vvvv gamma Channels — C# Integration
What Are Channels
Channels are named, typed, observable value containers — the central reactive data flow mechanism in vvvv gamma. Any code (patches, C# nodes, external bindings) can read and write channels by their string path.
Key properties:
- Each channel has a path (string), a type, and a current value
- Setting a value fires all subscribers (reactive push)
- vvvv provides built-in channel bindings for MIDI, OSC, Redis, and UI
- Channels persist state across sessions
Public Channels and IChannelHub
Public channels are channels registered in the app-wide channel hub — accessible by any code via string path lookup.
Core API (VL.Core.Reactive)
using VL.Core.Reactive;
// Get the app-wide channel hub (singleton)
var hub = IChannelHub.HubForApp;
// Safe lookup — returns null if channel doesn't exist yet
IChannel<object>? ch = hub.TryGetChannel("MyApp.Settings.Volume");
// Read the current value
object? value = ch.Object;
// Write a new value (fires all subscribers)
ch.Object = newValue;
CRITICAL: NEVER use hub.TryAddChannel() — it creates channels with null values, which causes NullReferenceException in vvvv's SubChannelsBinding.EnsureMutatingPropertiesAreReflectedInChannels. The SubChannel system tries to walk properties of the null value and crashes. Always use TryGetChannel (lookup only).
[CanBePublished] Attribute
For vvvv to expose .NET type properties as public channels, the type must be decorated with [CanBePublished(true)] from VL.Core.EditorAttributes.
using VL.Core.EditorAttributes;
// All public properties become channels when this type is published
[CanBePublished(true)]
public class MyModel
{
// Standard .NET types work directly — float, bool, string, Vector3, etc.
public float Volume { get; set; } = 0.5f;
public bool Muted { get; set; } = false;
public string Label { get; set; } = "Default";
// Hidden from the channel system entirely
[CanBePublished(false)]
public string InternalId { get; } = Guid.NewGuid().ToString();
}
Rules:
[CanBePublished(true)]on a class/struct → all properties are published as channels[CanBePublished(false)]on an individual property → hides it from the channel system- .NET types are NOT published by default — the attribute is required
- Available from
VL.Coreversion2025.7.1-0163+
Channel Path Conventions
Channels use dot-separated hierarchical paths. Spread elements use bracket notation:
Root.Page.Zone.Group.Parameter — leaf parameter
Root.Page.Zone — hierarchy node (model object)
Root.Page.Items[0].PropertyName — spread element sub-channel
Root.Page.Items[2].DeleteInstance — indexed bang channel
Sub-channels are created automatically by vvvv's SubChannel system when a type with [CanBePublished(true)] is published. You don't create them manually.
Use const string path constants to avoid typos:
public static class ChannelPaths
{
public const string Volume = "Settings.Audio.Volume";
public const string Brightness = "App.Scene.Display.Brightness";
}
Retry-Bind Pattern
Channels may not exist when your node starts — vvvv publishes them after model initialization. You must retry each frame until the channel appears:
[ProcessNode]
public class MyChannelReader : IDisposable
{
private IChannel<object>? _channel;
public void Update(out float value)
{
// Retry until channel exists
if (_channel == null)
{
var hub = IChannelHub.HubForApp;
if (hub != null)
_channel = hub.TryGetChannel("Settings.Audio.Volume");
}
// Read value (with safe cast)
value = _channel?.Object is float f ? f : 0f;
}
public void Dispose() { _channel = null; }
}
Once bound, the cached reference is valid for the node's lifetime — no need to re-lookup.
PublicChannelHelper — Reusable Utility
A helper class that encapsulates the retry-bind + optional subscription pattern. Reusable in any project:
public class PublicChannelHelper : IDisposable
{
private IChannel<object>? _channel;
private IDisposable? _subscription;
private readonly Action<object?>? _onNext;
public PublicChannelHelper(Action<object?>? onNext = null)
{
_onNext = onNext;
}
public IChannel<object>? Channel => _channel;
public bool IsBound => _channel != null;
public bool TryBind(IChannelHub hub, string path)
{
if (_channel != null) return true;
var ch = hub.TryGetChannel(path);
if (ch == null) return false;
_channel = ch;
if (_onNext != null)
_subscription = ch.Subscribe(new CallbackObserver(_onNext));
return true;
}
public void Dispose()
{
_subscription?.Dispose();
_subscription = null;
_channel = null;
}
private sealed class CallbackObserver : IObserver<object?>
{
private readonly Action<object?> _onNext;
public CallbackObserver(Action<object?> onNext) => _onNext = onNext;
public void OnNext(object? value) => _onNext(value);
public void OnError(Exception error) { }
public void OnCompleted() { }
}
}
Usage in a ProcessNode:
[ProcessNode]
public class VolumeReader : IDisposable
{
private readonly PublicChannelHelper _ch = new();
public void Update(out float value, out IChannel<object>? channel)
{
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, "Settings.Audio.Volume");
}
value = _ch.Channel?.Object is float f ? f : 0f;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Channel Accessor Node Patterns
Three patterns for ProcessNodes that wrap channel access:
Hierarchy Node (reads a model object)
[ProcessNode]
public class Camera : IDisposable
{
private readonly PublicChannelHelper _ch = new();
public void Update(out CameraSettings? value, out IChannel<object>? channel)
{
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, "App.Scene.Camera");
}
value = _ch.Channel?.Object as CameraSettings;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Leaf Parameter Node (reads a typed value)
Same pattern as hierarchy node, but the output type is a standard leaf value like float, bool, or string.
Indexed Spread Element Node (takes int index)
[ProcessNode]
public class SceneItemAccessor : IDisposable
{
private PublicChannelHelper _ch = new();
private int _boundIndex = -1;
public void Update(out SceneItem? value, out IChannel<object>? channel, int index = 0)
{
// Rebind when index changes
if (index != _boundIndex)
{
_ch.Dispose();
_ch = new();
_boundIndex = index;
}
if (!_ch.IsBound)
{
var hub = IChannelHub.HubForApp;
if (hub != null) _ch.TryBind(hub, $"App.Effects[{index}]");
}
value = _ch.Channel?.Object as SceneItem;
channel = _ch.Channel;
}
public void Dispose() => _ch.Dispose();
}
Reactive Subscriptions
Subscribe to channel value changes using the standard IObservable pattern:
IChannel<object>? ch = hub.TryGetChannel("Settings.Audio.Volume");
if (ch != null)
{
IDisposable subscription = ch.Subscribe(new CallbackObserver(value =>
{
// Called whenever the channel value changes
if (value is float f)
ApplyVolume(f);
}));
// ALWAYS dispose when done (in node's Dispose method)
}
Bang Channels
For trigger/event properties (delete, insert, move operations), use System.Reactive.Unit — NOT float:
using System.Reactive;
[CanBePublished(true)]
public class MyInstance
{
public Unit DeleteInstance { get; set; } // Bang channel
public Unit InsertAfterInstance { get; set; } // Bang channel
}
The event IS the bang — the value is irrelevant. Subscribe and act on the callback:
var ch = hub.TryGetChannel("Project.Items[0].DeleteInstance");
ch?.Subscribe(new BangObserver(() =>
{
// Triggered when the bang fires — queue the action
_pendingDeletions.Add(0);
}));
Unit channels show as "Unit" type in vvvv's node browser, not "Float".
Hierarchical Data Propagation
vvvv's channel system automatically propagates changes through the hierarchy:
- Write a root record to its channel → all child channels auto-update
- Write a leaf channel → parent channels auto-update
- This is built into vvvv's SubChannel system — no manual propagation needed
This enables efficient bulk operations:
// Save: read the root channel → serialize the entire hierarchy
var model = rootChannel.Object as AppModel;
string json = JsonSerializer.Serialize(model);
// Load: deserialize → write to root channel → ALL children update
var loaded = JsonSerializer.Deserialize<AppModel>(json);
rootChannel.Object = loaded; // Every sub-channel updates automatically
Spread Channels and Sub-Channels
When a Spread<T> property is published (where T has [CanBePublished(true)]), vvvv automatically creates sub-channels for each element:
Project.Items → Spread<ItemModel>
Project.Items[0] → ItemModel (auto-created)
Project.Items[0].Name → string (auto-created)
Project.Items[1].Name → string (auto-created)
Setting the spread channel propagates to all sub-channels automatically. No need to update individual sub-channels.
When modifying a spread (add/remove/reorder elements):
// Build new spread
var newSpread = modifiedList.ToArray().AsSpreadUnsafe();
// Set on spread channel — sub-channels update automatically
spreadChannel.Object = newSpread;
Warning: Spread.AsSpreadUnsafe(array) wraps without copying — the array must NOT be mutated after.
Feedback loop prevention: When writing to a channel you're also subscribed to, use a suppression flag:
_suppressCallback = true;
_channel.Object = newValue;
_suppressCallback = false;
// In the subscription callback:
void OnChanged(object? value)
{
if (_suppressCallback) return;
// Process the change...
}
Critical Rules
- NEVER
TryAddChannel— only useTryGetChannel(lookup-only) - Always retry-bind — channels appear after model initialization, not immediately
[CanBePublished(true)]required on .NET types for channel publication- Always dispose subscriptions — in the node's
Dispose()method System.Reactive.Unitfor bangs — notfloatorboolSpread.AsSpreadUnsafe— array must not be mutated after wrapping- Suppression flags — prevent feedback loops when writing to subscribed channels
For code examples, see examples.md.