Muse SDK
Incorporate the SDK into your code to communicate directly with the MuseHub
The Muse SDK allows for a seamless customer experience for apps that are web based, or require a login/account setup flow to work. The goal is to activate and sign in everything behind the scenes so that the product has a great first-run experience.
It is very straightforward to integrate the Muse SDK into an existing software project. Via the Muse SDK, the product can query the MuseHub and retrieve information like the Unique User ID, to use it internally or together with a server component.
This wiki page refers to Muse SDK v1.5.1.
Package structure
The MuseClientSDK package is structured as follows:
README.mdQuick overview of the SDK.claude/skillsTwo agentic skills for your coding agent (such as Claude Code):integrate-muse-sdkwalks through integrating the SDK into your product until it authorizes against the logged-in MuseHub user in test mode, andenable-and-submit-muse-sdkwalks through the first submission (Partner Portal setup, localmusedrm --sdk_enablevalidation, Submit). Copy them into your own repo's.claude/skills/and run/integrate-muse-sdk, then/enable-and-submit-muse-sdk. The folder starts with a dot, so it is hidden by default in Finder and Explorer.binmacos_universalContains the universal dynamic library for macOS, supporting both arm64 and x86_64 architectures.win64Contains the 64-bit dynamic library (.dll) for Windows, along with the respective import library (.lib).
includeHeader files defining the SDK API for accessing library functions.examplesCross-platform examples demonstrating SDK usage.nodejs-bindingsNative add-on binding the native C API to Electron applications, provided for convenience together with instructions and a javascript example.csharp-bindingsC# bindings (MuseSdk.cs) for .NET and Unity applications, with tests that double as usage examples. Included since SDK 1.5.2.
Integration
Your product can access the SDK functionality by linking the provided binary libraries and using the API include/MuseClientSdkApi.h. Electron apps shall use the provided node.js bindings, more on that below.
The SDK is provided with a C interface for maximum compatibility across languages, compilers and ABIs.
Linking - Windows
The product shall statically link to bin\win64\MuseClientSdk.1.5.1.lib. Ship bin\win64\MuseClientSdk.1.5.1.dll next to your binary.
Electron applications may continue using the legacy static import. To do so, they shall statically link to bin\win64\MuseClientSdk.1.5.1_imports.lib instead, and embed the statically linked DLL into their package as before.
Linking - macOS
The product shall statically link to bin/macos_universal/libMuseClientSdk.1.5.1.a and bin/macos_universal/libMuseClientSdk.1.5.1.dylib. The dylib shall be copied into the app or plug-ins bundle in Contents/Frameworks/libMuseClientSdk.1.5.1.dylib.
Depending on the toolchain used, you may have to set the linker flag -rpath @loader_path/../Frameworks/ for the linker to find the embedded dylib.
The dynamic library will be code-signed as part of the product. To that purpose, please use codesign --deep.
If you are signing an AAX plug-in via PACE's wraptool, pre-sign the dylib as follows: codesign --force --deep --options runtime -s "your developer identity" ProductName.aaxplugin/Contents/Frameworks/libMuseClientSdk.1.5.1.dylib
Functionality
The easiest way to get acquainted with the SDK is to build the examples in the examples directory: MuseSdkDemoPlugin (a JUCE plug-in) and CommandLine. These examples demonstrate the usage of the SDK in practical scenarios and can serve as a guide for integrating and using the SDK in your own projects.
For a detailed description of the API functions and parameters, please refer to the API header MuseClientSdkApi.h.
General information
The API is single threaded.
All functions are synchronous and can block the caller up to a few seconds while waiting for external resources. If responsiveness is a concern, it is suggested to use this API on a dedicated thread instead of the UI thread.
All returned
char*fields are either valid null-terminated strings, ornullptrif not available.All returned memory structures must be released using the dedicated
MuseSdk_releasefunctions.
Electron applications
Electron applications can use the SDK via js bindings, known as a native add-on. For your convenience, an Electron add-on is provided with instructions for building for your specific Electron ABI. This add-on exposes a js interface for all the native SDK API. An example.js file is also provided to demonstrate typical usage in Electron apps.
Initialization
MuseSdk_initialize: Initializes the secure inter-process communication with the MuseHub for subsequent SDK API calls.
MuseSdk_initializeTestMode: can be used to ease initial integration testing, because it does not require your test product to be installed via the MuseHub, since it returns mock data. For actual product submissions (Beta or Release), eitherinitializeorinitializeElectronmust be used depending on the application type. However, SDK use of these calls is subject to pre-approval, see the box below.
MuseSdk_finalize: Releases the communication channel with the MuseHub and any associated resources.
User information
The information returned here allows a product to activate and sign in a user behind the scenes.
MuseSdk_getUserInfo: Retrieves the UUID associated with the active MuseHub account.If the user has opted in for personal data sharing with partners, the following additional data may be returned by this API:
email,name,picture.
MuseSdk_releaseUserInfo: Releases any data created byMuseSdk_getUserInfo.MuseSdk_requestPersonalDataOptin: this can be used if an email and other personal data are absolutely needed to create a user account, i.e. if UUID is not sufficient. If the user has not opted in for personal data sharing already, the MuseHub will show a popup asking for permission to do so.
Product information
MuseSdk_getSku: Retrieves the SKU specified in the Muse Partner Portal for the current product.MuseSdk_releaseSku: Releases any data created byMuseSdk_getSku.MuseSdk_getSubscriptionOption: Retrieves the ID specified in the Muse Partner Portal for the currently authorized product subscription.MuseSdk_releaseSubscriptionOption: Releases any data created byMuseSdk_getSubscriptionOption.
Product license
MuseSdk_getActivationStatus: Retrieves the current activation status for the running product. This is a quick license check, useful for server-based products that self-update frequently and do not rely upon more secure license information and prefer a less-secure but simpler check.MuseSdk_getReceipt: Retrieves a receipt of purchased items, that is the client product and any in-app-purchase content. This is a detailed and secure receipt, cryptographically-signed on the MuseHub servers. Its signature can be validated by the product for additional security, using the following cryptographic API:MuseSdk_verifySignature: Verifies a payload signature using the specified public key id.MuseSdk_getSystemId: Retrieves a unique hardware system identifier that can be used to check the product receipts are intended for the current computer.
Content
MuseSdk_getSamplesInstallLocation: Retrieves the samples install location for a product to enumerate available content. Correspondingsamples_location_changedandnew_content_installedcallbacks are available for a sampling product to be informed when new MuseSounds are available to the current user.
Asynchronous notifications
MuseSdk_registerNotificationListener: Allows the product to register for notifications from the MuseHub app. These notifications are diverse (i.e. user opted-in to share personal info, new samples were downloaded...) and we will add more as we add new functionality.
Submitting SDK Products
To ensure secure integration and distribution of your product via MuseHub, you must complete the SDK-enablement process after integrating MuseSDK into your application or plugin. This two-step procedure confirms that your product is properly configured to communicate with the MuseDRM system and validates its integrity.
Configure SDK Usage in the Partner Portal
Navigate to your product’s submission page and create or duplicate a draft submission.
Locate the
enable SDKdropdown beneath the asset upload section.Select
Enabledfor standard use cases. This enables full validation and secure communication with MuseHub.Use
Enabled (No Validation)only if your product self-updates outside MuseHub (this includes products also sold on your own website), or while you test locally built debug binaries during integration. The first install must still come from MuseHub. This option relaxes checks slightly to allow the binary installed by MuseHub to change: as a consequence it also allows a local debug build to connect to MuseHub viaMuseSdk_initialize()(non-test mode).
Ensure a valid version number (e.g.,
3.0.1) is specified for every uploaded asset. Empty or wrong version fields will prevent the next step.Click Save — do not submit yet.
Enable SDK Locally with musedrm
Before final submission, validate your product locally using the musedrm CLI tool:
Obtain access to the latest
musedrmtool by contacting the MuseHub team.Generate an API key via the User Settings page if you haven’t already.
Run the following command in the directory containing your compiled assets, once per platform with all its assets together, or once per asset as long as every asset gets it. Example for macOS:
Note:
asset_typeandproduct_versionmust match the type bubble (e.g.app,exe,vst3,zip,au,pkg...) and version as you see them in the saved submission, for the asset that you are enabling. Forpkgandexeyou'll enable all formats together like in the example above. If you instead uploaded individual plug-ins, you'll invoke the tool on each of them, with the correspondingasset_type.The
product_idis the GUID you see at the top of your product page (a.k.a.effect_idorapplication_iddepending on the product type) and is the same for all the submitted assets.When enabling Electron apps, please add the switch
--electron
Upon successful validation, you will see:
The following assets are enabled for Muse SDK usage
Once confirmed, return to your draft submission and click Submit. Your product will either be published as a private Beta or proceed to review for Release approval.
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