OwnAudioSharp.Mobile
4.0.8-preview.8
dotnet add package OwnAudioSharp.Mobile --version 4.0.8-preview.8
NuGet\Install-Package OwnAudioSharp.Mobile -Version 4.0.8-preview.8
<PackageReference Include="OwnAudioSharp.Mobile" Version="4.0.8-preview.8" />
<PackageVersion Include="OwnAudioSharp.Mobile" Version="4.0.8-preview.8" />
<PackageReference Include="OwnAudioSharp.Mobile" />
paket add OwnAudioSharp.Mobile --version 4.0.8-preview.8
#r "nuget: OwnAudioSharp.Mobile, 4.0.8-preview.8"
#:package OwnAudioSharp.Mobile@4.0.8-preview.8
#addin nuget:?package=OwnAudioSharp.Mobile&version=4.0.8-preview.8&prerelease
#tool nuget:?package=OwnAudioSharp.Mobile&version=4.0.8-preview.8&prerelease
OwnAudioSharp.Mobile
Cross-platform audio library for .NET mobile applications
OwnAudioSharp.Mobile is a professional-grade audio engine providing high-performance audio playback, recording, and processing for Android and iOS with zero external dependencies. It carries the same feature set as the full OwnAudioSharp package, including matchering and the Avalonia waveform display, minus the ONNX-based analysis features — there is no chord detection and no note transcription on mobile. For Windows, Linux and macOS use OwnAudioSharp or the minimal OwnAudioSharp.Basic.
Key Features
- Native Rust Audio Engine: Built on a purpose-built native Rust core for high-performance, low-latency audio on Android and iOS. Device I/O, mixing, and the full effect chain run entirely in native code with a real-time-safe hot path — no PortAudio or MiniAudio dependency.
- Multi-format Support: Native pure-Rust decoder (Symphonia) with built-in support for WAV, MP3, FLAC, OGG/Vorbis, AAC/M4A, ALAC/M4A, and AIFF
- Real-time Processing: Zero-allocation design with lock-free buffers and native mixing for professional-grade performance
- Advanced Audio Features:
- Network Synchronization: Multi-device audio sync across WiFi (< 20ms accuracy)
- Master Clock: Sample-accurate timeline synchronization for multi-track playback
- Audio matchering and mastering
- Real-time chord detection
- Built-in effects and DSP routines
- Channel Routing: place each source on chosen outputs of a multi-channel interface, including fan-out (one signal onto several outputs) and a master chain scoped to the main pair
- WAV Writing: record the mix while it plays, bounce it offline, or stream any source to disk yourself with
WaveFileWriter
Quick Start
using OwnaudioNET;
// Initialize the audio engine
OwnaudioNet.Initialize();
OwnaudioNet.Start();
// Create the audio mixer using the underlying engine
var mixer = new AudioMixer(OwnaudioNet.Engine.UnderlyingEngine);
mixer.Start();
// Play an audio file
var music = new FileSource("music.mp3");
mixer.AddSource(music);
// Synchronized Multi-track Playback (Master Clock)
var vocals = new FileSource("vocals.wav");
var backing = new FileSource("backing.mp3");
// AddSource attaches each source to the Master Clock for sample-accurate sync
mixer.AddSource(vocals);
mixer.AddSource(backing);
// Start sources individually
vocals.Play();
backing.Play();
// Network Synchronization - Multi-Device Audio
// Perfect for: Party mode, car audio sync, wireless speakers
// Server mode (main phone/tablet)
await OwnaudioNet.StartNetworkSyncServerAsync(port: 9876);
// Client mode (other devices on WiFi)
await OwnaudioNet.StartNetworkSyncClientAsync(
serverAddress: null, // Auto-discovery on WiFi
allowOfflinePlayback: true);
// All devices play in perfect sync over WiFi
// Automatic reconnection if WiFi drops
Platform Support
- Android: Android 7.0 (API 24)+ —
arm64-v8a,armeabi-v7a,x86_64, running on AAudio - iOS: iOS 12.2+ — device arm64, simulator arm64 and x64, engine linked statically
The native engine ships inside this package for every one of those targets, and the SDK puts it
into your APK or app bundle automatically. There is no build flag to set and no native
dependency to install. Add RECORD_AUDIO to your Android manifest if you capture audio;
playback needs no permission.
Mobile-Specific Features
- Optimized for mobile battery life
- Background audio playback support
- Integration with platform media controls
- Low-latency audio processing
Architecture
OwnAudioSharp.Mobile uses a two-layer architecture:
- Native Rust Engine Layer: Device I/O, multi-track mixing, resampling, and the full effect chain run in a native Rust core. Audio data stays in native memory on a real-time-safe, allocation-free hot path.
- Managed API Layer: High-level thread-safe wrappers that drive the native engine through a lock-free FFI boundary, issuing only control commands so the UI thread is never blocked.
Documentation
- GitHub: https://github.com/ModernMube/OwnAudioSharp
- Documentation: https://modernmube.github.io/OwnAudioSharp/
License
MIT License - Copyright (c) 2025 ModernMube
Development Tools
This project is developed with the following tools:
| Anthropic — Claude Code | |
| Microsoft — Visual Studio Code | |
| Microsoft — Visual Studio 2022 | |
| JetBrains — Rider |
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0-android36.0 is compatible. net10.0-ios26.0 is compatible. |
-
net10.0-android36.0
- Avalonia (>= 12.0.4)
- OwnAudioVst (>= 1.6.7)
-
net10.0-ios26.0
- Avalonia (>= 12.0.4)
- OwnAudioVst (>= 1.6.7)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 4.0.8-preview.8 | 69 | 9/6/2026 |
| 4.0.7 | 86 | 9/3/2026 |
| 4.0.7-preview.2 | 57 | 8/29/2026 |
| 4.0.6 | 118 | 8/27/2026 |
| 4.0.6-preview.1 | 72 | 8/25/2026 |
| 4.0.5 | 96 | 8/24/2026 |
| 4.0.5-preview.2 | 61 | 8/23/2026 |
| 4.0.4 | 107 | 8/16/2026 |
| 4.0.4-preview.1 | 65 | 8/9/2026 |
| 4.0.3 | 93 | 8/8/2026 |
| 4.0.1 | 131 | 8/3/2026 |
| 4.0.0 | 108 | 7/27/2026 |
| 4.0.0-preview.35 | 66 | 7/20/2026 |
| 4.0.0-preview.28 | 62 | 7/12/2026 |
| 3.1.7 | 128 | 6/23/2026 |
| 3.1.3 | 127 | 6/14/2026 |
| 3.1.0 | 114 | 6/13/2026 |
| 3.0.14 | 123 | 6/4/2026 |
| 3.0.13 | 125 | 6/2/2026 |