Low latency audio library for Windows 10, targeted at Unity UWP and desktop apps.
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Low latency audio library for Windows 10, targeted at Unity UWP and desktop apps.

NowSound is a wrapper library around the Windows 10 AudioGraph API. It exposes a P/Invoke C-style API, such that it can be invoked by Unity apps (on either the .NET or Mono runtimes).

Status as of late March 2018: the library basically works and has a UWP demonstration mini-looper app, but some features remain to be completed such as device selection, track muting/deleting in the demo app, and most importantly VST support. Pull requests welcome!


NowSound provides the following APIs:

  • Initializing audio subsystem
  • Setting up audio graph with default input/output devices
  • Starting and stopping recording of an input to an in-memory audio track (quantized to a regular tempo)
  • Looping playback of in-memory audio tracks

All of these APIs are asynchronous. Currently NowSound makes no attempt to implement event or callback support; the only way to track the state of NowSound is by polling. This actually works reasonably well for Unity applications which are based on a real-time event loop anyway. Callback support will be added if particular applications require it.

Project structure

NowSound consists of the following subprojects:

  • NowSoundLibShared: the core C++ classes for streaming and buffering
  • NowSoundLib: a UWP C++ library sharing NowSoundLibShared and invoking AudioGraph, exposing a P/Invoke interface
  • NowSoundAppUWP: a C++ UWP demonstration app using NowSoundLib, showing how to start recording and looping multiple tracks
  • UnitTestsDesktop: a C++ TAEF testing library for the NowSoundLibShared code

Note that any pull requests must ensure that all tests are passing.

VST support is planned, in the desktop version of the library. (UWP security restrictions are not friendly to most current VST plugins.)

Dependencies and Building

NowSound is implemented using the amazing cppwinnrt library, which makes Windows component-based programming more pleasant than I ever thought C++ could be. I used Kenny Kerr's great examples as a starting point. The most impressive thing about C++/WinRT is its concurrency support -- using the co_await expression in C++ is literally as easy as the await expression in C#.

Note as of March 2018: The cppwinrt libraries are present only in Windows Insider preview builds of Windows, so if you are not ready to install such a build, you will not be able to build this code. This code currently targets the latest Windows 10 SDK version, namely 17061.

The next major Windows 10 release in spring 2018 will come with an SDK that will support building this project; at that time, I'll remove this warning (and replace it with a warning stating that the latest Win10 version is required for building).


I implemented NowSound because I needed lower-latency audio than is available in Unity's audio subsystems, and because I needed to ensure all audio processing was happening natively. On tight low-latency audio deadlines, driving audio from C# (or any garbage-collected language) is sure to cause audible trouble at some point.

The current performance is far better than I was ever able to get while driving AudioGraph from a C# app -- the current app runs the audio graph at the minimum available latency, which in the case of my Surface Book set to 48Khz sampling rate, gives a 96-sample buffer (200Hz audio frame rate) with no perceptible audio problems streaming multiple loops.

If you are interested in NowSound, check out the project which motivated me to write it: my gestural Kinect-and-mixed-reality live looper, Holofunk. You might also enjoy my blog and in particular this post about why I need this sound library for my Holofunk project. (Though it turns out that I was wrong about one thing there: AudioGraph is not managed only, and when I realized this, I realized AudioGraph was the path of least resistance for this library.)

Code Patterns

It's worth mentioning some aspects of the code that are pretty important to developing and maintaining it:

Modern C++ Ownership

There is not a single explicit C++ delete statement in this repository. Using std::unique_ptr, std::move, and rvalue && references means that the code is able to handle all buffer management efficiently and correctly, without reference counting or GC overhead and without explicit deletion.

Generic Types for Units

In my early audio programming experience with C, I learned a deep fear of the "int" data type. Integers (either short, normal, or long) were used for sample counts, byte counts, numbers of ticks, timestamps, milliseconds, and every other quantity. Getting confused was easy to do and hard to debug.

This code uses a common pattern, defining generic types Time<T> and Duration<T>. The "T" generic parameter serves as a placeholder for the type of time/duration involved. For instance, Time<Sample> defines a timestamp in terms of a count of audio samples since the start of the program. Duration<Sample> defines a time interval in terms of a number of audio samples. Arithmetic operators exist to add Time + Duration, subtract Duration from Time, subtract Time from Time giving a Duration, etc., provided that the T parameters match; you can't subtract a Time<Sample> from a Time<Seconds> as the compiler won't let you.

This may look verbose, but it precludes so many kinds of bugs that it has been well worth doing.