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.
Download a release from our repo on Github. If you like it, star the directory please. If you dont, please let us know why? All feedback is welcome: you can leave a comment on github or on AudioScienceReview.
Install rustup first.
If you already have cargo / rustup, you can jump to:
cargo install just
justOn Linux or MacOS, select the correct install just command for your platform:
just install-...On Windows,
.\sotf-audio-player\windows\build-windows.batThen run post-install and download various data files
just post-install
just download-onceYou can build or test with a simple:
just build
just testIn order to build the TUI version
just sotf-tuiand for the UI version:
just SotFThe code is in 3 parts:
- math-audio : a toolkit for DSP processing, FEM and BEM simulations
- autoeq : a toolkit for generating EQ from measurements (IIR, FIR, MSO, DSO etc)
- this repository sotf which is mostly the UI and TUI and the audio backend. It also as a GPUI toolkit with components and plots (see below).
- sotf-audio-engine : an audio engine (process streams or files and output pcm to your audio device)
- sotf-audio-plugins: a set of audio plugins
- sotf-audio-player: a library and 2 players one terminal based and one with a native UI.
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.
- 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.
A set of components to make it easier to develop UI. See the showcase application to see what is available.
just demo-ui-kitor
cargo run --release --example showcase -p gpui-ui-kitStatus: ok
A port of the famous d3js library in rust with support for the GPU. You get a similar library but dont need a web-browser. See the showcase application :
cargo run --release --bin d3rs-showcase --features="gpui"and the spinorama demo:
cargo run --release --bin d3rs-spinorama --features="spinorama, gpu-3d"Status: ok, not everything is GPU accelerated yet!
A high level plotting library similar to plotly express. See the showcase application :
cargo run --release --bin px-showcaseStatus: getting ok, not everything is GPU accelerated yet!
A bridge to allow building AUv3 plugins with the rust audio engine. It does not work yet with the frontend part of the plugin.
Status: experimental
A theme editor
Status: experimental
This backend take care of all the Audio activities (from recording to playing). It also provides support for IIR filters, SPL computations etc.
It does provide a lot of features:
- playing:
- reading from files and audio interfaces
- computing relay gain, spectrum, lufs etc
- recording:
- record from N channels
- play test signals and record on N channels or N times on 1 channel automatically
- microphone compensation
- plugins:
- gate
- limiter
- compressor
- eq (iir)
- convolver (fir)
- delay
- crossover (via iir)
- loudness compensation (via iir)
- upmixer up to 9.1.6
- binaural decoder
It does have interfaces to demonstrate how the system works:
- There is a basic CLI
- There is a fun TUI interface that is good enough to use day to day to play music
- A better looking interface is in construction on src-gpui-player but not ready for general use at all.
Status:
- sotf-audio-engine: production quality
- sotf-audio-plugins: code is good but some plugins need tuning.
- sotf-audio-plugins/src-ffi: beta quality
- gpui-au: a bridge between AUv3 plugin and gpui
- sotf-audio-player: production quality
- sotf-audio-player/app-tui: good quality, can scan by 4k albums and play them with an TUI interface. It is good for testing parameters and plugins.
- sotf-audio-player/app-gpui: experimental status
sotf-macos-hal crate builds a HAL (Audio Driver on MacOS) such that you can redirect all your music to this driver and benefit from corrected sounds all the time.
Status: experimental for HAL and ok for confbar.

