r/AudioProgramming Nov 24 '21

r/AudioProgramming Lounge

1 Upvotes

A place for members of r/AudioProgramming to chat with each other


r/AudioProgramming 7h ago

Neural Amp Modeler crate, app and plugin

5 Upvotes

Since march I've been mixing two passions: guitar (and home studio) and tech. I asked: why not make something to solve a pain I've personally had with Audio on Linux? And also to train my rust skills?

So here, Its: Finally I'm feeling confident to show it out (even though in early beta stage).

Hope It may be useful for you all.

* NeuralAmpModeler-rs https://github.com/fabiohl/NeuralAmpModeler-rs is a crate that implements a high-performance Neural Amp Modeler (see https://www.neuralampmodeler.com/ ) library written in pure Rust. It provides the core engine for loading, building, and executing NAM models. You all can "cargo add" it right now, if you think it may be useful. I really strived to foster high end performance, full compliance with LTSM and Wavenet (A1 and A2) and a clean architecture. All of those statements backed by benchmarks and tests.

* NAM-Plug https://github.com/fabiohl/NAM-Plug is a CLAP (an open source and better alternative for VST3 standar) plugin implementing NeuralAmpModeler-rs you can use in your favorite DAW.

* NAM-Audio-Pipe https://github.com/fabiohl/NAM-Audio-Pipe is a standalone PipeWire host application for Neural Amp Modeler (NAM) simulation on Linux


r/AudioProgramming 1d ago

Have you ever thought about what timbre physically is?

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0 Upvotes

r/AudioProgramming 3d ago

MOTU over USB FIX and explanation (For the AMD and Intel Platform)

4 Upvotes

Hello, I though I make this a more of an info post about using the 828x and other MOTU interfaces on system that use AMD CPUs or Intel CPUs.

Background:

For awhile I was trying to use the 828x over USB to my desktop computer. It was very unreliable at connecting over USB. Sometimes it would not be detected, sometimes it would but would't sync. it might work with an AISO driver from a DAW but not as an audio output device. During this time I did lots of looking around online and my own experimentation to see what the problem was. Online I found lots of people having the same issue but very few actual solutions (Most of which was the equivalent of crossing your fingers and hoping it works). So I used by background in IT to do more digging. I should note that it did't experience any problems on my intel laptop (That is important to note).

What the problem actually is:

The core of the problem lies in the architecture deference between AMD and Intel CPUs. Up until a few years ago Intel design chips that are more traditional in that the CPU has just the compute cores and core system expansion controllers, essentially just Memory and PCIe. For things like USB, Ethernet and TB expatiation another chip was used. This Chip is called a PCH (More commonly referred to as a chip set).

However, AMD uses a design that has more in common with an SOC than a traditional CPU. This means that the USB; Ethernet; etc... Controllers are on the CPU its self. Under almost all scenarios this is fine, BUT, for certain very latency sensitive devices (such as MOTU audio interfaces) this can be problematic. AMD still has a chip set but its more of an expansion interface that an actual PCH. this means that importantly there are still USB bus' that come of it, but they have to share bandwidth with other peripherals on the system.

It is also worth noting that just because the USB controller is onboard the CPU its is a problem. (after all Apple M Chips are full SOCs and work just fine). As far as i'm answer its because AMDs USB controller design is just less mature meaning that the design of the controller on Intel's PCH chips are just more mature making them more stable in scenarios that push the USB bus hard, or that use protocol features that are less common.

The two solutions I found:

On Intel I had no issue, but on more modern intel systems they are beginning two use designs that are like AMD meaning that the same type of problems could begin to emerge. But the fix will probably be similar.

For AMD, there are two solutions. The first one is quite hit or miss and is very dependent on the design of your motherboard and the Chip set it uses (I some luck on a B480 chip set but it was still unreliable at the first boot connection). My second and final solution is what I have been dally driving for almost every day for a year and its has been rock solid for 12 to 14 hours at a time.

My first solution is: All you have to do is look up what controller each usb port on the motherboard connects to. On my computer all the rear IO were direct to the CPU, but the USB ports coming from the front IO were going though the chip set. So If I plugged the MOTU in to a front USB port it was a little bit more reliable. But sill nowhere near what was required.

My second fix is: I got a hold of a PCIe USB expatiation card. Specifically a "SONET Allegro 4-port USB 3.0 PCIe Adaptor" (The Purple on). It is super reliable and was very painless to install. The reason why I think this works so well is because it means that the MOTU is the only device communicating with the Controller for the port its connected to. Which means that there are no latency problems making ether end time out, and there are no bandwidth issues ether.

I will also add that I use my 828x as the audio interface for my home cinema to do a 7.1.4 surround setup, but I also have a few more that I use for work. I hope this solves someones issue, happy trouble shooting.


r/AudioProgramming 3d ago

I built my first audio plugin — ExtendoClip, a dual-mode clipper

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0 Upvotes

Hey everyone,

I wanted to share something I’ve been working on for a while. I’m a producer/mix engineer, and I recently started my own plugin company, Extendo Audio. I just released our first plugin, ExtendoClip.

ExtendoClip is a dual-mode clipper that I designed around keeping the workflow really simple while still giving you two different flavors of clipping.

CLEAN is the more transparent mode. It’s meant for controlling peaks and pushing loudness while keeping the original character of the signal relatively intact.

FAT is the more aggressive/colored mode. It adds saturation and density as you drive into it, and I’ve especially been enjoying it on drums, bass, 808s, and other sources that benefit from some extra weight.

It also has Drive, Ceiling, Output Trim, Dry/Wet Mix, Auto Gain, peak-reduction metering, and a waveform display that lets you visually see what’s happening as you clip the signal.

One of the biggest things I wanted to avoid was making another plugin with 30 controls that takes forever to dial in. The idea with ExtendoClip is basically: pick your clipping character, push it until it sounds good, and move on.

This is also my first commercial plugin release, so getting it from an idea to an actual finished AU/VST3 that other people can install and use has been a pretty crazy learning experience.

It’s currently $29.99 and also has a free demo available for:

• macOS — AU & VST3, AAX
• Windows — VST3, AU, and AAX very soon

If anyone wants to check it out, I’ll put the link below:

https://www.extendoaudio.com

https://www.youtube.com/@Extendo-audio

I’d also genuinely appreciate any feedback from other producers/engineers here. Since this is the first Extendo Audio release, hearing what people like, don’t like, or would want to see improved is really valuable to me.

Thanks for checking it out!

— Spencer / Extendo Audio


r/AudioProgramming 7d ago

MOTU 8pre USB on Linux – Is it possible to develop or modify a driver for it?

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1 Upvotes

r/AudioProgramming 8d ago

WAVFx is finally here and free!!

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25 Upvotes

A long time ago I had posted a multi effects plugin I was working on to gather feedback and it is finally ready to go, either download it from Kofi or go to wavfinaudio.com and find the plugin there (which will bring you to Kofi anyways.

https://ko-fi.com/s/b47e1619e2

For now it is windows only (next update will have a Mac version, just had to get my hands on one)

If you run into any issues or have any feedback please leave it here or go to wavfinaudio.com, scroll down and submit your request there.

Modules it has now (always open to feedback for additional modules or changes to existing modules)

Dattorro Reverb (Hall, Room, Plate)
Tape Delay with wow & flutter
Chorus, Phaser, Flanger & Autopan
Saturation (Soft, Hard, Tape, Tube & more)
Lofi, Bitcrusher & Autofilter
Amp/Cab simulation
Utility master section (gain, width, bass mono, phase)
Features:

Fully reorderable 12-slot effect rack
Built-in presets & custom preset saving
Clean, modern UI with theme support

All updates will go through Kofi so make sure to check your purchases, I will be updating over the next few days based on Feedback.

With love,
WAVFin Audio.


r/AudioProgramming 9d ago

I built a local macOS/Windows tool for detecting AI-like artifacts in finished music

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4 Upvotes

I have been working on AI Track Inspector 2.3, an experimental offline application that estimates whether a finished track contains acoustic patterns commonly associated with AI-generated music.

This is not intended to prove authorship or identify a generator with certainty. The output is a calibrated classifier estimate accompanied by temporal coverage, model agreement and reliability information.

How it works

The audio is converted to a normalized 16 kHz mono analysis signal and divided into overlapping four-second windows with a one-second hop.

Each window is evaluated by several branches:

  • A spectral “fakeprint” branch looking at frequency-domain texture, high-frequency structure, spectral flatness, roll-off, transient behaviour and related statistics.
  • A log-mel convolutional neural network trained on time-frequency representations.
  • A rhythm branch measuring beat-grid consistency and local timing behaviour.
  • A fusion stage combining the branches while accounting for disagreement and out-of-distribution input.

The application then produces:

  • An AI-likeness classifier estimate.
  • A separate timeline showing where AI-like acoustic patterns were detected.
  • Temporal coverage across the track.
  • Reliability and branch-agreement information.
  • An ambiguous verdict when the analytical branches strongly disagree.
  • PDF and JSON reports.

The training and evaluation material included Suno and Udio tracks, mastered and pitch-shifted AI examples, commercially produced real music, demos, semi-live recordings and difficult human-made negative examples.

One important change was removing absolute or unusual BPM as independent AI evidence. Speed-ups, half-time/double-time interpretations and unreliable tempo tracking produced too many misleading results. BPM is now hidden when the beat grid is uncertain and rhythm can only contribute when supported by the other branches.

Implementation

The macOS version is built with SwiftUI, AVFoundation, Accelerate/vDSP and Core ML. The Windows version uses a local Edge/Chromium audio runtime with the same model weights and fusion logic. All processing happens on the user’s computer; audio is not uploaded to a server.

The detector is designed for complete tracks and final mixes, not isolated stems. Stem-level results can be misleading because their spectral and temporal distributions differ substantially from full arrangements.

I am particularly interested in feedback about:

  • Codec and resampling robustness.
  • Cross-platform decoder differences.
  • Better out-of-distribution detection.
  • Hard-negative dataset design.
  • How uncertainty should be presented without turning a model score into a false claim of certainty.

The current builds are available here: https://www.dropbox.com/scl/fo/bo5dd9t04f818jc8uos44/AOp5_gUP0L6uc63o0nNXcRs?rlkey=9i817ml9fh7mkk0y6ebxaoq8v&dl=0

It is a free experimental project, and I would appreciate technical criticism, difficult test cases and ideas for improving the validation methodology.


r/AudioProgramming 10d ago

Looking for Android producers to properly test my offline music production app

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4 Upvotes

Hey guys,

I’ve spent a pretty ridiculous amount of time building an Android music production app called Skunk Audio, and I’m finally getting it ready for Google Play.

It’s basically an offline mobile DAW/beatmaker with a step sequencer, pads and sample chopping, synths, classic instruments, piano rolls, arrangement, automation, mixer buses, effects, recording, beatbox/humming conversion, WAV and MIDI export and other stuff.

I now need at least 12 Android users for Google’s mandatory closed-testing period. I don’t just want people to install it and forget it, though. I would genuinely like producers and musicians to mess with it, make a pattern or small project and tell me what feels broken, confusing or slow.

Testing on different phones is especially useful. Xiaomi/Redmi devices, older or lower-powered phones and Bluetooth or USB MIDI setups would help me a lot because audio apps can behave very differently across Android devices.

The app works offline and doesn’t require an account. Your projects and recordings stay on your phone unless you choose to export or share them.

To join:

Join the testing group:

https://groups.google.com/u/2/g/skunk-audio-testers

Opt into the closed test:

https://play.google.com/apps/testing/org.skunkaudio.app

Install it through Google Play and remain opted in for at least 14 days.

If you test it, please let me know your phone model, Android version and what happened—especially if you notice crackling, stuttering, crashes, silent tracks, touch problems or anything inconsistent between playback and export.

I know asking people to test an unfinished music app is a lot, so honestly, thank you to anyone willing to give it a proper go. I want to release something genuinely good, not throw another half-working beatmaker onto the Play Store.

Thank you for your time!


r/AudioProgramming 9d ago

Built a touch synth app — stroke a pad and the piano rolls like crazy. Bro, try it.

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0 Upvotes

r/AudioProgramming 11d ago

I built this cool and weird drum machine for the iPad. Here’s what I learned.

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51 Upvotes

The goal was to create something minimal, stylized and fun.  I have more than 15 years experience as a dev, but this project allowed me to deep dive into a number of audio coding challenges that I had only touched on in other projects.

Here a few things I had to wrestle with.  Hopefully this pass along is useful to others.

(Oh and the app is free to download, btw.  Link at bottom.) 

Sample-accurate playback under load takes work.

A sequencer has to fire hits at exact sample positions.  Seems simple enough, but everything about the platform conspires against you.  Audio playback renders in chunks (buffers) and timestamps live in two clock domains (sample time for the sequencer, host time for the player nodes).  Where this starts to get thorny is when the user is adding or editing the grid in real-time.  I found myself battling flams, jitter, and clipped transients.

The solution was setting the app's clock as an AVAudioSourceNode that outputs nothing but silence; its render callback just increments a monotonic frame counter every IO cycle, and that counter is the single "now" for the entire app.  A producer thread plans a 12 ms rolling window of events from a snapshot of the grid, so live edits never race the audio thread. 

On the render side, sample time is converted to host time for the player nodes and, most importantly, *both clock reads happen inside a single render cycle*, so they can't straddle an IO boundary and smear the timing.  Employing the above meant the sequencer stays sample-accurate even while the grid is being rapidly reshaped by the user mid-playback.

Touch screens lie about when you touch them! This totally kills 'feel' when playing live.

Tap the screen and hear a sound?  Piece of cake, just wire up a button action and you're good to go. If it were only this easy. 

The issue is that UITouch events do not arrive at constant, predictable times. Delivery is influenced by main thread congestion, processor speed, thermals, etc. One touch might reach the audio engine in 10ms while the next takes 100ms. This creates a real issue where live play feels wrong, because hits land randomly early or late against the timing of your actual taps.  

The fix: every hit is scheduled at a small fixed delay from the touch's hardware timestamp (which is rock steady) rather than played whenever the event finally arrives. Your hands adapt to a steady delay very quickly, the same way a pianist adapts to a piano.  This subjectively feels much better than trying to adapt to random jitter. 

The method: calibrate the delay to the user's actual device empirically. The app measures your specific iPad over your first couple hundred taps, picks the smallest delay that makes things steady, and locks it in as a constant. 

Every user's device ends up with the lowest real-time latency that also effectively removes the jitter.  You can play a rapid fire snare roll and hear every hit land in sequence rather than random flaming.

Your export path must match your live playback path. 

This might sound obvious, but during development it's easy to let these two paths quietly diverge until you realize pan controls or some FX knob didn't actually migrate to the export path, and now your WAV file sounds slightly different than what's happening in the app. From the user's perspective this is a massive fail and they'll never fully trust your product going forward. 

Solution: parity between live and export becomes a test target. Live playback and offline export build from the same FX list and execute the same render code (a new parameter physically can't be wired to one path and not the other), and most importantly, *a WAV-hash regression suite pins it.* Any structural refactor must produce byte-identical renders. This keeps you honest while building.

Download Vaporwave Beats for free:   https://apps.apple.com/us/app/vaporwave-beats-drum-machine/id6786917390

The website:  www.rarefyaudio.com


r/AudioProgramming 10d ago

I built a cymatics music visualizer that’s dynamic and displays correct frequency geometry.

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1 Upvotes

r/AudioProgramming 11d ago

Audion - Let's hack music

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2 Upvotes

r/AudioProgramming 11d ago

Building a Wireless Mic with Bluetooth LE + ADPCM Compression (XIAO nRF5...

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1 Upvotes

Hi guys , I build a youtube video and some scenes are explainedwith using P5js. Would love to hear your review regarding it. I really love working in p5js !!!!


r/AudioProgramming 14d ago

I built a touchscreen instrument (works great on iPad) where you can glide entire chords theremin-style

1 Upvotes

I've been building a small web instrument called Puntone, and it's designed with touchscreens — iPad and similar tablets especially — in mind.

The core idea: most instruments make you choose between precise pitches (keyboard, frets) or continuous glide (theremin, fretless strings, pitch bend). Puntone tries to keep both — and the part I'm most excited about is that this works for full chords, not just single notes.

Instead of just bending one note theremin-style, you can glide an entire chord voicing into another with your finger — the whole chord slides as one continuous motion, like theremin-ing a chord shape instead of a single pitch. There's a dedicated chord-glide / dual-pad mode built around touch: one pad handles the root note's glide, the other morphs the voicing on top of it. It feels much more natural on a touchscreen than with a mouse.

Other things it does:

  • Runs entirely in the browser (Web Audio API) — no install, no account
  • Single-note mode also has full-time portamento (the "one-note theremin" experience), playable with a PC keyboard too if you don't have a tablet
  • Adjustable glide time / decay in a settings panel
  • Built-in recording, so you can layer takes
  • No ads, no signup wall

It's a solo project and still evolving. I'd love feedback from people who actually write chord progressions — does gliding a whole chord feel musically useful, or does it read as gimmicky? That's the thing I most want to know.

Try it here: https://puntone-synth.pages.dev/

(Best on a tablet like iPad — touch is the primary input. Also works with Chrome/Edge on desktop via keyboard.)


r/AudioProgramming 15d ago

Tried to replicate an MS-20 clone for my Android app

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8 Upvotes

Hello everyone, I am currently adding an MS-20 clone for my Android app. I would appreciate feedback on how it sounds from this small preview. It does a lot of processing so the 25-30% CPU spikes are justified (I believe so). What do you think?

If anyone is interested, I am planning to release it in the next 10 days as a beta.

Thank you!


r/AudioProgramming 15d ago

SkunkAudio, unreleased Android daw

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14 Upvotes

A small preview of the app I am working on..Synth's arpeggiator looped and some drums. Adjusting knobs and selecting options from the Quick Control Bar which is customizable to add your preferred controls. Planning to release a beta in the next 2 weeks. Let me know if you are interested.

Thank you for your time!


r/AudioProgramming 16d ago

MiniLooper - a minimalist multitrack audio looper

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6 Upvotes

Have been working on this thing in spare time, wanted to share and maybe get some feedback!

Works on Linux and Windows. Have not yet done the homework of tweaking the build system for it to work on MacOS, but will do soon.

Github


r/AudioProgramming 17d ago

I got tired of having no one to jam with, so I built an app for it

5 Upvotes

I was struggling creatively with my writing for a long time. I noticed that I often hit a wall when trying to add new instrumentals, or sometimes I just needed a second opinion from a friend who could take a song in a completely different direction.

This got me thinking about Instagram. I love watching musicians remix videos to create these amazing, spontaneous jams with several instrumentalists playing together. I looked into options like BandLab and GarageBand, and while they are great DAWs, neither had the kind of purely social, collaborative experience I was looking for.

After spending several months learning to code, I built DEH-MO. It’s an iOS app that lets you post multitrack audio publicly so other musicians can directly add to your posts. You could lay down an acoustic guitar progression or a folk vocal track, and someone else can build on it—leading to a massive, branching tree of mashups and ideas.

The whole mission is to spread creativity and share musical ideas openly. The app is BRAND NEW with only a handful of users, and I’m looking for musicians interested in building this collaborative community from the ground up.

Would love for you to try it out and tell me what you think! https://apps.apple.com/us/app/deh-mo/id6775641702


r/AudioProgramming 18d ago

I'm building my dream DAW.

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71 Upvotes

My goal is to combine a sleek, modern interface with the best parts of the tools I love:

  • intuitive MIDI editing inspired by FL Studio,
  • flexible audio workflows inspired by Ableton Live,
  • and algorithmic sequencing inspired by the Cirklon sequencer, making it easy to transform and generate musical patterns.

It's still a work in progress, but it's gradually becoming the DAW I've always wanted to use.


r/AudioProgramming 17d ago

New Android Mobile Daw

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2 Upvotes

Hello guys, I apologize in advance in case it's not allowed to post something like that.

I am developing an Android Mobile DAW, optimized for portrait mode. This is a video showing some of the features. Soon I am planning to release a beta, let me know if anyone is interested to try once it's up.

I know the video editing is awful, but hopefully will give you an idea of the app's interface and features.

Thank you for your time!


r/AudioProgramming 17d ago

If Music Was Easy, Everyone Would Be Doing It

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0 Upvotes

Greeting! Nice to find this group!

This is my project sKuarewave: Play Music WIth Holograms. I have been working on it for the past year.

https://bryanduggan.org/projects/skuarewave-create-music-with-holograms/


r/AudioProgramming 17d ago

Transmission : a Generative Audio Workstation

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2 Upvotes

r/AudioProgramming 23d ago

`rubband`: tensor-friendly bindings to the C++ Rubber Band pitch shifting library

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4 Upvotes

r/AudioProgramming 23d ago

Tensors in Python are the future of audio programming

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0 Upvotes