Rust engine
Real-time audio and mixing in Rust. The audio callback allocates nothing, so timing stays predictable under load.
Mixar is open source: a Rust audio engine with a Flutter front end. Clone it, run it locally, and change whatever gets in your way.
Engine-first, with clean boundaries between audio, library, and UI.
Real-time audio and mixing in Rust. The audio callback allocates nothing, so timing stays predictable under load.
Decks, waveforms, and mixer chrome, in one UI codebase for desktop and the mobile targets to come.
The UI talks to the engine, library, and controllers over async message buses, so engine code never runs on the UI thread.
HTDemucs splits a track into drums, bass, other, and vocals offline. GPU (WebGPU) when available, CPU otherwise, with no cloud round-trip.
BPM, key, loudness, artwork, and waveforms are computed locally and cached in a SQLite library.
CPAL/PipeWire, miniaudio, or a null backend for tests, chosen at runtime behind one trait.
UI, controllers, and engine stay in sync over cmd/evt buses. Transports move MessagePack in both directions, with a focused Rust crate behind each domain.
Setup steps are in the README and contribution guidelines live on GitHub. Pick a bug or a rough edge you care about and start there.