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HOW TO MAKE AN AUDIO VST3 PLUGIN (EASY)

When I first started looking into how audio plugins are made, I thought it was something only hardcore programmers could do — the type of people who drink 4 coffees at 3AM and write code like they’re in the Matrix.

Spoiler: you don’t need to be a programmer.

In this article, I’m going to show you the exact workflow I use to create my own VST3 audio plugins, step by step, the same process you’ll see in the video below once I publish it.


Who I Am

My name is Endri, aka Sheen.

I create content about:

Not long ago, I posted a poll on my YouTube community asking:

“Which tutorial do you want to see?”

And 67% of you voted for:

How to create a VST3 audio plugin. 🎛

When I saw that, I said:

“Alright… I guess we’re doing this.”

So I started researching.

I looked at different workflows, different frameworks, different methods.

I talked to programmers and UI designers.

I watched tutorials.

I broke things.

I fixed things.

I broke things again (classic).

A lot of methods were too technical for me.

So I built my own workflow, one that uses AI to write the DSP code.

Yes — AI literally writes the plugin’s processing for you.


The Workflow Uses Only 3 Tools

ToolWhat I use it for
FigmaDesigning the plugin interface (GUI)
Visual Studio Code + GitHub CopilotGenerating / editing DSP code
XcodeBuilding the final VST3 plugin

I also spoke with:

And I got some really solid workflow advice from Saint Mike, but that specific method required some Apple Developer steps that not everyone wants to deal with — so I simplified everything.

This version below works for everyone.

STEP 1 — Designing the GUI in Figma

I start in Figma.

  1. I go to the Figma website
  2. Create an account
  3. Download the desktop app

To design the GUI:

Basically:

I describe what I want, and Figma creates the interface.

Once the UI looks good:

Done. GUI finished.

STEP 2 — Generating DSP Code Using Visual Studio Code + Copilot

Here’s where the magic happens.

  1. I open the Figma-exported folder inside Visual Studio Code
  2. I sign into my GitHub account
  3. I enable GitHub Copilot

Now I can literally describe the sound processing I want.

For example, for one of my plugins, I told Copilot:

“Create a signal chain with a Neve 1073 style preamp saturation,

followed by Studer A800 tape tone,

MPC-style bit reduction,

wow and flutter modulation,

low-pass filter,

dry/wet mix,

and a soft clipper at the end.”

Copilot wrote the DSP code automatically.

The signal flow looks like this:

Input Signal
→ DRIVE (Neve-style saturation)
→ Meter (reads only the drive level)
→ TONE (Studer tape color)
→ Bit Reduction (MPC character)
→ Resampler
→ Wow & Flutter modulation
→ Low-Pass Filter
→ Final Drive
→ Dry/Wet Control
→ Soft Clipper (Lavry Gold style)
→ Output

I didn’t have to write hundreds of lines of C++.

I just refined what Copilot generated.

STEP 3 — Connecting GUI & DSP Using React and iPlug2

The GUI works like a small interactive web app.

Setup:

npm create vite@latest
cd ui
npm install
npm run dev

Then:

So when I move the UI knob → the sound changes.


STEP 4 — Building the Final .VST3 in Xcode

  1. I place the iPlug2 folder in my project directory
  2. I open the .xcodeproj file in Xcode
  3. Set the build target to VST3
  4. Press Build
  5. Copy the output .vst3 file to: /Library/Audio/Plug-Ins/VST3/
  6. Open my DAW and test 🙌

This workflow lets me create real, usable VST3 plugins without needing deep coding experience.

StageTool
DesignFigma
Audio ProcessingCopilot + C++ / iPlug2
UI LogicReact
Plugin Build

VST3 Build
Xcode

(Steinberg Audio SDK)

CHECKLIST

ToolPurposeMandatory?
FigmaPlugin GUI designNot required, but recommended
Visual Studio CodeDSP and C++ codingYes
XcodeCompiling the plugin on macOSYes, if you’re on Mac
VST3 SDKDefines the VST3 plugin formatYes
iPlug2 or JUCEFramework used to build the pluginYes
CMakeBuild system used by some frameworksRequired in some workflows
GitVersion control for project filesRecommended
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