The Future of Audiocube: My Vision

In this article, I share my vision for the future of Audiocube. This will be updated as the project grows.

While the software has made incredible progress in the last few years, I still see it as a very rough prototype of my final vision. It’s got a long way to go. I started working on Audiocube in 2020, with no development experience. You can read a relatively well-documented history here: Audiocube’s History

As you can see, the project, my skills, and the user base have all been growing consistently. 

I think in the next 6 months (perhaps sooner) I will be able to work on Audiocube full time, as the marketing/sales becomes self-sufficient. 

Currently, I divide my time between freelance client work (to bring in funding), marketing efforts for Audiocube, and development. Eventually, I plan on dedicating myself nearly 100% to the development, as I feel this is where my skills are best applied.  

Below is the grand vision for Audiocube’s software and ecosystem. 

(And yes, I probably missed a bunch of stuff from the list…)

Planned Features: My Vision for Audiocube

This section highlights ideas relating to the development of the software’s functionality. 

Core Functionality & Traditional DAW Tools

There are several traditional core features that I see as necessary to give Audiocube a more familiar DAW functionality. While these are common in most DAWs, they are not all complete in Audiocube. 

  • A Fully Functional Audio Sequencing Timeline: Currently, Audiocube features a rough MIDI sequencer and timeline. This enables polyphonic, rhythmic sequencing of Samplers, Emitters, and Tickers. I would like to extend this functionality to work with all relevant devices, to enable waveform editing, and to be more robust and precise. I have worked on several prototypes for this. 

  • Automation Editing: I envision a traditional line/point-based automation system, where users can control various parameters over time, on the sequencing timeline. This should work for effects parameters, spatialization, and any other important variables in the system.

  • Offline Audio Export/Rendering: Currently, all audio output recordings must be rendered in real-time. This means that to export a 30-minute project, it takes 30 minutes. I want to implement an offline rendering system that will enable one-click export (like traditional DAWs).

  • Multi-Channel Audio & Audio Engine: The current audio output settings are very limited. I want to implement a proper audio device management system, where users can use multi-channel output setups, and give more control over the outputs of their audio interface. 

  • More Dynamic Effects & Mixing System: A more flexible effects processing system and audio mixer. Currently, the audio mixer is a bit rigid. Whilst layering of effects is possible, I want to add a system with more routing and arrangement options for effects.

  • Built-In Synthesis: Currently, all sound sources are audio file/sample-based. I am creating a built-in synthesis engine for direct audio synthesis in the app. This will open up a range of new sound design options.

  • Improved UI and Controls: The UI is still a little bit clunky and unfamiliar. I want to improve the windowing system. I want to make interaction generally more fluid and clear. This could include things like better grouping, device creation, UI management, etc. 

  • VST Support: Many users request the implementation of both instrument and effect VSTs. While this is complex, I see the value and plan on adding it soon. 

  • Expanded Settings/Options Menu: Generally, the settings menu has room for a lot of improvement in terms of layout and functionality. 

Frontier Features - Unique to Audiocube’s Engine

The following ideas are more unique to Audiocube’s 3D engine, and generally not natively possible in traditional 2D audio software. These are the features that I am most excited about, as they will bring something completely different to the audio production toolkit. 

  • Improved Motion Automation System: Currently, you can move and animate the position of devices; however, the system is relatively limited in precision. The preset system is good, but the manual pathing mode is a bit clunky. I envision a spline-type pathing system, giving users precise, programmable control over device position. Something inspired by the Tube Tool in Nomad Sculpt. This would also need to feature better synchronization with the sequencing timelines. 

  • Expanded Visual Rendering Options: At one point, I stripped back the visual rendering options to maximize performance for non-GPU devices. I would like to add a range of other options so users can create more cinematic and visually rich projects. This would include the ability to create custom lighting sources, change between texturing and rendering modes, and full control over post-processing. While Audiocube is focused on audio production, I think this would add a nice touch to the user experience - particularly when mixed with some of the other planned features. 

  • A Wider Range of Device Types: There is still a lot of room for experimentation with new 3D device types. Things that are based on collision, physics, and alternative sound production methods. While the 7 existing devices provide a good range of interaction, there are still endless possibilities.

  • Explore Physics & Collision-Based Devices: There are still many ways that the engine can be used to create physics & collision-based devices. For example, you could have a fully physically simulated drum kit, stringed instruments, pianos, etc. 

  • Multiplayer and Collaboration: Due to the underlying framework and foundations of Audiocube (Unity), it would be completely possible to have some kind of multiplayer/real-time collaboration system. This seems like an exciting option, and would be relatively simple to create. The only issue would be ensuring that all audio files used in projects can be shared with collaborators’ machines. This would depend on some kind of file-sharing system, but besides this, it would just use the underlying project database to manage the shared project. 

  • Advanced Acoustic Simulation: The acoustic engine (Ripple) has a lot of room for improvement. Features like surface simulation, improved spatialization options, a range of integrated acoustic phenomena, more accurate sound blocking and occlusion, absorption and vibrational transmission, improved raytracing, etc. The current engine is pretty impressive, but could be more advanced and customizable. 

  • Expanded Wall/Room Shapes and Surface Sculpting: Currently, the device (Soundwall) associated with building acoustic systems is only a cuboid. Meaning that you can only create flat rectangle/square/cube surfaces for rooms. I would like to create a system that enables more complex mesh creation and formation. This could even easily enable the importing of custom 3d models from software like Blender, etc. But I would like to create a better system with more primitives (sphere, cone, tubes, etc) to enable the creation of more complex acoustic shapes. This would be nice to pair with the expansion of surface material simulations. 

  • Sound Directionality Control: The way sound sources are controlled could be expanded. I would like to add systems that give the option of sculpting the sound propagation shapes. Currently, sound sources all use a sphere shape, but there could be much more control over the patterns, like cones, a  figure-8, or any shape really. This would give more precision over the audio layout of projects. 

  • Mic Simulations & Multi Mic: Currently, Audiocube only supports one listening position/microphone. Whilst a multi-listener setup isn’t directly supported in Unity, I can imagine how to build this system. This would enable a simulated-recording-studio type workflow, where users can place multiple microphones around the scene and mix them individually. There would also be the option for different microphone model simulations. (Condenser, Dynamic, Ribbon, Vintage, etc.)

  • Preset Creation: Users should be able to create, save, and share preset devices to speed up workflow and kickstart inspiration. 

The Larger Audiocube Ecosystem

Beyond the planned traditional and frontier features, I envision a larger ecosystem for Audiocube. There are many things that are necessary to build, like the educational elements. But also a range of outlets for the underlying technology that could create a more connected and accessible Audiocube experience.

  • Tablet & iPad App: Having recently become a huge fan of the creative experience of using an iPad, I think the interactive style of Audiocube would lend itself to the nature of a large touch screen. In late 2024, I built an iPad prototype, which was cool. But the current interface is very heavily designed for keyboard and mouse interaction, so it would need to be redesigned for a touch screen. 3D Graphics apps like Nomad Sculpt and Feather Art have inspired me for this, as well as the countless cool music creation apps. Ultimately, this would only take a few months to build out.  

  • Mobile App: I would also love to create a mobile phone application. While the interface of Audiocube is large and complex, it could perhaps be streamlined and minimized for a phone-friendly experience. Alternatively, I have a concept for an “Audiocube Player” app, which would instead focus on listening and playing back Audiocube projects, rather than creating them. This would be particularly enabled by the following idea…

  • Project Sharing/Cloud Projects: Create a system where users can store (and load) their projects in a cloud service like Google Drive/iCloud/Dropbox. Currently, Audiocube project files are basically a .txt document, which is easy to upload/download. The main issue here would be making sure that all the relevant audio files are accessible and can be stored/loaded.  

  • Tutorials and Education: I think it’s clear that the tutorials and educational elements of Audiocube are lacking. Audiocube is a complex and deep application. There is no decent in-app tutorial, which can make it more confusing for first-time users. From feedback, I understand that a lot of users are not aware of a huge number of the features, and find some aspects confusing. I think I need to spend more time building a better user manual, making more videos, and creating better in-app tutorials. 

  • Mods & User Submission: Due to being created in Unity, I believe that it could be relatively simple for users to create mods and submit their own creations to the software. There would need to be some kind of API public coding database for this to happen. I wouldn’t want to completely open-source the software, but I would love for other creators to submit their devices into the system. 

Closing Thoughts - Let’s Build Audiocube Together

Naturally, this is a huge list of features. If I could click my fingers and have it all complete, I would. But that isn’t possible. Also, part of the product design process is the slow trial and error. While I can imagine all of these features in some way, it would be hard to immediately implement all of them. The software has to be built line by line, brick by brick. 

It’s also a collaborative process with you - the users. This software isn’t just for me; I want it to be useful for a range of people. It’s been amazing to communicate with you all and see how people are using it from so many different angles, many that I had never expected or even considered. Things like theatre designers, hypnotherapists, public speech archivists… Some really interesting people, all with different needs and ideas. 

I’m committed to delivering this vision. 

I’m very aware that many software companies end up over-promising and under-delivering - particularly in industries like gaming, crypto, and AI. Often giving unreasonable timelines for unrealistic features in an attempt to convince people to invest in products that often have no intention to even finish.  

So I am cautious to say that I cannot guarantee how long it will take to achieve my full vision, as it is very large. However, I hope you will agree (particularly people who have been following this project for a while) that I have always been transparent in my ability and pace to deliver new features, and have avoided creating false expectations. 

That said, I do have very ambitious plans for Audiocube over the coming years - and I am committing my life to complete them. 

Thanks for reading and being part of this journey - and please leave your comments and ideas below!

Noah

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