The software helps you to get better sound from your speakers or your headsets. It can run as a TUI app (in a terminal) or a classical UI. What can you do with it?
- play music :)
- add audio plugins to customise the experience, an EQ, an upmixer for spatial audio or a binaural rendered? a limiter or a multiband compressor? a denoiser?
- create an EQ for your headphone!
- create an EQ for anechoic speaker measurements that you find on AudioScienceReview or ErinsAudioCorner (among others)
- create an room optimiser for your room, from simple to use to you are in control of every steps: a state of the art optimiser.
- compare one EQ with another. Customise to taste. Which one do you prefer?
Sound of the Future or SotF in short comes from the song from Giorgio Moroder made popular by Daft Punk. You can find many versions on Youtube. Here is an official one.
- Windows: download from Microsoft Store.
- Apple: download from the App Store.
Stable desktop releases are on the platform stores. Beta releases and command-line artifacts are on GitHub Releases, with another copy on our website.
If you like it, please star the directory on GitHub. If you dont, please let us know why? All feedback is welcome: you can leave a comment on github or on AudioScienceReview.
- An audio player (nothing special but useful to have bundle with the other applications)
- A audio recorder to measure your speakers
- A system to optimise the sound based on your measurements for speakers and from internet measurements for headset. We claim to have a SOTA optimiser (a bit early for it but improving month after month if you want to a engineer view of it).
- A large set of audio plugins that do spatial audio, binaural, denoiser, limiter, compressor, upmixer, equalizer, room optimiser, etc.
- A systemwide DSP that allow you to run the roomEQ system continously for all applications on your computer. Currently working well on MacOS and needs to be ported/tested on Linux and Windows.
The main UI application shows you the audio player. You can access the other functions via the menu bars.
This is mainly a Rust application with some python and shell scripts. We want to keep it portable so we minimise C/C++ dependencies.
Install rustup first.
If you already have cargo / rustup, you can jump to:
cargo install just
justOn Linux, select the correct install just command for your platform:
just install-...On MacOS, select the correct install just command for your platform:
just install-macosOn Windows,
.\scripts\build-windows.batThen run post-install:
just post-installThen download various data files
just download-onceYou can build or test with a simple:
just build
just testFor QA there is a
just qathat takes some time to run.
In order to build the audio player, we have 3 versions: a cli (command line interface), a tui (terminal UI) and a desktop.
cargo build --bin player-cli --release -p app-cli
just tui
just gpuiSince it is a rust stack, the binaries are generated in target/release/ directory and you can execute them from there.
In order to build signed binaries (required on MacOS): If you are a developper, you can self sign them with
./scripts/build-systemwide.sh
./scripts/build-dmg-sotf.shIn order to publish them, you need to have an Apple developper ID:
./scripts/build-systemwide.sh --sign --notorized
./scripts/build-dmg-sotf.sh --sign --notorizedThis repository sotf which is mostly an audio backend and the UI and TUI. The backend audio has a few components:
-
an audio engine : an audio engine (process streams or files and output pcm to your audio device)
-
an audio player: a library doing track management and 3 players, a CLI for testing, a TUI (terminal) based one and a desktop one with a native UI.
-
a set of audio plugins:
- host: a mini DAW that can run plugins in a list (like a rack) or in a graph (like a DAW) visualisation: loudness, spectrum, lufs
- classical: iir and fir EQ, compressor (and multi-band compressor), limiter, gain, matrix, resampler, multi-band expander, convolution, delay, crossover, loudness compensation
- spatial: upmixer from 2.0 to 9.1.6, binaural, cross-talk cancelation, mono to stereo, dowmixer.
- denoiser, declicker, polyphonic note detection
- a/b testing
The math related crates (math-test-functions, math-optimisation, math-iir-fir, math-dsp, math-rir, math-delaunay) now live in their own repository:
The pure-Rust SOFA/HRTF reader now lives in its own repository:
The automatic EQ crates now live in their own repository:
- autoeq with CLI binaries and optimization logic: it allows optimising the sound from:
autoeq: optimise anechoic data for speakers and data from a headphone.convert-recording: automatically migrate old recordings to the latest format.roomeq: optimise a set of speakers in a room.
The following related crates remain in this repository:
The Symphonia-compatible SACD, DSD, DST, and WavPack decoder/format crates now live in their own repository:
GPUI is a portable UI library written by the team behind the Zed editor. The toolkit gpui README provides everything to build complex applications. Linux, MacOS and Windows are supported. The support for iOS is progressing (working), AU plugins (working), tvOS (in progress), Android (not yet supported).
Why did you not reuse more code? The goal was to learn Rust and to learn other things I always wondered about:
- How to write an audio player? I took inspiration from camilladsp and wrote my own. I could have use Camilla (and I did at the beginning)
- Why are plotting library never perfect? I can usually go 90% of the way with most libraries but then I get block and then it gets complicated to get exactly what you want.
- Can I do everything in Rust from backend to fronted? I am not a fan of Typescript and the context switching between Rust and Typescript is not ideal for me. Using GPUI allow me to stay in Rust and be concentrated.
- Did LLM model progress enough to help building a complex app? Answer is yes since Opus 4.5 and Gemini 3.0. It is of course not perfect.
- Can I reuse my old c++ code with audio plugin? Answer is also yes, I translated most of them in Rust now. I am still unclear if I will be able to build AU plugins with GPUI but it is working for CLAP and VST3. I also get the plugins to work as AUplugin with some hacking and a bit of Swift.
On MacOS the sound managent system does not make it easy to route audio between applications.
We added a few components:
- driver-hal: a HAL (Hardware Abstraction Layer) to route audio between applications. It is similar to BlackHole (https://github.com/BlackHoleSound/BlackHole) but it allow to route the audio through a DAW with plugins.
- daemon: a Rust deamon software that read audio from the HAL driver, apply a chain of plugins (typically to correct the sound of your headphone or software) and then send it to a hardware audio interface.
- toolbar: a software that allow to configure the daemon and HAL driver. It sits in the macos toolbar.





