Image 1 — I spent 10 months building a DAW inside Unity - DAWG is now in free public beta
Image 2 — I spent 10 months building a DAW inside Unity - DAWG is now in free public beta
▲ 25 r/unity

I spent 10 months building a DAW inside Unity - DAWG is now in free public beta

Hello Unity,

After around 10 months of development, and four months since the last public test, I have finally uploaded a major new public beta of DAWG - Digital Audio Workstation Game.

The original idea was to build a real music making environment inside a game, not just a rhythm game or a basic sequencer with a few audio clips. The latest version is finally much closer to my goal.

DAWG is built in Unity and C#, with a custom real time DSP engine using Burst Compiler. All instruments and effects are generated and processed live rather than relying on pre-rendered musical loops. Full on stress test of the DSP is only eating around 30% of the audio CPU on the 5950x.

The current beta includes:

  • Custom subtractive, FM and wavetable synthesis
  • Eight drum tracks and multiple playable instruments
  • Per-instrument DSP and effects
  • Send/return and live performance FX
  • MIDI keyboard and controller support
  • Custom real-time visualisation through the DSP chain
  • Cross-platform multiplayer sync of the clock, transport, patterns and parameters
  • A new pixel-art Story Mode built around learning music production

Lots of work went into optimisation and keeping the audio stable while running the UI, shaders, visualisations and gameplay, as well as maintaining consistent behaviour across desktop and mobile builds.

The public beta is free and I would really appreciate hones feedback , especially regarding the performance and any other mistake you can spot. I am also interested in whether the game explains itself well enough to someone opening it for the first time and what do you think about the idea and the execution in general.

Free public beta: https://dawg-tools.itch.io/dawg-digital-audio-workstation-game

Feedback and honest ratings can also be left directly on itch. Please don't hold back because it is an indie project ;)

Thanks!

u/Emotional-Kale7272 — 12 days ago
▲ 23 r/csharp

DAWG - Digital Audio Workstation Game - Free public beta (C#, Unity and Burst)

Hello C#!

After around 10 months of development, and four months since the previous public test, I have finally released a major new beta of DAWG - Digital Audio Workstation Game.

DAWG is an attempt to build a proper music production environment inside a game, not just a rhythm game or a simple sequencer. The project is written in C# with Unity, while the real-time audio engine uses custom DSP engine that is fully Bursted.

The current version includes:

  • Custom subtractive, FM and wavetable synthesis
  • Multiple realtime DSP chains
  • Per-instrument and send/return effects
  • Live performance effects
  • MIDI controller support
  • A DAW style sequencer and piano roll
  • Custom realtime visualization of the complete DSP chain
  • Cross-platform multiplayer with sync of the clock, patterns and DSP parameters
  • A new pixel art Story Mode built around the DSP system

A large part of the challenge has been keeping the codebase manageable while combining real-time audio, UI, serialization, MIDI, multiplayer, multiple platforms and game logic in one application.

The new public beta is free and I would really appreciate some honest feedback from other C# developers. You do not need to know anything about music production to test it. I am also interested in whether the application makes sense to someone seeing it for the first time.

Download: https://dawg-tools.itch.io/dawg-digital-audio-workstation-game

You can leave feedback or a rating directly or comment here. Please do not hold back because it is an indie project, the critical feedback is usually the most useful.

Thanks!

u/Emotional-Kale7272 — 12 days ago
▲ 15 r/DSP

DAWG - Digital Audio Workstation Game - Free Public Beta

Hello DSP crowd!

After around 10 months of building DAWG - Digital Audio Workstation Game, and roughly four months since the last public test, I have finally uploaded a new beta.

It is now much closer to my original goal: a real music making system with a game built around it, rather than a game with some DSP bolted on.

DAWG tuning panel & visualization

The audio engine is custom DSP written in C# and compiled with Unity Burst. It includes:

  • Subtractive, FM, and wavetable synthesis
  • Per-instrument DSP chains
  • Send/return and live performance FX
  • Real-time parameter control and MIDI input
  • Custom live visualization following the signal through the complete DSP chain
  • Cross-platform multiplayer synchronization of the clock, patterns, and DSP parameters

Since DSP is the foundation of DAWG, I would really appreciate feedback from professional public.

I am especially interested in opinions about the sound quality, oscillator and filter behaviour, aliasing, FX routing, parameter ranges, stability, and anything else that feels questionable or incorrectly implemented.

The current public beta is free to download on Itch and you can also leave a rating directly there.

Download: https://dawg-tools.itch.io/dawg-digital-audio-workstation-game

Please do not hold back just because it is an indie project. I know there are still rough edges and technical criticism is exactly what I am looking for, but I think DAWG is ready to meet professional audience.

Thanks for your time!

reddit.com
u/Emotional-Kale7272 — 12 days ago

Designing the optimal pixel art bedroom studio. Is there still too much room for sleeping?

I’m making a pixel-art bedroom of an inspiring music producer and need some urgent professional advice.

Are floor and desktop racks mandatory, or should I implement a four-sided synth altar from the bed so the player has 360° access to every oscillator without standing up?

How many synths do I need before actually making music becomes optional? Also, what is the officially approved r/synthesizercirclejerk studio animal: cat, dog, or succulent?

The animation is still a work in progress. The DAW is purely decorative.

u/Emotional-Kale7272 — 24 days ago

Any Beatmakers interested in making beats together in real time?

Hey,

would any beatmakers be interested in joining forces when making beats? I am working on my DAW and I have added full multiplayer support for up to 4 players sharing a session - locally over wi-Fi or Steam. For anyone interested please check other videos on Youtube to see how session looks in full screen.

DAWG - Digital Audio Workstation Game - Multiplayer reveal

Really interested what beatmakers think of Jamming mode - Multiplayer. Any ideas how to name this mode?

u/Emotional-Kale7272 — 1 month ago

Working on DAWG - Digital Audio Workstation Game for 9 months and wanted to share the progress

Hey everyone!

I have been working on my DAWG - Digital Audio Workstation Game for 9 months and wanted to share the progress I made.

DAWG - Digital Audio Workstation Game - Multiplayer reveal

After the latest addition of shaders and DSP visuals, I noticed decreased performance on mobile devices, so the first goal was to restore the performance and improve it even further.

The main part of this improvement involved continuing to removal of the managed DSP code that existed before I implemented Unity Burst. Since the whole engine was essentially rewritten for Burst, there were still many parity calculations, duplicated processes, and basic inefficiencies that affected performance and caused overheating on mobile devices.

I am happy to say that the optimisation worked. The oldest targeted device, a Samsung S8 from 2017 is now running very smoothly. For more modern devices, this still means less heat build-up over time and better battery life, so I think the work was worthwhile.

There is still some managed DSP code left, so the task is not complete. However, with the issues pinpointed, it should not take too much time to remove it completely.

The second task was general multiplayer hardening, aligning it with Steam standards, and testing it on actual devices.

Multiplayer is intended as a mode where players can connect to the same session. One player can control the drums, another can play an instrument, another can manage the FX, and another can mix the jam together. This could be a couch session or something outdoors in a park or at the beach.

The main result I wanted was reliable clock sync, either locally over Wi-Fi or through Steam services. MIDI clock synchronization should be automatic, invisible to the user, and simply work, with self-healing over time. Patterns, notes, instruments, and master-panel settings should also synchronize in real time without introducing any additional latency.

After spending time ironing out the bugs and conducting extensive testing, I managed to record a short three-way session so you can see how multiplayer responds in real time. I only have two arms, so the performance is as bad as expected :D

DAWG is a Unity game with real DAW foundation.

Feel free to check more tracks on Youtube or ask any question!

reddit.com
u/Emotional-Kale7272 — 1 month ago
▲ 7 r/DSP+1 crossposts

Quick preset construction in my DAW

I recorded a quick session where I play with basic DSP settings in the DAW I am developing.

Basically testing the musicality of the audio engine and individual components including the updated real time visualisation.

DAWG

It is not meant to show final patch, more how the patch or preset building looks.,Looking for any input on the visualisation or sound quality.

u/Emotional-Kale7272 — 1 month ago
▲ 5 r/unity

Unity burst compiler for audio DSP?

Hey,
I knew Unity burst compiler would be awesome for DSP and audio, but I am really surprised how well it works and also how much CPU work it saves.

I am making a DAW in Unity and I was looking into options how to improve CPU performance when playing multiple sustained voices while stress testing the system.

The DSP CPU reached 170% during testing in editor and although the builds were better, I just could not leave it like this. After research and checking how other DAWs do it, I found the Burst compiler and I instantly knew this is the DAW grade architecture I need.

After porting/mirroring the original DSP audio engine to bursts I noticed much better CPU performance that is not going over 100%, even when stress testing in editor! It also has lower peaks and shorter frame time. This is extra important, because for real time audio processing this means less audio artifacts, dropouts and glitches.

Honestly I am surprised how well Unity works for this scenario.

Not claiming I have done anything special, native machine code or equivalents are standard for all serious audio app, but I think not many have tried to do this in Unity.

What other case you have where bursts were the logical choice and you were surprise about actual CPU savings?

Not totally comparable - editor/build but you can see the difference in peaks and CPU usage

o

reddit.com
u/Emotional-Kale7272 — 3 months ago

Hey,

I’ve been building a real time music engine inside Unity as a long term audio/DSP project, and I’d love some technical feedback from people who care about signal flow and architecture.

DAWG - Jamming in DIY DAW made in Unity

DAWG - DIgital Audio Workstation Game is a music tool where you can make beats, layer instruments, play with FX and learn about music production along the way.

Today I had a good jamming session that I wanted to shared with r/synthdiy.

Some technical details:

  • Custom real time DSP running inside Unity
  • PolyBLEP, FM, WT, noise oscillators
  • TPT SVF filters
  • Custom gain staging
  • Per voice envelopes, modulation, filter movement, pitch behavior
  • FX control through touch UI and MPU style controls
  • MIDI support, including hardware MIDI, Bluetooth MIDI, and MIDI clock send
  • Multi platform support with the same engine targeting desktop, mobile, and Steam Deck
  • Beginner friendly tutorial and UI layers so users do not need to understand synthesis to start making loops

Idea was to have an adaptable DAW meant for beginners, street musicans & expirienced users wanting a chill session while trying something new. Instead of scrolling, offer people something new, fun and creative to do instead...

Unity is great as a cross platform engine, UI system, and game host, but it is not a DAW engine.

Currently I am working on burst compilers for the C# DSP code. For Unity this means assembly like native code and performance, that should help reduce the DSP load when playing multiple voices on the sustained notes.

Still a long way to go, but todays session filled me with some hope that project is going in the right direction.

Support the project by WL it on Steam

I’m particularly interested in feedback on:

  • Architecting DSP systems inside non audio native engines
  • Clean ways to expose complex DSP without overwhelming the UI
  • Any red flags you spot (musical theory, logic mistakes, UI, DSP,...)

Would love to discuss design and I can also share some of the techniques used.

Thanks for checking the DAWG 🙌

u/Emotional-Kale7272 — 4 months ago