I added payments in month 4 and waited for money to magically appear, which never did. So after interviewing 20+ solo builders…

I added payments in month 4 and waited for money to magically appear, which never did. So after interviewing 20+ solo builders…

So before touching code again last two days I was interviewing 20+ solo founders about the marketing side, and few things genuinely surprised me:

  1. Everyone feels the marketing pain, but almost nobody pays for it. I found 15 pain stories for every 1 person who ever spent a dollar.
  2. The only people who paid for anything had revenue already. The solo builders with no revenue confirm the pain politely and pay for nothing.
  3. The founders who actually got users kept crediting SEO and content, almost never social posting. The social active posters were mostly at zero.

I will compile the full thing into a summary in the next few days. Meanwhile i’m still looking for answers from solo builders:

  1. If you have revenue, what have you actually PAID for on the marketing side? Such as a tool, freelancer, ads?
  2. How did you test people would pay BEFORE you built?
  3. When you do post, are you on your phone or laptop?

I hope everyone will share their real stories!

u/Same_Feature_2317 — 19 hours ago

i spent 7-8 months building for an audience that had no money. 10k visitors, 900 signups, 0 paying

I went all in, you know like quitting my accounting job, drove uber to cover rent, built an audio web app for tiktok creators. So short form content brought 10k visitors and 900 signups but still it was at 0 paying customers. And I then shut it down last week. the hardest lesson from my 25-point post mortem (you know like a letter I wrote down of my mistakes from last project), well the pain was real tbh but the wallets weren’t because of obvious reasons,
my audience were mostly teens making 8d audio for fun on TikTok, who has no budget, no habit of paying for tools. At the same time free converters already existed and were good enough to convert their audio in simple and fast way. to be fully honest, i also added payments only in month 4, so some of early signups might not even saw a price. But this time before i touch code again i want to learn from builders who actually got paying users:

  1. Have you ever paid for something to fix the marketing side tool, freelancer?
  2. how do you fit marketing in every week next to building (and a day job for many of you)?
  3. How did you check your audience actually PAYS before you built?

Feel free to share your story, I will there replying them!

u/Same_Feature_2317 — 2 days ago

It took 7-8 months of building, maybe 6 hours marketing. How do you really split your week?

I literally quit my accounting job to build a web app, even drove uber weekends for rent. Unlikely I did shut it down last week, you know 10k visitors, ~900 signups, but zero revenue. my honest post mortem(you know it’s like a letter of mistakes I did myself), i might have spent 95% of my time making the thing, fixing bugs and 5% telling anyone it exists.
So my question would be for solo builders, how do you actually split building vs marketing? and did you ever pay for tools or people to take marketing off your plate — did it actually work? I am asking these questions because my next build might be in this exact space, but this time i’m talking to people before building anything.

reddit.com
u/Same_Feature_2317 — 3 days ago

I shut down my web app project after 7-8 months

I spent 7-8 months building a niche audio web app. It took 70-80 hour weeks, and I even quit my accounting job, used to drove uber to cover rent. And short-form content brought ~10k visitors, ~900 signups and 0 paying customers. So I shut it down last week.
I also wrote a 25-point post mortem(letter) for myself. You know the most painful lesson: i treated marketing as an afterthought. i only posted when i released a new version. Therefore rest of the time i was “too busy” fixing bugs and building features. But before i touch code again i want to know how founders actually handle this:

  1. how do you make marketing happen every week while you’re building solo?
  2. have you ever actually PAID for something to fix this — tool, freelancer, agency?
    i’m also considering building something in this space next, but after last time i refuse to write code before i know the problem is real. real stories > opinions.
u/Same_Feature_2317 — 3 days ago
▲ 0 r/Music

Browser-based spatial audio tools compared — what's available if you want to make 8D audio

https://preview.redd.it/auqrkbr2mc0h1.png?width=1200&format=png&auto=webp&s=18102bdf0cd8c092c16235e065c261a714dda77e

I have been exploring what options exist for making spatial/8D audio directly in the browser.
Therefore I put together a comparison of the three tools I found.
Quick summary:Tessering (tessering.com) — the most full-featured option. Multi-stem import, full keyframe timeline with segment editing (razor split, move, resize), 3D drag canvas, convolution reverb from real measured rooms. Free. Best for producers who want to work with separate stems and choreograph spatial movement over time.
3D Audio Maker (ende.app) — simpler, radar-style interface. Supports keyframes but limited multi-stem. Free. Best for quick single-track 3D positioning.
ASMR Studio — 360-degree drag interface with recorded movements. Free and paid tiers. Best for ASMR content and immersive scenes rather than music production.
All three run in the browser with headphones. If you've ever heard those "8D audio" tracks on YouTube or TikTok where music moves around your head — these are tools for making that. It actually worth noting: none of these replace DAW plugins like DearVR or Envelop for professional Dolby Atmos work. But for binaural 8D content aimed at headphone listeners, they cover the workflow without spending $200–$400.
Has anyone here experimented with spatial audio for their own music?

reddit.com
u/Same_Feature_2317 — 3 months ago

Shipped V1.2.88 "Tessellate" — segment editing, 99 commits. Here is what I shipped in 14 days

I am a Solo dev building Tessering
What shipped:

Segment editing. Creators can now slice their stems into pieces on the timeline using a razor tool, then move, resize, delete, or duplicate each segment. Segments persist on save and export renders them correctly.

This is the feature that crosses the line from "spatial placement tool" to "spatial composition tool." Before, a stem was one block. Now it's raw material you can reshape.

The engineering scope: new Supabase table for segment persistence, six new commands in the undo system, segment-aware offline renderer, overlap protection, edge-snapping, keyframe-follows-segment behavior, batch multi-stem split.

What also shipped:

Six engine reliability fixes — HRTF crossfade tuning, mode-switch click, slider readout sync, mute/solo routing, keyframe boundary clamping, stem cleanup. Each is small. Together they're the kind of accumulated polish that makes creators stop reporting low-level audio glitches.

Full documentation refresh — every shipped feature documented at /learn before the announcement went out.

The numbers:

  • 99 commits since V1.2.8 Vertex
  • 892 tests passing across 102 files
  • Revenue: still $0
  • Registered users: 54

Honest note on what didn't ship:

There's a spatial audio engine bug (lateral-pole orbital flip) that we attempted to fix three times across two cycles. Every attempt was rolled back after beta testing. It's deferred to V1.3 with a formal charter that has milestone gates and a budget cap.

Shipping discipline isn't just what you ship. It's knowing when to stop trying and defer to a structured plan.

https://reddit.com/link/1t9apuf/video/7j6t5ls81c0h1/player

reddit.com
u/Same_Feature_2317 — 3 months ago