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root@yuby:~$ cat MANIFEST.txt

Check one, two.

The lowest latency C++ audio library optimized for ARM64.

Sub-ms. x64 + ARM64.

Games, instruments, realtime apps. Same library on Intel and ARM. On x64, 2–10× faster than Superpowered on the same callback / FX chain.

What
C++ audio library
Who
App developers
CPUs
x64 + ARM64
Priority
Sub-ms paths
// pain → promise

Lowest-latency paths on x86 and ARM64 — for vibecoders and hardcore audio devs alike

OS audio stacks are a maze. You want interactive sound in the app now — not three months of callback spaghetti, unexplained glitches, and “works on my phone.” Yuby is the C++ library that keeps the buffer honest.

One API. First-class x64 (Intel) and ARM64. Harder, better, faster, stronger when every sample counts.

Vibecoders Hardcore audio engineers Game audio DSP / plugin folks
// feature matrix

BASE — player + FX

ship now · all your Base are belong to us
Effects
GateRollBitCrusherFilterEQWhooshFlangerClipperDelayAEC
Player
Playback engine
File formats
WAVAIFFPCM16 in memory
Core audio / DSP
MultiplicationsInterleavingFFTAll core ops

No time stretch, pitch shift, or stem separation. That’s Pro / Ultra.

Pro

everything in Base +
Additional effects
EchoReverbLimiterCompressorAutoTune
Player upgrades
Time StretchingPitch Shifting
File formats
MP3AACFLACALAC
Recorder
Recorder

No AI stems

Ultra

analysis, DSP, AI stems
Analysis & DSP
BandpassFilterbankAnalyzerTimeStretcherFrequencyDomainResamplerDecoder
AI
AI Stem Separation in Player
// why move
  • A real library you link — effects, player, recorder, DSP primitives in C++. No cloud round-trip, no DAW host required.
  • Latency-first on both ISAs — x86/x64 and ARM64 paths built for hard realtime, not best-effort media playback.
  • Built for the callback — enough depth for engineers who live in the callback.

Join the waitlist

Do you copy? Early access for people shipping audio in-app. Drop dates, SDK notes, a seat when private beta opens.

We’ll mail you when seats open.

// built for these products

Games

SFX, music beds, interactive mixes — tight callbacks when the frame budget is already on fire.

Virtual instruments

Synths, samplers, and playable apps that can’t afford mushy note-to-sound delay.

Music & creative apps

Loopers, DJ tools, karaoke, effects toys — player + FX without reinventing the DSP basement.

Voice assistants

Wake, capture, and respond faster — lower round-trip latency on device audio paths.

VoIP & comms

Calls, walkie-talkie, party chat — AEC, dynamics, and clean capture/playback pipelines.

VR / AR / spatial

Immersive apps where audio has to stay locked to motion without torching the CPU.

Embedded & automotive

SBCs, appliances, in-car systems — predictable realtime on ARM64 (and x64 where you still ship it).

Streaming & players

Decode, play, stretch, analyze — build media experiences without bolting five libraries together.

// platforms · OS × CPU
OS x64 / Intel ARM64
iOS / iPadOS device = ARM64 YES
Android YESx86_64 devices/emulators YES
macOS YESIntel Macs YESApple Silicon
Windows YES YESWoA / ARM PCs
Linux YES YESservers, SBCs, edge
tvOS YES

Same C++ library across ship targets. No ARM-only science project. No abandoned x64.

Full support on both.

// integration · C++

Yuby ships as a native C++ audio library. Link it into your engine, instrument, or app audio graph — headers + static/dynamic lib, your build system.

Drop in beside your existing render/audio callback. No mandatory framework — just C++17+ on your toolchain (Xcode, Android NDK, MSVC, Clang/GCC).

C++17+ Headers + lib Xcode Android NDK MSVC Clang / GCC Your audio callback