OwnAudioSharp 4.0.3

There is a newer version of this package available.
See the version list below for details.
dotnet add package OwnAudioSharp --version 4.0.3
                    
NuGet\Install-Package OwnAudioSharp -Version 4.0.3
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="OwnAudioSharp" Version="4.0.3" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="OwnAudioSharp" Version="4.0.3" />
                    
Directory.Packages.props
<PackageReference Include="OwnAudioSharp" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add OwnAudioSharp --version 4.0.3
                    
#r "nuget: OwnAudioSharp, 4.0.3"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package OwnAudioSharp@4.0.3
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=OwnAudioSharp&version=4.0.3
                    
Install as a Cake Addin
#tool nuget:?package=OwnAudioSharp&version=4.0.3
                    
Install as a Cake Tool

OwnAudioSharp

Complete cross-platform audio library for .NET desktop applications

OwnAudioSharp is a professional-grade audio engine providing high-performance audio playback, recording, and processing for Windows, Linux, and macOS with zero external dependencies. This is the full edition: everything the library offers, including MIDI, the analysis features (chord detection, note transcription, matchering) and the Avalonia waveform display. For a lean playback/recording-only build see OwnAudioSharp.Basic; for Android and iOS see OwnAudioSharp.Mobile.

Key Features

  • Native Rust Audio Engine: Built on a purpose-built native Rust core for professional-grade, low-latency audio. Device I/O, mixing, and the full effect chain run entirely in native code with a real-time-safe hot path — no PortAudio or MiniAudio dependency.
  • Multi-format Support: Native pure-Rust decoder (Symphonia) with built-in support for WAV, MP3, FLAC, OGG/Vorbis, AAC/M4A, ALAC/M4A, and AIFF. For any other format, FFmpeg is used automatically as a fallback when installed — no code changes required.
  • Real-time Processing: Zero-allocation design with lock-free buffers and native mixing for professional-grade performance
  • Advanced Audio Features:
    • Network Synchronization: Multi-device audio sync across local network (< 5ms accuracy on LAN)
    • Master Clock: Sample-accurate timeline synchronization for multi-track playback
    • SmartMaster Effect: Intelligent audio mastering with auto-calibration
    • AI-powered vocal removal (ONNX-based neural separation)
    • Audio matchering and mastering
    • Real-time chord detection
    • Built-in effects and DSP routines

Quick Start

using OwnaudioNET;
using OwnaudioNET.Features.Vocalremover;

// Initialize the audio engine
OwnaudioNet.Initialize();
OwnaudioNet.Start();

// Create the audio mixer using the underlying engine
var mixer = new AudioMixer(OwnaudioNet.Engine.UnderlyingEngine);
mixer.Start();

// Play an audio file
var music = new FileSource("music.mp3");
mixer.AddSource(music);

// Synchronized Multi-track Playback (Master Clock)
var vocals = new FileSource("vocals.wav");
var backing = new FileSource("backing.mp3");

mixer.AddSource(vocals);
mixer.AddSource(backing);

// Attach sources to the Master Clock for sample-accurate sync
vocals.AttachToClock(mixer.MasterClock);
backing.AttachToClock(mixer.MasterClock);

// Start sources individually
vocals.Play();
backing.Play();

// Network Synchronization - Multi-Device Audio
// Server mode (control device)
await OwnaudioNet.StartNetworkSyncServerAsync(port: 9876);

// Client mode (follower devices)
await OwnaudioNet.StartNetworkSyncClientAsync(
    serverAddress: "192.168.1.100",  // Or null for auto-discovery
    allowOfflinePlayback: true);

// All clients automatically follow server commands
// Perfect for multi-room audio, DJ setups, installations

// AI Vocal Removal
var options = new SimpleSeparationOptions 
{ 
    Model = InternalModel.Best, 
    OutputDirectory = "output" 
};

using var separator = new SimpleAudioSeparationService(options);
separator.Initialize();
var result = separator.Separate("song.mp3");
// result.VocalsPath and result.InstrumentalPath contain the output files

Audio Decoding

Decoding is handled by the native Rust engine using a pure-Rust Symphonia backend — no managed decoder and no external runtime is required for the common formats:

Natively supported (built-in): WAV, MP3, FLAC, OGG/Vorbis, AAC/M4A, ALAC/M4A, AIFF

For any format the native backend cannot handle, OwnAudioSharp transparently falls back to FFmpeg when it is installed on the system. This is not part of the public API — the decoder layer selects the best backend automatically, with no code changes required.

Decoder priority: native Rust (Symphonia) → FFmpeg (optional fallback)

Optional FFmpeg installation per platform:

  • Windows: Place the FFmpeg DLLs next to the executable, or anywhere on PATH.
  • macOS: brew install ffmpeg
  • Linux: sudo apt install ffmpeg (or equivalent)

Platform Support

  • Windows: Windows 10/11 (x64, ARM64)
  • Linux: Ubuntu, Debian, Fedora, etc. (x64, ARM64)
  • macOS: macOS 10.13+ (x64, ARM64)

Architecture

OwnAudioSharp uses a two-layer architecture:

  1. Native Rust Engine Layer: Device I/O, multi-track mixing, resampling, and the full effect chain run in a native Rust core. Audio data stays in native memory on a real-time-safe, allocation-free hot path.
  2. Managed API Layer: High-level thread-safe wrappers that drive the native engine through a lock-free FFI boundary. The managed side only issues control commands, so the UI thread is never blocked and no managed code runs in the audio path.

Documentation

License

MIT License - Copyright (c) 2025 ModernMube


Development Tools

This project is developed with the following tools:

Claude Code Anthropic — Claude Code
Visual Studio Code Microsoft — Visual Studio Code
Visual Studio 2022 Microsoft — Visual Studio 2022
Rider JetBrains — Rider
Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on OwnAudioSharp:

Package Downloads
OwnAudioSharp.Mt3

MT3 multi-track music transcription backend for OwnAudioSharp. Adds an INoteTranscriber that separates instruments instead of collapsing them, which is what chord detection wants. The transformer runs natively in Rust on ONNX Runtime; the model weights are not included and are loaded from a path you provide. Desktop only.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
4.0.4 47 8/16/2026
4.0.4-preview.1 59 8/9/2026
4.0.3 124 8/8/2026
4.0.1 152 8/3/2026
4.0.0 132 7/27/2026
4.0.0-preview.35 59 7/20/2026
4.0.0-preview.28 66 7/12/2026
3.1.7 226 6/23/2026
3.1.3 140 6/14/2026
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3.0.13 122 6/2/2026
3.0.11 125 6/1/2026
3.0.10 121 5/31/2026
3.0.7 114 5/26/2026
3.0.5 114 5/22/2026
3.0.4 162 5/17/2026
2.7.1 282 4/8/2026
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