* remove c3d/build * autotools start * ignore * autoreconf? idk * linux/osx gcc/clang * no glut, need glew tho * fix test matrix * fix linux conditional includes? * sdl makefile am * SDL2 m4/autoconf * idk more m4 crap * ignore more junk * ug * go away idk * renderer makefile * fixing SDL's broken-ass sdl2.m4 lol * progress * cmake go away * full autotools build working yay * autogen script, readme update * fix linux ifdefs * stuff * fix linux -ldl * mac sdl dep for travis * whoops * brewwww * no osx gcc * no test * kinda working linux library build * travis apt packages * ignore old SDL2 for travis * typo * autogen for osx build readme
projectM - The most advanced open-source music visualizer
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 in audio input and produce mesmerizing visuals, detecting tempo, and rendering advanced equations into a limitless array of user-contributed visualizations.
Available For
- Mac OS X, Linux (binary)
- Mac OS X iTunes (plugin)
- Android
- iOS
- ALSA, Qt, xmms, winamp, jack, pulseaudio (source, unmaintained)
Presets
The preset files define the visualizations via pixel shaders and Milkdrop-style equations and parameters. Included with projectM are the bltc201, Milkdrop 1 and 2, projectM, tryptonaut and yin collections. You can grab all of the presets here.
Also Featured In
Screenshots
Building From Source
Mac OS X
Linux
sudo apt-get install autoconf libtool libsdl2-dev libglew-dev libftgl-dev libsdl2-dev libdevil-dev
Building From Source Clone
./autogen.sh
./configure && make && sudo make install
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 an openGL context or a texture.
For an example of a very simple example use of the library see the libSDL2 sample code.
There are many other applications that make use of libprojectM that can be found in the src directory.
Todo
- Top priority has for a long time been to port the calls from OpenGL immediate-mode (old-school) to be compatible with OpenGL ES, using vertex buffer objects. There's a branch and todo list of function calls to replace.
- macOS Sierra broke the iTunes plugin somehow
- Currently shader support is done via nVidia's Cg shader toolkit. This is ancient and no longer supported and very lame. Use standard OpenGL facilities for compiling and executing the shader-based presets.
- Support for the missing Milkdrop waveforms to get full compatibility with Milkdrop presets.
- Steal cool stuff from the recently-released Milkdrop source.
- Emscripten (transpile to JavaScript and use WebGL) support. Some of the work is done on this but it requires OpenGL ES (see item 1).
- Update the various applications using libprojectM.
Help
Report issues on GitHub We're on IRC at irc.freenode.net #projectM
Authors
Authors 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.










