`__
(Old 3.1.12 release)
macOS
^^^^^
- Standalone
- `C++ app
pre-release <https://github.com/projectM-visualizer/frontend-sdl-cpp/releases>`__
- `Rust app development preview
(signed) <https://github.com/projectM-visualizer/frontend-sdl-rust/releases/tag/v0.1.0>`__
- `Steam <https://store.steampowered.com/app/1358800/projectM_Music_Visualizer/>`__
(Old 3.1.12 release)
- Music.app Plugin (currently only available as an *unsigned*
`development
preview <https://github.com/kblaschke/frontend-music-plug-in/releases/tag/v3.0-pre1>`__)
- `Brew <https://formulae.brew.sh/formula/projectm>`__ (Old 3.1.12
release)
Linux
^^^^^
- Standalone (`projectMSDL 2.0
pre-release <https://github.com/projectM-visualizer/frontend-sdl-cpp/releases>`__,
also available as ``.deb`` and ``.tar.gz``)
- `Steam <https://store.steampowered.com/app/1358800/projectM_Music_Visualizer/>`__
(Same as standalone development preview)
Or check your distribution’s package manager for a binary release. If it
is outdated, please contact the package maintainer, as the projectM
development team does not maintain any of the distribution-specific
packages.
Android
^^^^^^^
- `Google
Play <https://play.google.com/store/apps/details?id=com.psperl.prjM>`__
**Note**: Both the free and paid apps plus the Android TV app are *not*
created or supported by the projectM developers! If you have technical
troubles or other inquiries, please contact the app author via the means
provided in the Play Store. Any bug reports in the projectM issue
tracker regarding the apps will be closed immediately.
Xbox / Windows Phone
^^^^^^^^^^^^^^^^^^^^
- `Windows Store <https://www.microsoft.com/store/apps/9NDCVH0VCWJN>`__
(Old 3.1.12 release)
Other
^^^^^
Source code and other resources, mostly aimed at developers.
- `Library source
code <https://github.com/projectM-visualizer/projectm/>`__ (this
repository)
- `Qt <https://www.qt.io/>`__ based (Qt5/Qt6) desktop apps for Linux
with `PipeWire <https://pipewire.org/>`__,
`PulseAudio <https://www.freedesktop.org/wiki/Software/PulseAudio/>`__
and JACK audio backends (`source
code <https://github.com/projectM-visualizer/frontend-qt>`__,
requires libprojectM 4.x).
- `ALSA, XMMS, Winamp,
JACK <https://sourceforge.net/projects/projectm/files/>`__ (legacy
2.x sources for historic purposes, unmaintained since 2012)
Discord chat
~~~~~~~~~~~~
`Chat with us on Discord! <https://discord.gg/N9DyQfCH4j>`__
Click For Demo Videos
~~~~~~~~~~~~~~~~~~~~~
A demo playlist is available on
`YouTube <https://www.youtube.com/watch?v=jJmLQGhYWys&list=PLFLkbObX4o6TK1jGL6pm1wMwvq2FXnpYJ>`__.
Presets
~~~~~~~
The preset files define the visualizations via pixel shaders and
Milkdrop-style equations and parameters.
The projectM library does not ship with any presets. The frontends come
with varying preset packs which can be found in separate repositories in
the projectM repository list:
- `Base Milkdrop texture
pack <https://github.com/projectM-visualizer/presets-milkdrop-texture-pack>`__
- Recommended for use with *any* preset pack!
- `Cream of the Crop
Pack <https://github.com/projectM-visualizer/presets-cream-of-the-crop>`__
- A collection of about 10K presets compiled by Jason Fletcher.
Currently, projectM’s default preset pack.
- `Classic projectM
Presets <https://github.com/projectM-visualizer/presets-projectm-classic>`__
- A bit over 4K presets shipped with previous versions of projectM.
- `Milkdrop 2
Presets <https://github.com/projectM-visualizer/presets-milkdrop-original>`__
- The original preset collection shipped with Milkdrop and Winamp.
- `En D
Presets <https://github.com/projectM-visualizer/presets-en-d>`__ -
About 50 presets created by “En D”.
Included with projectM are the bltc201, Milkdrop 1 and 2, projectM,
tryptonaut and yin collections. You can grab these presets
`here <http://spiegelmc.com/pub/projectm_presets.zip>`__.
You can also download an enormous 130k+ presets from the MegaPack
`here <https://drive.google.com/file/d/1DlszoqMG-pc5v1Bo9x4NhemGPiwT-0pv/view>`__
(4.08GB zipped, incl. textures).
Also Featured In
~~~~~~~~~~~~~~~~
`|Kodi| Kodi (formerly XBMC) <https://kodi.tv/>`__
`|Helix|
Helix <https://web.archive.org/web/20180628174410/http://ghostfiregames.com/helixhome.html>`__
`|Silverjuke| Silverjuke (FOSS Jukebox) <https://www.silverjuke.net>`__
`|VLC Media Player| VLC Media Player (AKA VideoLAN
Client) <https://www.videolan.org/vlc/>`__
Reminder: These are all third-party integrations of libprojectM and not
developed or supported by the projectM development team. Please report
bugs in those applications to their respective developers.
Screenshots
-----------
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-08-25\ at\ 12.31.20\ AM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-08-25\ at\ 12.33.50\ AM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-07-18\ at\ 2.14.41\ PM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-07-18\ at\ 2.13.53\ PM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-07-18\ at\ 2.15.36\ PM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-08-16\ at\ 4.49.32\ PM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-08-16\ at\ 4.50.37\ PM.png
:alt: Screenshot
Screenshot
.. figure:: web/projectM_screenshots/Screen\ Shot\ 2014-08-25\ at\ 12.31.07\ AM.png
:alt: Screenshot
Screenshot
Architecture
------------
- `Article <https://lwn.net/Articles/750152/>`__
Building from source
--------------------
See :doc:`building` and the `developer documentation in the
wiki <https://github.com/projectM-visualizer/projectm/wiki/Building-libprojectM>`__.
Using the library
-----------------
At its core projectM is a library, `libprojectM <src/libprojectM>`__.
This library is responsible for parsing presets, analyzing audio PCM
data with beat detection and FFT, applying the preset to the audio
feature data and rendering the resulting output with OpenGL. It can
render to a dedicated OpenGL context or a texture.
To get started using projectM in your own projects, please go to the
wiki and read the `developer
documentation <https://github.com/projectM-visualizer/projectm/wiki#integrating-projectm-into-applications>`__
available there.
There are some open-source applications that make use of libprojectM
which can be found in the `projectM organization’s
repositories <https://github.com/projectM-visualizer>`__ and elsewhere.
Help
----
Report issues on GitHub in the respective repositories:
- `Rendering issues, crashes or the libprojectM
core/API <https://github.com/projectM-visualizer/projectm/issues>`__
- `Standalone SDL
app <https://github.com/projectM-visualizer/frontend-sdl2/issues>`__
(including the Steam release)
- `Windows Store
App <https://github.com/projectM-visualizer/frontend-uwp/issues>`__
- `Apple Music
plug-in <https://github.com/projectM-visualizer/frontend-music-plug-in/issues>`__
- Issues regarding the **projectM Android apps in the Play Store**,
please contact the app author via the Play Store. We cannot help with
any problems or requests.
If unsure, post your issue in the main `libprojectM issue
tracker <https://github.com/projectM-visualizer/projectm/issues>`__.
Please always check any existing issues if your problem has already been
posted by another user. If so, add your logs and findings to the
existing issue instead of opening a new ticket.
Get in contact with us
----------------------
`Chat with us on Discord. <https://discord.gg/N9DyQfCH4j>`__
Contribute to projectM
----------------------
If you would like to help improve this project, either with
documentation, code, porting, hardware or anything else please let us
know! We gladly accept pull requests and issues.
Before starting to write code, please take your time to read the
`contribution
guidelines <https://github.com/projectM-visualizer/projectm/wiki#contributing-to-projectm>`__
in our wiki.
Package Maintainers
-------------------
If you maintain packages of libprojectM, we are happy to work with you!
Please note well:
- The main focus of this project is libprojectM. It’s a library that
only really depends on OpenGL. The other applications are more like
examples and demos.
- Many of the frontend applications are likely outdated and of less
utility than the core library. If you desire to use them or depend on
them, please file an issue in the respective repository so we can
help update them.
- The “canonical” application for actually viewing the visualizations
is now
`projectMSDL <https://github.com/projectM-visualizer/frontend-sdl-cpp>`__,
based on libSDL2 because it supports audio input and is completely
cross-platform.
- This is an open source project! If you don’t like something, feel
free to contribute improvements!
- Yes, you are looking at the official version. This is not a fork.
Authors
-------
`Authors <https://github.com/projectM-visualizer/projectm/raw/master/AUTHORS.txt>`__
License
-------
The core projectM library is released under the `GNU Lesser General
Public License
2.1 <https://github.com/projectM-visualizer/projectm/raw/master/LICENSE.txt>`__
to keep any changes open-sourced, but also enable the use of libprojectM
in closed-source applications (as a shared library) as long as the
license terms are adhered to. The up- and downstream projects may use
different licenses - please check all parts of the software to be
compatible with your specific project if you plan an integration.
Wiki
----
More information for developers is available from the `projectM
Wiki <https://github.com/projectM-visualizer/projectm/wiki>`__.
.. |Windows Build Status| image:: https://github.com/projectM-visualizer/projectm/actions/workflows/build_windows.yml/badge.svg?branch=master
:target: https://github.com/projectM-visualizer/projectm/actions/workflows/build_windows.yml
.. |Linux Build Status| image:: https://github.com/projectM-visualizer/projectm/actions/workflows/build_linux.yml/badge.svg?branch=master
:target: https://github.com/projectM-visualizer/projectm/actions/workflows/build_linux.yml
.. |macOS Build Status| image:: https://github.com/projectM-visualizer/projectm/actions/workflows/build_osx.yml/badge.svg?branch=master
:target: https://github.com/projectM-visualizer/projectm/actions/workflows/build_osx.yml
.. |Emscripten Build Status| image:: https://github.com/projectM-visualizer/projectm/actions/workflows/build_emscripten.yml/badge.svg?branch=master
:target: https://github.com/projectM-visualizer/projectm/actions/workflows/build_emscripten.yml
.. |Android Build Status| image:: https://github.com/projectM-visualizer/projectm/actions/workflows/build_android.yml/badge.svg?branch=master
:target: https://github.com/projectM-visualizer/projectm/actions/workflows/build_android.yml
.. |Discord Shield| image:: https://discordapp.com/api/guilds/737206408482914387/widget.png?style=shield
.. |Kodi| image:: web/kodi.png
.. |Helix| image:: web/helix.jpg
.. |Silverjuke| image:: web/silverjuke.png
.. |VLC Media Player| image:: web/vlc.png
---
--- METRICS ---
- Files Extracted: 4
- Estimated Token Budget: ~15830 tokens
- Canonical Reference: https://codewiki.google/github.com/projectM-visualizer/projectm