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juce-framework
JUCE
C++2013–2025
juce-framework / JUCE

JUCE

JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.

15Distinct people
18Mentions
0Explicit recommenders
9.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 12:54:37 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year18 dated mentions

Observed mentions: 2013-10-07 16:52:07 UTC to 2025-12-03 20:38:21 UTC.

012342013-01-01 00:00:00 UTC to 2014-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 comments20132014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20132013-01-01 00:00:00 UTC2014-01-01 00:00:00 UTC211
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC000
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC101
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC404
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC303
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC312
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC404
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101

What Hacker News says

18 sources
> Juce has a CoreGraphicsMetalLayerRenderer which I believe uses Metal to render CoreGrapghics primitives. This class is part of a JUCE demo app, and you can read the source code to it if you want. [0] It uses CoreGraphics to render the graphics on the CPU, and then uploads it as a texture to the GPU so it can be used as a CAMetal layer. So, no, the graphics are still rendered on the CPU, with compositing being handled on the GPU. I don't know why you're confidently saying something incorrect, it took me all of 2 minutes to find the source code and read it. > For example, I heard that UE4->UE5 removed the GPU tesselation support I know it's confusing, but GPU tessellation is a completely different thing. The word "tessellation" in graphics means "turn into triangles". In a 2D graphics context, we're turning splines and curves and 2D shape
Read the rest
s into triangles. In a 3D graphics context, GPU tessellation refers to a control cage mesh which is adaptively subdivided. These two have nothing in common except that triangles come out the other side. I am not aware of anyone who has tried to use GPU tessellation to render 2D graphics. GPU tessellation failed for a large number of reasons, but poor performance was one of them. So, you know, doing this sort of work efficiently on the GPU is still an open research problem. Just because it's not efficient to do it on the GPU does not mean the performance overhead is negligible. For rendering big complex vector graphics, tess overhead can easily outweigh rasterization overhead. [0] https://github.com/juce-framework/JUCE/blob/4e68af7fde8a0a64...
In Leveraging Rust and the GPU to render user interfaces at 120 FPS
You linked to the software fallback renderer which can be used for cross-platform compatibility. But JUCE also has platform-specific rendering modules. CoreGraphicsContext::createPath will convert the CPU spline segments to CG spline segments which are then rasterized by CoreGraphics using Metal on the GPU. https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db... And on Windows 7 and up it'll use the hardware-accelerated Direct2D APIs: https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
In Leveraging Rust and the GPU to render user interfaces at 120 FPS
When we talk about 2D graphics as a research problem, we're talking about native rendering of splines and strokes. JUCE does not have GPU-accelerated splines, it flattens the path to lines and rasterizes the coverage area into a texture that then gets uploaded to the GPU: https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db... https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db... It also does stroke handling on the CPU: https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db... Basically, this isn't really "GPU accelerated splines". It's a CPU coverage rasterizer with composting handled by the GPU.
In Leveraging Rust and the GPU to render user interfaces at 120 FPS
JUCE | https://github.com/juce-framework/JUCE | Remote UK full-time or remote long-term UK-timezone contractor | Senior C++ developer | https://juce.com/discover/stories/the-juce-team-is-recruitin... JUCE is the most well established framework for developing cross-platform audio applications. It is used by some of the world’s leading tech companies as well as educational institutions, start-ups, and bedroom hobbyists. We are looking for an experienced and self-driven C++ developer to join the three other JUCE team members, where you will be responsible for planning and introducing new features, keeping pace with underlying changes in operating systems and platforms, and supporting and empowering the community of developers creating JUCE-based software. This role has a very wide remit, across multiple different operating systems, audio plu
Read the rest
g-in formats and hosts, from low level operations on bits and bytes up to software packaging and distribution, with plenty of scope for personal development. Our small team and open source codebase enables impactful contributions with a high degree of ownership, where you will deploying code changes to the framework in public and will be responsible for functionality many other software developers will rely upon. The JUCE team operates the annual Audio Developer Conference, https://audio.dev/, and are a regular presence at other software developer events. Please visit https://juce.com/discover/stories/the-juce-team-is-recruitin... to find out more.
In Ask HN: Who is hiring? (December 2021)
Really cool project! I really liked the UI of this app. It feels very smooth and looks amazing. Also, I went to poke around the source code: https://github.com/helio-fm/helio-workstation It looks to be a really well written and maintained C++ project. It's built on top of the JUCE framework [0]. Builds super easy on Linux with minimal dependencies. The coding style is C#-like - very easy to read. I can't say anything about the main functionality though, as I have zero understanding about music composition. [0] https://github.com/juce-framework/JUCE
In Helio Project: libre music composition software
JUCE | https://github.com/juce-framework/JUCE | Remote UK full-time or remote long-term UK-timezone contractor | Senior C++ developer | https://juce.com/discover/stories/the-juce-team-is-recruitin... JUCE is the most well established framework for developing cross-platform audio applications. It is used by some of the world’s leading tech companies as well as educational institutions, start-ups, and bedroom hobbyists. We are looking for an experienced and self-driven C++ developer to join the three other JUCE team members, where you will be responsible for planning and introducing new features, keeping pace with underlying changes in operating systems and platforms, and supporting and empowering the community of developers creating JUCE-based software. This role has a very wide remit, across multiple different operating systems, audio plu
Read the rest
g-in formats and hosts, from low level operations on bits and bytes up to software packaging and distribution, with plenty of scope for personal development. Our small team and open source codebase enables impactful contributions with a high degree of ownership, where you will deploying code changes to the framework in public and will be responsible for functionality many other software developers will rely upon. The JUCE team operates the annual Audio Developer Conference, https://audio.dev/, and are a regular presence at other software developer events. Please visit https://juce.com/discover/stories/the-juce-team-is-recruitin... to find out more.
In Ask HN: Who is hiring? (May 2021)
I've started with C++ a couple of years ago and openFrameworks has been my entry ticket: https://github.com/openframeworks/openFrameworks. The code base is quite simple and readable, because it consists of several self-contained modules, many of which are just wrappers around existing libraries. For a "professional" code base, you could have a look at JUCE, which is also very modular: https://github.com/juce-framework/JUCE Both projects are written in "modern C++" (C++11 and above).
In Ask HN: Good C++ code bases to read?
I'm not a C++ expert and most of my experience is with the JUCE framework so I'm a bit biased, but I think the JUCE codebase is a pretty good example of (opinonated) good practices, I often refer to it when trying to work out how to do things, even if I'm not actually using the JUCE classes/data structures: https://github.com/juce-framework/JUCE (it's a cross platform framework for developing (primarily) audio applications and plugins)
In Ask HN: Good C++ code bases to read?
Don't get me wrong, I personally am totally in favor of Pipewire. The GP was making it sound like it's going to be some kind of panacea though, and I don't think that is going to happen. Pro audio is hard. It takes a long time to bring a project like this up to speed (I know because I've been waiting patiently for the video streaming stuff to stabilize). Pipewire is a good improvement for users but it doesn't bring any major features that a DAW is going to really want. And as Paul said, eventually as a DAW grows and becomes more monolithic you're going to get away from even wanting an audio server at all so you can have the lowest latency possible. BTW from my perspective there already is a major project driving a revival of open source audio, and that project is called JUCE [0]. [0] https://github.com/WeAreROLI/JUCE
In PipeWire 0.3 – JACK compatibility layer with comparable performance to JACK2

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