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Releases: beneaze/ClubCraft

ClubCraft v0.3.1

ClubCraft v0.3.1 Pre-release
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@beneaze beneaze released this 17 Oct 15:51

ClubCraft v0.3.1 fixes the live view: the crossfader works, faders and knobs follow the mouse smoothly, and tracks can be dragged again. It also adds a beat indicator to the mixer.

Live view

  • Beat indicator: above the master meter, one row per deck in the deck's colour, with the current beat of the bar lit (from the track's beat grid).
  • Crossfader: it had no effect. Deck A now fades on side A and deck B on side B. A mix that plays the decks itself ("Play live", automix) still ignores the crossfader while it runs, and leaves it working afterwards.
  • Faders and knobs no longer jump while you drag them.
  • Tracks can be dragged by their name again; hovering it no longer shows a text cursor.
  • Mixer layout: the channel faders sit under their knobs with the level meters on the outer sides, mirrored, and a little space above them. The stem knobs are coloured when a stem plays and dark when it's off. The key buttons fit their column.

Everything else is as in v0.3.0: stems for stem transitions in seconds (Best quality for export), the transition editor's details from DJ.Studio, savepoints and duplicate.

Downloads

File Platform Contents
ClubCraft-0.3.1-macos-arm64.dmg macOS 13+ on Apple Silicon ClubCraft.app with the CoreML stem models (half-precision vocal model) and the COCOLA model
ClubCraft-0.3.1-windows-x64.zip Windows 10/11 x64 ClubCraft.exe, DirectML.dll, the ONNX stem models and the COCOLA model

macOS: open the DMG and drag ClubCraft to Applications. The app is ad-hoc signed, not notarised. The first time, right-click it and choose Open, or run xattr -dr com.apple.quarantine /Applications/ClubCraft.app.

Windows: unzip anywhere and run ClubCraft.exe, keeping the models folder next to it. The Windows build is compiled and packaged in CI, but it hasn't been tested on Windows hardware yet.

The COCOLA model was trained on data that includes MoisesDB, which is licensed for non-commercial research only (see ATTRIBUTION.md).

Known limitations

This is still an early alpha:

  • Export is WAV only.
  • MIDI controllers have no LED feedback.
  • Keep VirtualDJ closed while ClubCraft writes to its database.
  • The stem rows in the timeline show waveforms only for tracks with complete stems.

ClubCraft v0.3.0

ClubCraft v0.3.0 Pre-release
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@beneaze beneaze released this 17 Oct 14:55

ClubCraft v0.3.0 makes stem transitions sound like stem transitions, and fast: the stems a mix needs are ready in seconds instead of minutes. It also adds savepoints, and the transition editor picks up details from DJ.Studio.

Stem transitions

  • Stem curves play with real stems. A track whose stems were separated while the app was running kept playing from an older copy without stems, so its stem curves were only imitated with volume and EQ. Fixed.
  • Stems in seconds. For playing a mix, ClubCraft now separates only the parts of a track that a stem transition plays in (plus a few seconds around them), at the Fast quality. That takes about 5 s per transition, where a whole track at Best took about 2.5 min. It starts by itself as soon as an open mix needs stems, also with background separation switched off, and the result is kept, so it's there after a restart.
  • Best quality for export. Before a mix is rendered, its tracks are separated completely at your export quality (Best by default), as before.
  • The "no stems" note, the transition warning and Stems missing count those parts as stems.

Transition editor

Details adopted from DJ.Studio, worked out from screenshots of it in use and its public help pages (see docs/clean-room.md):

  • Stem rows: each stem's colour fills the area under its curve, and the part of a stem that's cut stays visible as a grey waveform over hatching.
  • Stem toggles sit outside the transition: the outgoing track's at its end, the incoming track's at its start.
  • Equalizer holds Volume, Low, Mid and High side by side. Every column has Manual, selected for a hand-drawn curve; clicking it draws that curve in the timeline. The no-change choice is called None (for stems, Off still mutes them).
  • The columns use the full stem and band colours, the lane knobs show their values, and the part of each track that doesn't play is drawn faded beside its clip.
  • When the playhead enters a transition, its settings open.

Savepoints and duplicate

  • Savepoints (next to Save) keep the mix under a name. Go back or forward to any of them: none is deleted on the way, and changes you haven't kept yet are kept as a savepoint first.
  • Duplicate this mix (Mixes menu) saves a copy to try something out.

Fixes

  • Opening another mix stopped the timeline but kept playing the previous mix. Fixed.
  • After a track is re-analysed, the open mix's beats and tempo lane update.
  • The transport bar no longer overlaps on narrow windows; the play button is centred.
  • Settings is a dialog in the app's own look, and Home's Go live and Open library no longer flicker on hover.

DJ.Studio projects

Mixes imported before v0.2.1 have ClubCraft's presets in place of DJ.Studio's transition curves. Import your projects again (Mixes › Import DJ.Studio projects). The new mixes appear next to the old ones, so nothing you edited is overwritten.

Downloads

File Platform Contents
ClubCraft-0.3.0-macos-arm64.dmg macOS 13+ on Apple Silicon ClubCraft.app with the CoreML stem models (half-precision vocal model) and the COCOLA model
ClubCraft-0.3.0-windows-x64.zip Windows 10/11 x64 ClubCraft.exe, DirectML.dll, the ONNX stem models and the COCOLA model

macOS: open the DMG and drag ClubCraft to Applications. The app is ad-hoc signed, not notarised. The first time, right-click it and choose Open, or run xattr -dr com.apple.quarantine /Applications/ClubCraft.app.

Windows: unzip anywhere and run ClubCraft.exe, keeping the models folder next to it. The Windows build is compiled and packaged in CI, but it hasn't been tested on Windows hardware yet.

The COCOLA model was trained on data that includes MoisesDB, which is licensed for non-commercial research only (see ATTRIBUTION.md).

Known limitations

This is still an early alpha:

  • Export is WAV only.
  • MIDI controllers have no LED feedback.
  • Keep VirtualDJ closed while ClubCraft writes to its database.
  • The stem rows in the timeline show waveforms only for tracks with complete stems.

ClubCraft v0.2.1

ClubCraft v0.2.1 Pre-release
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@beneaze beneaze released this 15 Oct 16:44

ClubCraft v0.2.1 replaces v0.2.0. It is the same app with its DJ.Studio importer rebuilt clean-room, and it is hardened so it doesn't crash.

Why this release

Parts of the DJ.Studio importer in v0.1 to v0.2.0, and a few defaults, had been worked out by reading DJ.Studio's program code. That code is removed. The importer was rebuilt by an implementer who never saw DJ.Studio's code or anything derived from it. They worked only from DJ.Studio's data files, its exported mixes and its public help pages. docs/clean-room.md has the policy and the history. docs/interop/djstudio.md gives the source of every fact the importer relies on. The earlier downloads were taken down.

DJ.Studio import

  • What it imports: the library with its cues, and every project as a mix: mix points, beat grids, cuts, track gains, the tempo during each transition, transitions with their volume, EQ, filter and stem curves, and the stem automation on the tracks.
  • Timing, measured against three of DJ.Studio's own exports: the offsets are constant and drift at most 1.2 ms per 1000 s. Transition loudness matches within 0.1–2.1 dB. The remaining difference is DJ.Studio's master limiter, which ClubCraft doesn't imitate.
  • Re-import updates the mixes it made before and keeps your sample lanes.
  • Not imported yet: sample-lane clips and tempo automation outside transitions. The import report lists them for each mix.

Re-import your DJ.Studio projects (Mixes › Import DJ.Studio projects) to get the new importer's results.

Changes

  • Curve points stop at their neighbours when you drag them. Double-click or right-click a point to remove it.
  • Default transition length is 8 bars, shortened when the tracks need it.
  • Fallback mix points, for tracks without cues, sit on 32-beat lines: mix-in at least 15 s into the track, mix-out at least 30 s before its end.

Stability

  • No unwrap, expect or panic remains outside the tests, and clippy now rejects new ones. A corrupt file, a missing model or a thread that can't start is logged instead of crashing the app.
  • Unsafe code is limited to five small modules (CoreML, ONNX Runtime, Signalsmith Stretch, OS calls, window buttons), each block with a note on why it is sound.
  • New ATTRIBUTION.md and NOTICE list the models, vendored code, runtime libraries and fonts with their licences. Contributor rules are in AGENTS.md.

Everything else is as in v0.2.0: curve editing in the timeline, stem toggles, transition lock, faster Best quality, separate stem qualities for playback and export, the stutter fixes, the new logo and header, and the library filter by mix.

Downloads

File Platform Contents
ClubCraft-0.2.1-macos-arm64.dmg macOS 13+ on Apple Silicon ClubCraft.app with the CoreML stem models (half-precision vocal model) and the COCOLA model
ClubCraft-0.2.1-windows-x64.zip Windows 10/11 x64 ClubCraft.exe, DirectML.dll, the ONNX stem models and the COCOLA model

macOS: open the DMG and drag ClubCraft to Applications. The app is ad-hoc signed, not notarised. The first time, right-click it and choose Open, or run xattr -dr com.apple.quarantine /Applications/ClubCraft.app.

Windows: unzip anywhere and run ClubCraft.exe, keeping the models folder next to it. The Windows build is compiled and packaged in CI, but it hasn't been tested on Windows hardware yet.

The COCOLA model was trained on data that includes MoisesDB, which is licensed for non-commercial research only (see ATTRIBUTION.md).

Known limitations

This is still an early alpha:

  • Export is WAV only.
  • MIDI controllers have no LED feedback.
  • Keep VirtualDJ closed while ClubCraft writes to its database.