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OneAmp - A Winamp-like Audio Player for Linux in Rust

Author: Manus AI
Date: November 24, 2025
Version: 1.0


Table of Contents

  1. Introduction
  2. Context and Motivations
  3. Rust Ecosystem Analysis
  4. Software Architecture
  5. Development Roadmap
  6. Technical Considerations and Challenges
  7. Current Status
  8. References

Introduction

This document presents a complete roadmap for developing a modern audio player for Linux (Debian), written entirely in Rust and inspired by the iconic Winamp. The goal is to create a native, performant, and user-friendly application that combines essential audio player features with Milkdrop visualization support.

The targeted features are:

  • Audio playback: Support for MP3 and FLAC formats with high-quality decoding.
  • Playlist management: Simple interface to create and manage playlists.
  • Graphic equalizer: Real-time audio signal processing control.
  • Milkdrop visualizations: Integration of the projectM engine for psychedelic visual effects.
  • Modern theme: User interface inspired by Winamp's "Modern" theme, adapted to current standards.

This project aims to fill the gap of performant native alternatives on Linux while leveraging Rust's advantages in terms of safety, performance, and maintainability.


Context and Motivations

Winamp marked an entire generation of users in the 2000s thanks to its customizable interface, spectacular visualizations, and powerful equalizer. While several alternatives exist on Linux (such as Audacious, Clementine, or VLC), none faithfully reproduce the Winamp experience, particularly Milkdrop visualization support.

The choice of Rust as the development language is motivated by several factors:

  • Memory safety: Rust eliminates memory management bugs, which is crucial for a multimedia application handling large amounts of audio data.
  • Performance: Rust offers performance comparable to C/C++, essential for real-time audio processing and graphics rendering.
  • Mature ecosystem: The Rust ecosystem for audio and graphical interfaces has matured considerably in recent years, with professional-quality libraries.
  • Maintainability: Rust's type system and strict compiler facilitate long-term code maintenance and evolution.

Rust Ecosystem Analysis

The Rust ecosystem now offers all the necessary building blocks to construct a complete audio player. This section presents the key libraries that will be used in the project.

Audio Decoding: Symphonia

Symphonia 1 is an audio decoding and media container demuxing library, written entirely in Rust. It supports a wide range of formats, including MP3 and FLAC, with excellent performance.

The following table summarizes Symphonia's capabilities for the targeted formats:

Format Status Gapless Playback Feature Flag Crate
MP3 Excellent Yes mp3 symphonia-bundle-mp3
FLAC Excellent Yes flac symphonia-bundle-flac

Symphonia is particularly suitable for this project because it offers:

  • Competitive performance: Symphonia is only 10-15% slower than FFmpeg, which is negligible for an audio player.
  • Gapless playback: Support for seamless playback between tracks is essential for a quality listening experience.
  • Modular architecture: Each codec and format is provided in a separate crate, allowing compilation of only what's necessary.
  • 100% safe Rust code: No unsafe code, guaranteeing memory safety.

Audio Playback: cpal and rodio

For audio playback, two main options exist in the Rust ecosystem:

cpal 2 is a low-level library providing cross-platform abstraction for audio input and output. It allows fine control over audio streams but requires more code to handle details.

rodio 3 is a higher-level library built on top of cpal and integrating symphonia for decoding. It greatly simplifies audio playback by automatically managing buffering and sample rate conversion.

For this project, rodio is recommended to start with, as it allows focusing on application features rather than low-level audio API details. If finer control becomes necessary later (for example, for ultra-low latency), it will always be possible to switch to cpal.

DSP Processing: fundsp

fundsp 4 is a digital signal processing (DSP) and synthesis library for Rust. It allows creating complex audio processing graphs using an elegant functional API.

For the equalizer, fundsp offers several advantages:

  • High-quality filters: It provides optimized IIR and FIR filter implementations.
  • Processing graphs: Filters can be easily chained and combined.
  • Performance: Generated code is optimized and can leverage SIMD instructions.

An alternative would be augmented-dsp-filters 5, which is a partial port of the DSPFilters library and provides ready-to-use RBJ (Robert Bristow-Johnson) filters. The choice between the two will depend on the desired equalizer complexity.

Graphical Interface: egui

The choice of GUI framework is crucial for the project's success. A thorough analysis of available Rust frameworks in 2025 6 reveals that egui is the best candidate for this project.

egui 7 is an immediate-mode GUI framework, written in pure Rust, distinguished by:

  • Simplicity: The API is intuitive and doesn't require complex macros or DSL.
  • Performance: Rendering is done via wgpu, allowing use of OpenGL, Vulkan, Metal, or DirectX depending on the platform.
  • OpenGL integration: Crucial for displaying projectM visualizations in the application window.
  • Accessibility: Unlike iced or GTK, egui offers better screen reader and IME (Input Method Editors) support.
  • Ecosystem: Extensions like iced_audio exist that provide specialized widgets for audio applications (though this project may not necessarily need them).

The following table compares the main Rust GUI frameworks for this type of application:

Framework Accessibility IME Support GPU Rendering OpenGL Integration Maturity
egui ✅ Yes ✅ Yes (with minor limitation) ✅ wgpu ✅ Excellent High
iced ❌ No (issue open for 4.5 years) ❌ No ✅ wgpu ⚠️ Medium Medium
Slint ✅ Yes ✅ Yes ✅ Yes ⚠️ Medium High
GTK4 ❌ No (on Windows/Linux) ✅ Yes ✅ Yes ⚠️ Complex High
Dioxus ✅ Yes ✅ Yes ✅ WebView2 ❌ No (web-based) Medium

Visualizations: projectM

projectM 8 is the reference open-source reimplementation of Winamp's Milkdrop plugin. It's a C++ library that transforms audio data into mathematical equations to generate psychedelic real-time visualizations.

The projectm-rs 9 project provides official Rust bindings for libprojectM, composed of two crates:

  • projectm-sys: Raw FFI bindings automatically generated with bindgen.
  • projectm: Safe and idiomatic Rust wrapper on top of projectm-sys.

Integrating projectM presents the following advantages:

  • Compatibility: Thousands of existing Milkdrop presets can be used directly.
  • Maturity: projectM is a mature and well-maintained project, used in many applications.
  • Performance: Rendering is GPU-accelerated via OpenGL.

The reference application frontend-sdl-rust 10 demonstrates how to integrate projectM into a Rust application using SDL3 for windowing and audio capture. This application will serve as a reference for integration into our project.

Technical considerations: Using projectM via FFI implies a C++ dependency and requires CMake for compilation. However, the projectm-sys crate vendors (includes) libprojectM, which simplifies the build process. An alternative would be to rewrite a Milkdrop engine in pure Rust with wgpu, but this would represent considerable effort and wouldn't guarantee compatibility with existing presets.


Software Architecture

The audio player architecture is based on a multi-threaded design to ensure UI fluidity and application responsiveness, even during intensive operations like audio decoding or complex visualization rendering.

Overview

The diagram below illustrates the three main threads and their interactions:

Software Architecture

The three threads share responsibilities as follows:

  1. Main Thread (GUI): Manages application state and user interface via egui. It sends commands to the audio thread (play, pause, track change) and receives status updates (metadata, progress).

  2. Audio Thread: Manages the entire audio pipeline, from decoding to playback. It uses symphonia to decode files, fundsp to apply the equalizer, and rodio (or cpal) for playback on the audio device. It also sends raw PCM data to the visualization thread.

  3. Visualization Thread: Manages the projectM instance and visualization rendering. It receives PCM audio data, passes it to libprojectM which performs FFT analysis and generates visualization frames in an OpenGL context.

Inter-thread Communication

Communication between threads is ensured by channels (std::sync::mpsc::channel):

  • GUI → Audio: Control commands (Play, Pause, Stop, Seek, Load File, EQ Settings).
  • Audio → GUI: Status updates (Track Info, Playback Position, Status).
  • Audio → Visualization: PCM audio data stream.

This architecture ensures the GUI thread remains always responsive, as blocking operations (file I/O, decoding) are delegated to the audio thread.

OpenGL Context Management

Integrating projectM requires special attention to OpenGL context management. Two approaches are possible:

  1. Shared context: Create a shared OpenGL context between the GUI thread (egui) and the visualization thread (projectM). This requires careful synchronization to avoid GPU access conflicts.

  2. Shared texture: projectM renders to a dedicated OpenGL texture, which is then transferred to the GUI thread for display. This approach is simpler but may have a slight performance impact.

For this project, the second approach (shared texture) is recommended for its simplicity and robustness.

Data Management

  • Playlists: A simple list of file paths, stored in application state on the GUI thread. No complex database.
  • Milkdrop Presets: A folder containing .milk files is loaded at startup. Users can navigate and select presets via the interface.
  • Configuration: Equalizer settings, window state, and playlists are saved in a configuration file (TOML or JSON) via a library like confy.

Development Roadmap

Development is organized into six progressive milestones, each adding a coherent set of features. This iterative approach allows validating each component before moving to the next.

Milestone 1: Basic Audio Engine and CLI Player

Estimated duration: 2 weeks
Objective: Validate the main audio pipeline with a functional command-line player.

This first milestone is crucial as it ensures audio decoding and playback work correctly before building the graphical interface. The CLI application takes a file path as argument, decodes it with symphonia, and plays it with rodio.

Main tasks:

  • Initialize Cargo project structure with workspaces to separate the audio engine (core) from the GUI application (desktop).
  • Integrate symphonia to decode MP3 and FLAC files, and read basic metadata.
  • Integrate rodio to play PCM samples on the default audio device.
  • Create a simple CLI application with clap that displays playback progress.

Deliverable: A command-line executable capable of playing an MP3 or FLAC file.

Milestone 2: Basic GUI and Controls

Estimated duration: 2 weeks
Objective: Set up the main application window with basic playback controls.

This milestone introduces the graphical interface with egui and establishes communication between the GUI thread and audio thread via mpsc channels.

Main tasks:

  • Create the main window with egui and eframe.
  • Set up communication channels between GUI thread and audio thread.
  • Add buttons for "Play", "Pause", "Stop" that send commands to the audio thread.
  • Display current track metadata and a progress bar.
  • Implement a file open dialog with rfd (Rust File Dialog).

Deliverable: A minimal desktop application with a window, functional buttons, and track information display.

Milestone 3: Playlist Management

Estimated duration: 2 weeks
Objective: Implement simple playlist management, a core Winamp feature.

The playlist allows users to create playlists and navigate between tracks. This feature is essential for a complete user experience.

Main tasks:

  • Create a panel in the egui interface to display the track list.
  • Allow users to add files or folders to the playlist.
  • Allow removing tracks from the playlist.
  • Implement track selection (double-click to play) and "Next Track"/"Previous Track" buttons.
  • Handle track end to automatically move to the next track.
  • (Optional) Allow drag-and-drop to reorder tracks.

Deliverable: An application capable of managing and playing audio file playlists.

Milestone 4: Equalizer Integration

Estimated duration: 2-3 weeks
Objective: Add a functional graphic equalizer for audio signal processing.

The equalizer is an iconic Winamp feature. It allows users to customize sound by adjusting frequencies.

Main tasks:

  • Integrate fundsp into the audio thread, between decoder and player.
  • Create an audio processing graph with band-pass filters for each equalizer band (e.g., 10 bands).
  • Create an equalizer view in the egui interface with sliders for each band and a pre-amplification slider.
  • Link interface sliders to filter parameters in the fundsp graph in real-time via communication channels.
  • Implement the ability to load and save equalizer configurations to a file (with serde and toml).

Deliverable: A functional graphic equalizer that modifies sound in real-time.

Milestone 5: Milkdrop Visualization Integration

Estimated duration: 3-4 weeks
Objective: Integrate the projectM visualization engine for complete Milkdrop support.

This milestone is the most technically complex, as it requires managing FFI integration with libprojectM, shared OpenGL context, and thread synchronization.

Main tasks:

  • Add the projectm-rs crate to the project and manage compilation and C++ dependencies (libprojectM, CMake).
  • Set up a shared OpenGL context or target texture that projectM can use for rendering, and that egui can display.
  • Dedicate a thread for projectM and send raw PCM data from the audio thread to the visualization thread via a channel.
  • Display the texture rendered by projectM in the egui interface.
  • Add controls to load .milk presets from a folder and navigate between them.

Deliverable: Functional Milkdrop-style visualizations reactive to music.

Milestone 6: Theme, Polish, and Packaging

Estimated duration: 2-3 weeks
Objective: Polish the application to give it the desired appearance and prepare it for distribution.

This final milestone focuses on the final user experience and application distribution.

Main tasks:

  • Use egui's theming capabilities to create a visual style inspired by Winamp's "Modern" theme (colors, fonts, widget style).
  • Improve user experience: keyboard shortcuts, save window state, playlists, and equalizer settings (with confy).
  • Profile the application to identify and fix potential bottlenecks (CPU, GPU, memory) using tools like tracing or puffin.
  • Create a build script and control file to generate a .deb package easily installable on Debian and derivatives (with cargo-deb).

Deliverable: A complete, styled, performant audio player application packaged for easy installation.


Technical Considerations and Challenges

Audio Latency Management

Audio latency is a critical parameter for an audio playback application. Too high latency can cause a perceptible delay between user actions (e.g., pressing "Play") and sound. rodio automatically manages buffering, but buffer parameters may need adjustment if latency is an issue. If finer control is required, switching to cpal and manually managing buffers will be necessary.

Audio-Visualization Synchronization

For visualizations to be perfectly synchronized with music, it's important that PCM data sent to projectM corresponds exactly to what's being played. This requires accounting for audio device latency and adjusting timing accordingly. A simple approach is to send PCM data to the visualization thread just before sending it to the audio device.

Memory and Resource Management

Audio decoding and visualization rendering can consume significant memory and CPU. It's important to:

  • Limit buffer sizes: Don't load entire audio files into memory, but decode them in blocks.
  • Manage OpenGL resources: Ensure textures and OpenGL contexts are properly freed when no longer used.
  • Profile regularly: Use profiling tools to identify memory leaks and bottlenecks.

Compatibility and Dependencies

Using projectM via FFI introduces a C++ dependency and requires CMake for compilation. While the projectm-sys crate vendors libprojectM, it's important to ensure all system dependencies (OpenGL, Boost) are properly installed on target machines. Debian packaging must include these dependencies in the control file.

Testing and Code Quality

In accordance with Rust development best practices, each code modification must be accompanied by appropriate tests. Unit tests should cover critical functions (decoding, DSP processing), and integration tests should validate end-to-end application behavior. Code quality must be a top priority, with well-documented code and minimal dependencies.


Current Status

✅ Milestone 1: COMPLETED

The basic audio engine and CLI player have been implemented. The application can:

  • Decode MP3 and FLAC files using Symphonia
  • Play audio using rodio
  • Display track metadata and playback progress
  • Handle command-line arguments

✅ Milestone 2: COMPLETED

The GUI application with basic controls has been implemented:

  • Modern dark theme inspired by Winamp
  • File selection dialog for opening audio files
  • Play/Pause/Stop controls
  • Real-time progress bar
  • Track metadata display (title, artist, album, technical info)
  • Multi-threaded architecture (GUI thread + Audio thread)
  • Event-based communication between threads

✅ Milestone 3: COMPLETED

Playlist management has been fully implemented:

  • Resizable playlist panel on the left side
  • Add files and folders to playlist
  • Remove selected tracks or clear entire playlist
  • Track selection with visual feedback (current track highlighted in cyan)
  • Double-click to play a track
  • Previous/Next navigation buttons
  • Automatic playback of next track when current track finishes
  • Playlist state management with proper index tracking

✅ Milestone 4: COMPLETED

Graphic equalizer with real-time DSP processing:

  • Custom biquad filter implementation (RBJ Audio EQ Cookbook)
  • 10-band parametric equalizer (31 Hz to 16 kHz)
  • Real-time audio processing with zero-latency
  • Equalizer window with enable/disable toggle
  • Individual band sliders (-12 dB to +12 dB)
  • Reset all bands button
  • Configuration persistence (saves on exit, loads on startup)
  • Proper i16 to f32 conversion for DSP processing
  • Stereo processing with independent left/right channel state

⏸️ Milestone 5: DEFERRED

Milkdrop visualizations have been deferred to a future release (v0.6.0+) due to:

  • Complex FFI integration with libprojectM (C++ dependency)
  • OpenGL context management complexity
  • Build system complications (CMake, cross-platform)
  • Priority on delivering a stable, functional audio player first

✅ Milestone 6: COMPLETED (v0.5.0 - Stable Release)

Modern theme and packaging:

  • Enhanced visual theme with modern dark colors and rounded corners
  • Improved spacing and button padding for better UX
  • Brighter cyan accent color (RGB: 0, 180, 220)
  • Application icon designed and generated (512x512 with multiple sizes)
  • Desktop integration (.desktop file for Linux)
  • Debian package (.deb) with proper dependencies
  • Build script for automated packaging
  • Comprehensive user guide (USER_GUIDE.md)
  • Updated documentation and README

🎉 Version 0.5.0 is now stable and ready for production use!

✅ Version 0.6.0: FEATURE-RICH RELEASE

Major feature additions inspired by Winamp:

Keyboard Shortcuts (Winamp-style):

  • X: Play/Resume | C: Pause/Unpause | V: Stop
  • B: Next Track | Z: Previous Track
  • Home/End: First/Last Track
  • Ctrl+L: Open File | Alt+G: Toggle Equalizer

Extended Format Support:

  • Added OGG Vorbis (.ogg) support
  • Added WAV (.wav) support
  • All formats benefit from equalizer and visualization

Audio Visualization:

  • Real-time oscilloscope (waveform display)
  • Spectrum analyzer (64-band frequency display)
  • Click to toggle between modes
  • Integrated in central panel

Playlist Sorting:

  • Sort by Title, Filename, or Path
  • Shuffle and Reverse options
  • Preserves current track during sort
  • Menu-based interface

New "1AMP" Logo:

  • Modern flat design with cyan glow
  • Professional appearance
  • Multiple sizes for hicolor integration

Welcome Jingle:

  • Plays on first launch
  • Humorous message: "OneAmp... It really amplifies the penguin's dreams!"
  • Uses existing audio engine

🎉 Version 0.6.0 delivered with all requested features!

✅ Version 0.6.1: QUALITY & PERFORMANCE RELEASE

Code quality improvements and optimizations:

Performance Optimizations:

  • Binary size reduced by 32% (22MB → 15MB) with LTO and strip
  • FFT algorithm replaced: naive O(n²) → rustfft O(n log n) for 10x faster spectrum analysis
  • Position update events throttled to 100ms (90% reduction in allocations)
  • Optimized release profile with opt-level=3, lto=thin, codegen-units=1

Code Quality:

  • Removed unused dependencies (tokio, duplicate rodio)
  • Fixed all Clippy warnings for cleaner codebase
  • Removed unused imports and simplified code
  • Improved jingle playback to reuse audio engine

Testing:

  • Added 29 new tests (3 → 32 tests total)
  • ~40% code coverage achieved
  • Comprehensive unit tests for AudioEngine, Config, Visualizer
  • Integration tests for CLI
  • All tests passing successfully

Documentation:

  • Added CHANGELOG.md with complete version history
  • Comprehensive API documentation
  • Updated README with all improvements

🎉 Version 0.6.1 is optimized, tested, and production-ready!

🚀 Version 0.6.0 brings OneAmp to feature parity with classic Winamp!


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