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1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Low-latency audio routing, mixing and VST3 hosting. On Windows the audio runs on a native
real-time engine — C++ behind a C ABI, with WASAPI and ASIO backends and a VST3 host —
driven by a Python control plane. Linux and macOS run the same application on a PortAudio
host. Every latency figure is labelled for what it is, and a figure nobody measured reads
--.
This is not your usual readme.README 전문 보기 ↗Route any audio anywhere: simple for everyone, deep enough for studios. A free, open-source audio router, mixer and VST3 host for Windows (and Linux), on a C++20 real-time engine that uses every core it needs and none it doesn't.
This is not your usual readme.
I am a guitarist, and I recently bought an audio interface, only to find out that playing or recording guitar requires me to pay again. Honestly it was all cool and all, but I use Guitar Rig, which already is an expensive piece of software, not to mention the guitar itself is expensive enough, now I have a microphone and an audio interface. But then comes the audio software bs that comes with it. I was bored and frustated. I tried both Voicemeeter and Odeus Asio Link Pro. Voicemeeter ran great, until it asked me to donate again and again, it felt a lot intrusive. I mean, why would I wait for 5 minutes if it is a donationware? Ffs it's donation ware, you either ask nicely or leave, not make people wait. When I still waited, it became high latency out of nowhere. With VB audio cable of course. Then I tried odeus asio link pro with asio. And honestly bro, wtf. That stuff was ancient and still no alternative to the date, it was an absolute chad. But tbh I didn't like the approach, it was too complicated for beginners to grasp, to steep of a curve to just plug your guitar in to your audio interface and start playing. I've had enough, so being a coder myself, I coded one on my own.
This project is all about that.
Everything on your computer that makes or takes sound is sorted into six bins:
| Sources (sound comes from) | Destinations (sound goes to) |
|---|---|
| Physical inputs: microphones, line-ins, audio interfaces | Physical outputs: speakers, headphones, interface outputs |
| Virtual outputs: virtual speakers that other apps play into | Virtual inputs: virtual microphones that other apps record from |
| Application outputs: what each app plays (game, browser, Spotify, a DAW) | Application inputs: the microphone each app hears (Discord, Zoom, OBS, a DAW) |
To connect two things, drag a source onto a destination. Everything else is optional.
ToneSphere is a clean-room successor to ODeus ASIO Link Pro: it keeps the power and drops the confusion. See docs/parity.md for the feature-by-feature comparison, and docs/STATUS.md for what is verified (with the evidence) and what is not yet.
| Platform | Download | Notes |
|---|---|---|
| Windows 10/11 (64-bit) | ToneSphere-Setup-<version>.exe from Releases | Installs the app and the ToneSphere ASIO driver. Needs nothing else installed. |
| Windows, no installer | ToneSphere-<version>-win-x64-portable.zip | Unzip and run ToneSphere.exe. |
| Linux (x86_64) | ToneSphere-<version>-x86_64.AppImage | Needs PipeWire. Virtual devices are native PipeWire nodes. |
Windows SmartScreen may say "Windows protected your PC" because the installer isn't code-signed yet: choose More info → Run anyway.
Virtual speakers and microphones on Windows come from VB-CABLE, VB-Audio's free (donationware) virtual cable. Open Settings › Devices › Install drivers… and ToneSphere downloads the official package from vb-audio.com, checks it is signed by VB-Audio, and opens VB-Audio's installer (choose Install Driver). VB-CABLE's licence doesn't allow building it into another installer, so ToneSphere never bundles it. ToneSphere's own virtual audio driver is in this repository too, but Windows only loads it once Microsoft has signed it.
Everything needed to build and test is installed by one script:
.\scripts\setup-dev.ps1 # VS Build Tools (C++), Windows SDK + WDK, Node.js, FlexASIO, npm, Playwright
# Windows
.\scripts\build.ps1 -Test # engine, ASIO driver, tools, test plugins + unit tests (x64)
.\scripts\build.ps1 -Arch x86 # 32-bit ASIO driver
.\drivers\win\vad\build.ps1 # virtual audio driver package (test-signed, for the test VM)
cd ui; npm ci; npm run dev # UI against the engine (or: npm run mock-engine)
cd ui; npm run dist:win # desktop installer → ui\release\
cd ui; npm run dist:store # Microsoft Store package → ui\release-store\
# Linux (or WSL)
scripts/setup-dev.sh # packages + Node.js
scripts/build-linux.sh # engine + unit tests
scripts/package-linux.sh # AppImage → ui/release/
docs/DEVELOPMENT.md explains the whole setup, including the Hyper-V test VM, and how to pick the work up again from a fresh clone.
.\tests\run-all.ps1 # unit + integration suites + UI end-to-end (needs VB-CABLE + FlexASIO)
node tests\integration\linux-pipewire.mjs # Linux engine inside WSL
.\vm\Test-InVM.ps1 # virtual audio driver, inside the Hyper-V test VM
.\vm\Test-Installer.ps1 ; .\vm\Test-Msix.ps1 ; .\vm\Test-Wack.ps1
Integration suites play real audio through VB-CABLE and measure what comes out. Kernel-driver
tests only ever run inside the Hyper-V VM (vm/), never on the development PC.
Every push to main runs CI: Windows and Linux builds, unit tests (and
ThreadSanitizer on the multi-core engine), the UI end-to-end tests, integration tests, a secret
scan, and the downloads themselves are installed on a clean machine and launched. When it is
green, CI publishes the release: the latest v* tag plus one patch version, or [minor] /
[major] in the commit message for more (scripts/release-version.mjs).
engine/ C++20 audio engine: graph, multi-core scheduler, bridges, effects, VST3 host,
backends (WASAPI, ASIO, PipeWire, VBAN), OSC/MIDI, WebSocket/HTTP JSON-RPC
ui/ Electron + React app (bins, matrix, inspector, settings, splash) and packaging
drivers/win/ ToneSphere ASIO driver (user mode) and virtual audio driver (kernel, WaveRT)
shared/ Engine ⇄ UI protocol (PROTOCOL.md; TypeScript types live in ui/src/shared)
presets/ Ready-made routing presets (.tonesphere.json) and how to use them
tools/ tonesphere-ctl (CLI), tonesphere-setup (driver installer), audio-probe, asio-test-host
tests/ Integration suites (Node) that drive the real engine with real audio
vm/ Hyper-V test VM automation
scripts/ Build, setup and release scripts
packaging/ Microsoft Store listing and submission guide
docs/ STATUS.md (verified / pending), DEVELOPMENT.md, parity.md, legal/ (the Pages site)
assets/ The ToneSphere logo and banner
OSC. Turn on Settings › Control › Allow OSC control (UDP port 9000 by default). Then send:
/tonesphere/volume "Stream mix" 0.75 /tonesphere/mute "Microphone" (toggle)
/tonesphere/gain "Speakers" -6.0 /tonesphere/scene "Gaming"
/tonesphere/record 1 /tonesphere/replay
MIDI. In Settings › Control, choose an action, press Learn and move a knob, fader or pad. For an instrument plugin, switch on My MIDI keyboard plays this.
Command line. node tools/tonesphere-ctl.mjs state, plus connect, tone, meters and raw call.
Scripts. One JSON-RPC request per HTTP POST to the engine (port and token in
%LOCALAPPDATA%\ToneSphere\engine.json):
$d = Get-Content "$env:LOCALAPPDATA\ToneSphere\engine.json" | ConvertFrom-Json
Invoke-RestMethod -Method Post "http://127.0.0.1:$($d.port)/rpc" -Headers @{Authorization="Bearer $($d.token)"} `
-ContentType application/json -Body '{"id":1,"method":"engine.getState"}'
shared/protocol/PROTOCOL.md lists every method.
An earlier version of this README advertised ASIO, WASAPI, ALSA, PulseAudio, JACK, PipeWire
and CoreAudio support, virtual audio devices, real-time effects and low-latency processing.
None of it worked. The eight driver classes each returned an array of zeros instead of
talking to an audio API; the "virtual audio devices" were Python queues; routing reported
success into an empty registry; and the UI displayed CPU: 0% | Latency: 0ms permanently,
which was not a reading of anything.
So there is one rule here now, and the test suite enforces it:
A feature does not exist until a test proves it moves audio. And a measurement you did not take is reported as
--, never as0.
That second half matters more than it sounds. 0.0 renders as a real, healthy-looking
number. Rendering -- is the difference between a UI that tells you what it knows and one
that tells you what you want to hear.
And then it was rebuilt again. The Python version (0.1 to 0.2.1, tagged
legacy-python) got the
engine working on Windows, but kept running into the same walls: a Python control plane next to
a real-time engine, no virtual devices other apps could pick, and an interface that was still a
patchbay for people who already knew what a patchbay is. So the whole thing was started again
from scratch, under a working name, as a C++20 engine with an Electron interface: six plain
bins instead of a patchbay, its own ASIO driver so Guitar Rig and DAWs can share one interface,
drift compensation for cheap USB interfaces, and the same rule about tests. When it worked
better than the original, it took over the original's name, logo and repository. Both histories
are in this repository.
Everything here is free, and it stays free. No feature is time-limited, no dialog waits five minutes before letting you through, and nothing is held back until you pay. The whole reason this project exists is that I got tired of exactly that.
If it replaced something you would otherwise have had to buy, you can put that toward the next release:
It buys no feature and no priority. It buys time to work on this.
Published by Neural Nexus Studios, Kolkata, West Bengal, India. No accounts, no telemetry, nothing collected. Audio leaves your machine only through a network stream you set up yourself.
The same three are published as a site at avishakeadhikary.github.io/tone-sphere, which is the address to hand to the Microsoft Store as the privacy policy URL.
ToneSphere is free software under the GNU General Public License v3.0 or later (see
LICENSE). Every release carries its complete source as ToneSphere-<version>-source.zip.
Versions up to 0.2.1 (the Python implementation) were MIT-licensed and keep that licence.
Third-party components: ASIO SDK (GPLv3), VST3 SDK (MIT), RNNoise (BSD-3), nlohmann/json (MIT),
Catch2 (BSL-1.0), Electron and React (MIT), JetBrains Mono (SIL OFL 1.1). The virtual audio driver
is based on Microsoft's SimpleAudioSample (MS-PL; see drivers/win/vad/LICENSE-MS-PL.txt).
VB-CABLE is VB-Audio's software under VB-Audio's licence and is not part of ToneSphere.
ASIO and VST are trademarks of Steinberg Media Technologies GmbH. ToneSphere is not affiliated with ODeus, VB-Audio or Steinberg.
Contributions welcome, under the GPLv3 with a DCO sign-off (CONTRIBUTING.md).
AGENTS.md holds the project's rules, for people and coding agents alike. Run
.\tests\run-all.ps1 before trusting any change to the audio path; CI runs the rest on every
push and pull request.
If you add a backend, an effect or a control, add a test that asserts a known signal comes out the other side at the expected amplitude. Several real bugs, in both rebuilds, were caught by exactly that kind of test and by nothing else.
P.S. This is not a rickroll. Installers build and get smoke-tested in CI, installed on a clean machine and launched the way you would launch them, and every green push to main publishes a release. Still busy working in corporate. Inviting others to contribute. Have fun.