Superpowered Interactive Audio Platform for Desktop, Mobile, IoT and Embedded Applications.
Fully featured interactive audio for Games, VOIP, DAWs, Music Apps, Hi-Res Audio, Voice Assistants, Virtual, Augmented and Mixed Reality use-cases.
Cross Platform on Android, iOS, macOS, tvOS, Linux and Windows.
Low-power, real-time latency and cross-platform audio players, audio decoders, Fx, audio I/O, streaming, music analysis and spatialization, all optimized for interactive audio.
Superpowered is cross-platform: ALL SUPERPOWERED C++ CODE CAN BE COPY-PASTED between Android, iOS, macOS, tvOS, Linux and Windows.
Superpowered Inc develops the following interactive audio infrastructure:
A fully-featured interactive audio platform with audio players, decoders, audio filters, effects and lower-level functions like FFTs and mixing.
For the most recent and up-to-date feature list, see: http://superpowered.com/#comptable
- VOD, live or event streams.
- AAC-LC or MP3 audio encoding.
- ADTS AAC, MP3 or MPEG-TS containers.
- Supports byte range requests and AES-128 encryption.
- Bandwidth measurement and selectable automatic stream switching.
- Selectable download strategies.
Background information: http://superpowered.com/http-live-streaming-for-android-superpowered-android-audio-io-and-audio-resampler
The Superpowered USB Audio and MIDI features for Android takes over MIDI device handling, providing low latency and low jitter (below 2 ms) access to MIDI devices for 1.2 billion Android devices, that is, 80+% of all Android devices on Google Play. It’s the Android equivalent of iOS Core Audio and Core MIDI for USB devices.
For additional info, please see: http://superpowered.com/android-usb-audio-android-midi
Superpowered has developed a system-space solution for Android's 10 ms Problem.
Interested parties should read:
- http://superpowered.com/android-audio-low-latency-primer
- http://superpowered.com/superpowered-android-media-server
To evaluate Superpowered Media Server for Android, please contact mediaserver@superpowered.com.
Windows builds are beta. Thank you for testing!
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/Docs
The documentation. Start with index.html.
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/Superpowered
The Audio SDK itself (static libraries and headers).
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/License
Contains the license document and Superpowered logo assets.
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/Examples_Android
Example projects for Android.
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/Examples_iOS
Example projects for iOS.
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/Examples_Linux
Example projects for Linux.
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/Examples_tvOS
Example projects for tvOS.
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/Examples_Windows
Example projects for Windows.
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/SuperpoweredSpatializer
- Unity example project.
- Unity Native Audio Plugin example project for iOS, Android and OSX.
- Ambisonics (b-format) implementation based on the SuperpoweredSpatializer.
Four simple Universal Windows Platform example projects in a single Visual Studio solution. Shows how to:
- Set up audio I/O.
- Use a single player to play an MP3 bundled with an app.
- Use a single player to play HLS content.
- Record the microphone input using SuperpoweredRecorder.
- Use a single effect (input -> fx -> output).
A simple VST plugin project. Shows how to:
- Build a VST equalizer plugin using Superpowered.
- Build any Superpowered effect into a VST 2.x plugin.
- Use Superpowered in an older VS 2013 project.
A fully-functional DJ app project example. Shows how to:
- Set up audio I/O.
- Set up two players.
- Sync them together.
- Apply some effects on the master mix.
- Use Objective-C++.
Simple time domain to frequency domain transformation with buffering and windowing. Shows how to:
- Set up audio I/O.
- Use the SuperpoweredFrequencyDomain class.
- Process the magnitudes and phases of the audio input.
HTTP Live Streaming example project.
Advanced example. Decodes an audio file, applies an effect or time stretching and saves the result in WAV. Shows how to:
- Set up the SuperpoweredDecoder.
- Apply a simple effect.
- Use the time stretcher with an efficient dynamic memory pool.
- Save the result in WAV.
- Directly read from the iPod music library.
- Use the offline analyzer to detect bpm and other information.
Simple 8-band frequency analyzer. Shows how to:
- Mix Swift and Objective-C++ in a project.
- Use the SuperpoweredBandpassFilterbank.
It compares several Superpowered features to Core Audio.
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Shows the differences between Superpowered and Core Audio.
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Syncs effects to the player's bpm.
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Shows how to use Objective-C++ in an Objective-C project.
Swift note: We have also tried creating this project in Swift, but it's not complete for audio and several features were impossible to implement (such as proper performance measurement). Swift is not designed for real-time audio. Fortunately, Objective-C++ files work great in Swift projects.
- A Unity example project with one scene having a spatialized sound and a wall.
- Check SuperpoweredSpatializer.cs on how occlusion was implemented.
- The source code for the Superpowered Spatializer and Global Reverb plugins for Unity.
- Shows how to use Superpowered in the Unity Native Audio Plugin SDK.
Builds the spatializer plugins for Unity->Android.
Builds the spatializer plugins for Unity->OSX.
Simple ambisonics implementation based on the SuperpoweredSpatializer.
This project comes with two example apps, a simple and a complex example app.
The simple example app demonstrates an easy audio setup, similar to how iOS handles USB audio devices. It also receives and displays MIDI. The audio functionality of the simple example app will cover most mobile audio use cases.
The complex example app demonstrates full USB audio discovery, for the use case of sophisticated DAW and recording apps. It displays the various input and output options, audio paths and hardware controls of a USB audio device. Hardware controls can be manipulated and advanced thru audio paths can be enabled.
If an audio output is selected without an audio input, the complex example sends a sine wave to every output channel. If both audio output and audio input are selected, then loopback or round-trip latency measurement are available.
This means that the complex example app is also a testing tool to discover a USB audio device’s advanced features, test audio quality, glitches and latency.
Superpowered USB Audio classes for Android are compatible from Android 19 (KitKat 4.4) onwards. That’s the first Android version where proper scheduling priorities were implemented for low latency audio. This covers more than 75% active Android devices today.
Before running any Android example project, please set up the appropriate Android SDK and NDK paths in File - Project Structure...
Prerequisites: latest Android SDK, Android NDK, Android Studio installed. Steps:
- Create a new project in Android Studio.
- Create the jni folder inside the project's folder: app/src/main/jni
- Copy the contents of the following files from one of the example projects: gradle/wrapper/gradle-wrapper.properties, build.gradle, app/build.gradle, app/src/main/jni/CMakeLists.txt
- Open build.gradle (Module: app), and change the applicationId
Details of the latest version can be found at http://superpowered.com/superpowered-audio-sdk/
The Superpowered Audio SDK offers free and paid licenses. Most apps qualify for a free license.
For details, please see: http://superpowered.com/license
For licensing inquiries, please email licensing@superpowered.com.
Superpowered offers multiple support options.
Email: support@superpowered.zendesk.com
Knowledge base: https://superpowered.zendesk.com/hc/en-us
StackOverflow: https://stackoverflow.com/search?tab=newest&q=superpowered
YouTube: https://www.youtube.com/playlist?list=PLtRKsB6a4xFMXJrZ9wjscOow3nASBoEbU
Developer Documentation: http://superpowered.com/docs/index.html
Paid support options: http://superpowered.com/support
Superpowered offers custom development services focusing on low-latency, interactive audio applications for mobile, desktop and embedded.
For development inquiries, please email customdev@superpowered.com.
If you want to be informed about new code releases, bug fixes, general news and information about Superpowered, please email hello@superpowered.com.
For licensing inquiries, please email licensing@superpowered.com.
Superpowered FFT benefits from ideas in Construction of a High-Performance FFT by Eric Postpischil (http://edp.org/resume.htm).
The Superpowered MP3 and AAC decoder benefits from optimizations by Ken Cooke.