Sample Projects¶
Descriptions¶
|
Name |
Description |
|---|---|
|
SDK File Importer |
This importer supports .sdk media files. |
|
Synth Import |
This synthetic importer generates 8-bit YUV and RGB, video only. |
|
SDK Custom Import |
This custom importer creates a clip similar to the Synth Import sample, but generates it to disk, rather than memory. |
|
ExportController |
Adds a new menu item to File > Export > SDK Export Controller. |
|
SDK Exporter |
This exporter writes .sdk files. |
|
Transmitter |
The sample transmit plugin does not output to any hardware, but can be used to step through interactions between the host and plugin in the debugger. |
|
SDK_ProcAmp |
This GPU-accelerated effect demonstrates a simple ProcAmp effect using the After Effects API with the Premiere Pro GPU extensions. |
|
Vignette |
This effect creates a vignette on video using the After Effects API with the Premiere Pro GPU extensions. |
|
SDK_CrossDissolve |
This GPU-accelerated transition demonstrates a simple cross dissolve transition using the After Effects API with the transition extensions. |
|
ControlSurface |
You should see the plugin in the PPro UI in Preferences > Control Surface, when you hit the Add button, as one of the options in the Device Class drop-down next to Mackie and EUCON (currently shows as "SDK Control Surface Sample"). |
How To Build the SDK Sample Projects¶
The required development environment is described in SDK Audience.
See a quickstart video on building an effect using a similar SDK (on macOS) here.
We've combined the sample projects into a single master project, stored in the Examples folder of the SDK.
For macOS it is BuildAll.xcodeproj; for Windows, it is _BuildAll.sln.
You'll need to specify some settings so that the plugins are built into a folder where they will be loaded by the application you are developing for.
We recommend plugins be built into the following folder for macOS: /Library/Application Support/Adobe/Common/Plugins/[version]/MediaCore/
Version is locked at 7.0 for all CC versions, or CSx for earlier versions.
For example: /Library/Application Support/Adobe/Common/Plugins/7.0/MediaCore/
or: /Library/Application Support/Adobe/Common/Plugins/CS6/MediaCore/
and the following path for Windows:
[Program Files]\Adobe\Common\Plugins\[version]\MediaCore\\
for example: C:\Program Files\Adobe\Common\Plugins\7.0\MediaCore\\
or: C:\Program Files\Adobe\Common\Plugins\CS6\MediaCore\\
Note
This Windows path is only recommended for development purposes.
In XCode, set the build location for the project in File > Project Settings. Press the Advanced button. Under Build Location choose Custom, select Absolute, and set the Products path.
In Visual Studio, for convenience, we have set the Output File for all sample projects to use the base path set by the environment variable PREMSDKBUILDPATH. You'll need to set this as a user environment variable for your system, and shown in the screenshot below.
Setting Environment Variables
- On Windows, right-click My Computer > Properties, and in the left sidebar choose Advanced System Settings.
- In the dialog that appears, hit the Environment Variables button.
- In the User variables, create a new variable named PREMSDKBUILDPATH, with the path as described above. (e.g. "C:Program FilesAdobeCommonPlugins[version]MediaCore").
- Log out of Windows, and log back in so that the variable will be set.
When compiling the plugins, if you see a link error such as:
"Cannot open file "[MediaCore plugins path]plugin.prm", make sure to launch Visual Studio in administrator mode. In your Visual Studio installation, right-click devenv.exe, Properties > Compatibility > Privilege Level, click "Run this program as an administrator".
It's not recommended to copy plugins into the plugin folder after you've built them, because that won't allow you to debug the plugins while the host application is running.