.NET library for processing audio playback as OpenGL textures
If you're interested in audio visualization similar to the old WinAmp plugins (Milkdrop!), or more recently, websites like Shadertoy or VertexShaderArt, then you've come to the right place. Although this is a fully independent library, it is the foundation for the monkey-hi-hat music visualization application, and the accompanying shaders in my Volt's Laboratory repository.
This library does all the hard work of capturing live-playback audio and producing different representations of the sound data as OpenGL textures. On modern Windows 64-bit hardware, 4-digit frame rates are not unusual. As of October 2025, Linux support is back! (It performs well enough that I have used it on a 32-bit Raspberry Pi 4B, in some cases attaining 200+ FPS, although the Pi will not be supported due to GPU and driver limitations and quality.)
Please refer to the repository wiki for usage, configuration, and other details. The demo project is also
a good reference, and the library's public API is fully documented. There is even more information in the
monkey-hi-hat wiki that will be of interest to library consumers.
Version 3+ does not require audio loopback drivers for Windows! Loopback is internal!
The repository's demo project has a lot of useful utilities, and illustrates different ways to use the library. Here is the help output (run the demo program without args to see this):
demo [type] [options]
[type]
peaks Peak audio capture values (use for configuration)
text Text-based audio visualizations
silence Silence-detection testing
history Raw history-texture dumps
wave Raw PCM wave audio visualization
freq Frequency magnitude and volume history (multiple shaders)
vert VertexShaderArt-style integer-array vertex shader (no audio)
frag Shadertoy-style pixel fragment shader
webaudio Compares WebAudio pseudo-Decibels to pure FFT Decibels
modes Different OpenGL drawing modes (points, lines, tris, etc)
uniforms Testing the Shader.ResetUniforms call
info List known audio devices (Windows: WASAPI, Linux: OpenAL)
info O Windows: Use OpenAL instead of WASAPI (requires loopback)
[options]
F Full-screen mode
S Simulate audio with the SyntheticData wave sample source
E Simulate OpenGL errors (currently only "freq" does this)
D Show Debug log messages (default is Error/Critical)
V Show Verbose log messages (default is Error/Critical)
O Capture audio with OpenAL (requires loopback driver)