# CMake Template Projects This directory contains project templates which should help you get started using JUCE's CMake support. ## System Requirements - Console and GUI projects require CMake 3.12 or higher. - Plugin projects require CMake 3.15 or higher. - All iOS targets require CMake 3.14 or higher (3.15 or higher for plugins targeting iOS). - Android targets are not currently supported. Most system package managers have packages for CMake, but we recommend using the most recent release from https://cmake.org/download. You should always use a CMake that's newer than your build toolchain, so that CMake can identify your build tools and understand how to invoke them. In addition to CMake you'll need a build toolchain for your platform, such as Xcode or MSVC. ## Getting Started In this directory, you'll find example projects for a GUI app, a console app, and an audio plugin. You can simply copy one of these subdirectories out of the JUCE repo, add JUCE as a submodule, and uncomment the call to `add_subdirectory` where indicated in the CMakeLists.txt. Alternatively, if you've installed JUCE using a package manager or the CMake install target, you can uncomment the call to `find_package`. Once your project is set up, you can generate a build tree for it in the normal way. To get started, you might invoke CMake like this, from the new directory you created. ``` cmake -Bbuild (-GgeneratorName) (-DJUCE_BUILD_EXTRAS=ON) (-DJUCE_BUILD_EXAMPLES=ON) ``` This will create a build tree in a directory named 'build', using the CMakeLists in the current working directory, using the default generator (makefiles on mac/linux, and the most recent Visual Studio on Windows). You can choose a specific generator to use with the `-G` flag (call `cmake -G` to see a full list of generators on your platform). If you included JUCE as a subdirectory, you can enable the Extras and Examples targets by including the last two arguments (they're off by default). There's quite a lot of example projects, and generating project files might take a bit longer when these options are on, so you probably won't want to include them most of the time. Then, to build the project: ``` cmake --build build (--target targetNameFromCMakeLists) (--config Release/Debug/...) ``` This tells cmake to build the target named `targetNameFromCMakeLists`, in the specified configuration, using the appropriate tool. Of course, if you generated makefiles or ninja files, you could call `make` or `ninja` in the build directory. If you generated an IDE project, like an Xcode or Visual Studio project, then you could open the generated project in your IDE. ### Building for iOS To build for iOS, you'll need CMake 3.14 or higher. Using the Xcode generator is highly recommended, as other generators may not automatically find the correct SDK for the iPhone simulator, and may fail to run certain parts of the build, such as compiling icons and processing the app's plist. By default, CMake will build for the same system that originally configured the project, so to enable cross-compilation for iOS, a few extra flags must be passed to the initial CMake invocation: ``` cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 ``` Here we create a build tree in the directory named 'build-ios', using the Xcode generator. The `-DCMAKE_SYSTEM_NAME=iOS` option tells CMake to enable cross-compiling for iOS. The `-DCMAKE_OSX_DEPLOYMENT_TARGET=9.3` option sets the minimum deployment target (it applies to iOS despite the 'OSX' in the variable name!). Once the project has generated, we can open it as normal in Xcode (look for the project file in the build directory). Alternatively, to build from the command-line, we could run this command: ``` cmake --build build-ios --target -- -sdk iphonesimulator ``` Here, we're building the target named `` from the build tree in the directory `build-ios`. All the arguments after `--` are ignored by CMake, and are passed through to the underlying build tool. In this case, the build tool will be `xcodebuild` because we used the Xcode generator above. We tell xcodebuild that we're building the app for the iOS simulator, which doesn't require special code signing. If we wanted to build for a real device, we would need to pass some extra signing details to the initial CMake configuration command: ``` cmake -Bbuild-ios -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=9.3 \ -DCMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY="iPhone Developer" -DCMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM=<10 character id> ``` The `CODE_SIGN_IDENTITY` is the kind of certificate you want to use (iPhone Developer is appropriate for development) and `DEVELOPMENT_TEAM` is the 10-character ID that can be found by opening the Keychain Access app, finding your development certificate, and checking its 'Organizational Unit' info field. When building the target, you may also need to tell Xcode that it can automatically update provisioning profiles, which is achieved by passing the `-allowProvisioningUpdates` flag: ``` cmake --build build-ios --target -- -allowProvisioningUpdates ``` ## API Reference ### `juce_add_` ``` juce_add_gui_app( [KEY value]...) juce_add_console_app( [KEY value]...) juce_add_plugin( [KEY value]...) ``` `juce_add_gui_app` and `juce_add_console_app` add an executable target with name ``. `juce_add_plugin` adds a 'shared code' static library target with name ``, along with extra targets for each of the specified plugin formats. Each of these functions also takes a number of optional arguments in the form of a `KEY` followed by one or more `value`s which can be used to set additional attributes of the target. If these optional arguments aren't specified, their values will fall back to sensible defaults. Each of these arguments adds a property to the resulting target in the form `JUCE_paramName`, where `paramName` is one of the parameter keys below. For example, after a call to `juce_add_gui_app(my_target PRODUCT_NAME "Target")`, the target `my_target` will have a property named `JUCE_PRODUCT_NAME` with the value `"Target"`. After creating a target with one of these commands, properties beginning with `JUCE_` can be _queried_, but changing their values might not have any effect (or might even break things in unexpected ways!), so always pass JUCE target attributes directly to these creation functions, rather than adding them later. - `PRODUCT_NAME` - The name of the output built by this target, similar to CMake's `OUTPUT_NAME` property. If not specified, this will default to the target name. - `VERSION` - A version number string in the format "major.minor.bugfix". If not specified, the `VERSION` of the project containing the target will be used instead. - `BUNDLE_ID` - An identifier string in the form "com.yourcompany.productname" which should uniquely identify this target. Mainly used for macOS builds. If not specified, a default will be generated using the target's `COMPANY_NAME` and `PRODUCT_NAME`. - `MICROPHONE_PERMISSION_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist. - `MICROPHONE_PERMISSION_TEXT` - The text your app will display when it requests microphone permissions. - `CAMERA_PERMISSION_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an app's Info.plist. - `CAMERA_PERMISSION_TEXT` - The text your app will display when it requests camera permissions. - `BLUETOOTH_PERMISSION_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `BLUETOOTH_PERMISSION_TEXT` - The text your iOS app will display when it requests bluetooth permissions. - `SEND_APPLE_EVENTS_PERMISSION_ENABLED` - May be either TRUE or FALSE. Enable this to allow your app to send Apple events. - `SEND_APPLE_EVENTS_PERMISSION_TEXT` - The text your app will display when it requests permission to send Apple events. - `FILE_SHARING_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `DOCUMENT_BROWSER_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `STATUS_BAR_HIDDEN` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `BACKGROUND_AUDIO_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `BACKGROUND_BLE_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's Info.plist. - `APP_GROUPS_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements. - `APP_GROUP_IDS` - The app groups to which your iOS app belongs. These will be added to your app's entitlements. - `ICLOUD_PERMISSIONS_ENABLED` - May be either TRUE or FALSE. Adds the appropriate entries to an iOS app's entitlements. - `IPHONE_SCREEN_ORIENTATIONS` - May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`, `UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or `UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist. - `IPAD_SCREEN_ORIENTATIONS` - May be one or more of `UIInterfaceOrientationUnknown`, `UIInterfaceOrientationPortrait`, `UIInterfaceOrientationPortraitUpsideDown`, `UIInterfaceOrientationLandscapeLeft`, or `UIInterfaceOrientationLandscapeRight`. Adds appropriate entries to an iOS app's plist. - `LAUNCH_STORYBOARD_FILE` - A custom launch storyboard file to use on iOS. If not supplied, a default storyboard will be used. - `CUSTOM_XCASSETS_FOLDER` - A path to an xcassets directory, containing icons and/or launch images for this target. If this is specified, the ICON_BIG and ICON_SMALL arguments will not have an effect on iOS, and a launch storyboard will not be used. - `ICON_BIG`, `ICON_SMALL` - Paths to image files that will be used to generate app icons. If only one of these parameters is specified, then that image will be used for all icon resolutions. If both arguments are specified, then the appropriate image will be picked for each icon resolution. - `COMPANY_COPYRIGHT` - Copyright text which will be added to the app/plugin's Info.plist. The value of this argument will be inherited from the `JUCE_COMPANY_COPYRIGHT` property, so if you want to use the same `COMPANY_COPYRIGHT` for several targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_COPYRIGHT ...)` after including JUCE but before adding the targets, and then omit the `COMPANY_COPYRIGHT` argument when creating the individual targets. - `COMPANY_NAME` - The name of this target's author. Will be added to the app/plugin's Info.plist, and may be used to generate part of the `BUNDLE_ID` if no ID was given explicitly. The value of this argument will be inherited from the `JUCE_COMPANY_NAME` property, so if you want to use the same `COMPANY_NAME` for several targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_NAME ...)` after including JUCE but before adding the targets, and then omit the `COMPANY_NAME` argument when creating the individual targets. - `COMPANY_WEBSITE` - The address of a website related to this target in some way. The value of this argument will be inherited from the `JUCE_COMPANY_WEBSITE` property, so if you want to use the same `COMPANY_WEBSITE` for several targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_WEBSITE ...)` after including JUCE but before adding the targets, and then omit the `COMPANY_WEBSITE` argument when creating the individual targets. - `COMPANY_EMAIL` - An email address for this target's author. The value of this argument will be inherited from the `JUCE_COMPANY_EMAIL` property, so if you want to use the same `COMPANY_EMAIL` for several targets in a build tree, you can call `set_directory_properties(PROPERTIES JUCE_COMPANY_EMAIL ...)` after including JUCE but before adding the targets, and then omit the `COMPANY_EMAIL` argument when creating the individual targets. - `DOCUMENT_EXTENSIONS` - File extensions that should be associated with this target. For example, the Projucer passes the string `jucer` because it wants to open `.jucer` files. If your target has several different document types, you can pass them as multiple arguments, e.g. `DOCUMENT_EXTENSIONS wav mp3 aif`. - `NEEDS_CURL` - On Linux, JUCE may or may not need to link to Curl depending on the compile definitions that are set on a JUCE target. By default, we don't link Curl because you might not need it, but if you get linker or include errors that reference Curl, just set this argument to `TRUE`. - `NEEDS_WEB_BROWSER` - On Linux, JUCE may or may not need to link to Webkit depending on the compile definitions that are set on a JUCE target. By default, we don't link Webkit because you might not need it, but if you get linker or include errors that reference Webkit, just set this argument to `TRUE`. - `NEEDS_STORE_KIT` - On macOS, JUCE may or may not need to link to StoreKit depending on the compile definitions that are set on a JUCE target. By default, we don't link StoreKit because you might not need it, but if you get linker or include errors that reference StoreKit, just set this argument to `TRUE`. - `PUSH_NOTIFICATIONS_ENABLED` - Sets app entitlements to allow push notifications. False by default. - `HARDENED_RUNTIME_ENABLED` - Enables macOS' hardened runtime for this target. Required for notarisation. False by default. - `HARDENED_RUNTIME_OPTIONS` - A set of space-separated entitlement keys that will be added to this target's entitlements plist if `HARDENED_RUNTIME_ENABLED` is `TRUE`. Each key should be in the form `com.apple.security.*` where `*` is a specific entitlement. - `APP_SANDBOX_ENABLED` - Enables macOS' app sandbox for this target. False by default. - `APP_SANDBOX_INHERIT` - Allows child processes to inherit the static entitlements of their parent process. If this is set to `TRUE`, no other app sandbox entitlements will be set on this target. - `APP_SANDBOX_OPTIONS` - A set of space-separated entitlement keys that will be added to this target's entitlements plist if `APP_SANDBOX_ENABLED` is `TRUE`. Each key should be in the form `com.apple.security.*` where `*` is a specific entitlement. - `PLIST_TO_MERGE` - A string to insert into an app/plugin's Info.plist. - `FORMATS` - For plugin targets, specifies the plugin targets to build. Should be provided as a space-separated list. Valid values are `Standalone Unity VST3 AU AUv3 AAX VST`. `AU` and `AUv3` plugins will only be enabled when building on macOS. It is an error to pass `AAX` or `VST` without first calling `juce_set_aax_sdk_path` or `juce_set_vst2_sdk_path` respectively. - `PLUGIN_MANUFACTURER_CODE` - A four-character unique ID for your company. For AU compatibility, this must contain at least one upper-case letter. - `PLUGIN_CODE` - A four-character unique ID for your plugin. For AU compatibility, this must contain at least one upper-case letter. - `DESCRIPTION` - A short description of your plugin. - `IS_SYNTH` - Whether the plugin is a synth. Will be used to set sensible plugin category values if they are not provided explicitly. - `NEEDS_MIDI_INPUT` - Whether the plugin should provide a midi input. - `NEEDS_MIDI_OUTPUT` - Whether the plugin should provide a midi output. - `IS_MIDI_EFFECT` - Whether the plugin is a MIDI effect (some hosts provide a special channel-strip location for MIDI effect plugins). - `EDITOR_WANTS_KEYBOARD_FOCUS` - Whether the plugin requires keyboard focus, or should defer all keyboard handling to the host. - `DISABLE_AAX_BYPASS` - Whether the AAX bypass function should be disabled. - `DISABLE_AAX_MULTI_MONO` - Whether the AAX multi mono bus layout should be disabled. - `AAX_IDENTIFIER` - The bundle ID for the AAX plugin target. Matches the `BUNDLE_ID` by default. - `VST_NUM_MIDI_INS` - For VST2 and VST3 plugins that accept midi, this allows you to configure the number of inputs. - `VST_NUM_MIDI_OUTS` - For VST2 and VST3 plugins that produce midi, this allows you to configure the number of outputs. - `VST2_CATEGORY` - Should be one of: `kPlugCategUnknown`, `kPlugCategEffect`, `kPlugCategSynth`, `kPlugCategAnalysis`, `kPlugCategMatering`, `kPlugCategSpacializer`, `kPlugCategRoomFx`, `kPlugSurroundFx`, `kPlugCategRestoration`, `kPlugCategOfflineProcess`, `kPlugCategShell`, `kPlugCategGenerator`. - `VST3_CATEGORIES` - Should be one or more, separated by spaces, of the following: `Fx`, `Instrument`, `Analyzer`, `Delay`, `Distortion`, `Drum`, `Dynamics`, `EQ`, `External`, `Filter`, `Generator`, `Mastering`, `Modulation`, `Mono`, `Network`, `NoOfflineProcess`, `OnlyOfflineProcess`, `OnlyRT`, `Pitch Shift`, `Restoration`, `Reverb`, `Sampler`, `Spatial`, `Stereo`, `Surround`, `Synth`, `Tools`, `Up-Downmix` - `AU_MAIN_TYPE` - Should be one of: `kAudioUnitType_Effect`, `kAudioUnitType_FormatConverter`, `kAudioUnitType_Generator`, `kAudioUnitType_MIDIProcessor`, `kAudioUnitType_Mixer`, `kAudioUnitType_MusicDevice`, `kAudioUnitType_MusicEffect`, `kAudioUnitType_OfflineEffect`, `kAudioUnitType_Output`, `kAudioUnitType_Panner` - `AU_EXPORT_PREFIX` - A prefix for the names of entry-point functions that your component exposes. Typically this will be a version of your plugin's name that can be used as part of a C++ token. Defaults to your plugin's name with the suffix 'AU'. - `AU_SANDBOX_SAFE` - May be either TRUE or FALSE. Adds the appropriate entries to an AU plugin's Info.plist. - `AAX_CATEGORY` - Should be one of: `AAX_ePlugInCategory_None`, `AAX_ePlugInCategory_EQ`, `AAX_ePlugInCategory_Dynamics`, `AAX_ePlugInCategory_PitchShift`, `AAX_ePlugInCategory_Reverb`, `AAX_ePlugInCategory_Delay`, `AAX_ePlugInCategory_Modulation`, `AAX_ePlugInCategory_Harmonic`, `AAX_ePlugInCategory_NoiseReduction`, `AAX_ePlugInCategory_Dither`, `AAX_ePlugInCategory_SoundField`, `AAX_ePlugInCategory_HWGenerators`, `AAX_ePlugInCategory_SWGenerators`, `AAX_ePlugInCategory_WrappedPlugin`, `AAX_ePlugInCategory_Effect` - `COPY_PLUGIN_AFTER_BUILD` - Whether or not to install the plugin to the current system after building. False by default. If you want all of the plugins in a subdirectory to be installed automatically after building, you can set the property `JUCE_COPY_PLUGIN_AFTER_BUILD` on the directory before adding the plugins, rather than setting this argument on each individual target. Note that on Windows, the default install locations may not be writable by normal user accounts. - `VST_COPY_DIR` - The location to which VST2 (legacy) plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the VST2 plugins in a subdirectory to a non-default location, you can set the `JUCE_VST_COPY_DIR` property on the directory before adding the plugin targets, rather than setting this argument on each individual target. - `VST3_COPY_DIR` - The location to which VST3 plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the VST3 plugins in a subdirectory to a non-default location, you can set the `JUCE_VST3_COPY_DIR` property on the directory before adding the plugin targets, rather than setting this argument on each individual target. - `AAX_COPY_DIR` - The location to which AAX plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the AAX plugins in a subdirectory to a non-default location, you can set the `JUCE_AAX_COPY_DIR` property on the directory before adding the plugin targets, rather than setting this argument on each individual target. - `AU_COPY_DIR` - The location to which AU plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the AU plugins in a subdirectory to a non-default location, you can set the `JUCE_AU_COPY_DIR` property on the directory before adding the plugin targets, rather than setting this argument on each individual target. - `UNITY_COPY_DIR` - The location to which Unity plugins will be copied after building if `COPY_PLUGIN_AFTER_BUILD` is set on this target. If you want to install all of the Unity plugins in a subdirectory to a non-default location, you can set the `JUCE_UNITY_COPY_DIR` property on the directory before adding the plugin targets, rather than setting this argument on each individual target. Unlike the other `COPY_DIR` arguments, this argument does not have a default value so be sure to set it if you have enabled `COPY_PLUGIN_AFTER_BUILD` and the `Unity` format. ### `juce_add_binary_data` ``` juce_add_binary_data( [HEADER_NAME ...] [NAMESPACE ...] SOURCES ...) ``` Create a static library that embeds the contents of the files passed as arguments to this function. Adds a library target called `` which can be linked into other targets using `target_link_libraries`. The `HEADER_NAME` argument is optional. If provided, the generated header will be given the requested name, otherwise the generated header will be named "BinaryData.h". In completely new projects, you should provide a unique name here, so that projects containing more than one binary data target are able to include the binary data headers without ambiguity. The `NAMESPACE` argument is also optional. If not provided, the generated files will use the default namespace `BinaryData`. Each of the files located at the paths following `SOURCES` will be encoded and embedded in the resulting static library. This library can be linked as normal using `target_link_libraries( PRIVATE )`, and the header can be included using `#include `. ### `juce_add_bundle_resources_directory` ``` juce_add_bundle_resources_directory( ) ``` Copy the entire directory at the location `` into an Apple bundle's resource directory, i.e. the `Resources` directory for a macOS bundle, and the top-level directory of an iOS bundle. ### `juce_generate_juce_header` ``` juce_generate_juce_header() ``` Introspects the JUCE modules that have been linked to `` and generates a `JuceHeader.h` which contains `#include` statements for each of the module headers. This header also contains an optional `using namespace juce` statement, and an optional `ProjectInfo` block, each of which can be disabled by setting the compile definitions `DONT_SET_USING_JUCE_NAMESPACE` and `JUCE_DONT_DECLARE_PROJECTINFO` respectively. The resulting header can be included with `#include `. In plain CMake projects which don't require Projucer compatibility, the use of JuceHeader.h is optional. Instead, module headers can be included directly in source files that require them. ### `juce_set__sdk_path` ``` juce_set_aax_sdk_path() juce_set_vst2_sdk_path() ``` Call these functions from your CMakeLists to set up your local AAX and/or VST2 SDKs. These functions should be called *before* adding any targets that may depend on the AAX/VST2 SDKs (plugin hosts, VST2/AAX plugins etc.). ### `juce_add_module` ``` juce_add_module() juce_add_modules(...) ``` `juce_add_module` adds a library target for the JUCE module located at the provided path. `` must be the path to a module directory (e.g. /Users/me/JUCE/modules/juce_core). This will add an interface library with a name matching the directory name of the module. The resulting library can be linked to other targets as normal, using `target_link_libraries`. Due to the way that `INTERFACE` libraries work in CMake, linking to a module added in this way *must* be done using `PRIVATE` visibility. Using `PUBLIC` will cause the module sources to be added both to the target's `SOURCES` and `INTERFACE_SOURCES`, which may result in many copies of the module being built into a single target, which would cause build failures in the best case and silent ODR violations in the worst case. Scary stuff! This command has a few optional arguments: `INSTALL_PATH` is a path, relative to the install prefix, to which the module sources will be copied during installation of the module. ALIAS_NAMESPACE will add an alias for the module target(s) with the provided namespace. For example, the following invocation will add a module target named `my_module`, along with an alias named `company::my_module`. ``` juce_add_module(my_module ALIAS_NAMESPACE company)` ``` `juce_add_modules` is a convenience function that can be used to add multiple JUCE modules at once. This version accepts many module paths, rather than just one. For an example of usage, see the CMakeLists in the `modules` directory. ### `juce_add_pip` ``` juce_add_pip(
) ``` This function parses the PIP metadata block in the provided header, and adds appropriate build targets for a console app, GUI app, or audio plugin. For audio plugin targets, it builds as many plugin formats as possible. To build AAX or VST2 targets, call `juce_set_aax_sdk_path` and/or `juce_set_vst2_sdk_path` *before* calling `juce_add_pip`. This is mainly provided to build the built-in example projects in the JUCE repo, and for building quick proof-of-concept demo apps with minimal set-up. For any use-case more complex than a proof-of-concept, you should prefer the `juce_add_gui_app`, `juce_add_plugin`, or `juce_add_console_app` functions, which provide more fine-grained control over the properties of your target. ### `juce_disable_default_flags` ``` juce_disable_default_flags() ``` This function sets the `CMAKE__FLAGS_` to empty in the current directory and below, allowing alternative optimisation/debug flags to be supplied without conflicting with the CMake-supplied defaults. ### `juce::juce_recommended_warning_flags ``` target_link_libraries(myTarget PRIVATE juce::juce_recommended_warning_flags) ``` This is a target which can be linked to other targets using `target_link_libraries`, in order to enable the recommended JUCE warnings when building them. ### `juce::juce_recommended_config_flags ``` target_link_libraries(myTarget PRIVATE juce::juce_recommended_config_flags) ``` This is a target which can be linked to other targets using `target_link_libraries`, in order to enable the recommended JUCE optimisation and debug flags. ### `juce::juce_recommended_lto_flags ``` target_link_libraries(myTarget PRIVATE juce::juce_recommended_lto_flags) ``` This is a target which can be linked to other targets using `target_link_libraries`, in order to enable the recommended JUCE link time optimisation settings.