Not the forty-first DAW.
The band's rig.
JAMNet Studio is built by one person who plays in bands and runs sound for them. It exists because recording a real show (every input, every camera, in sync, without a crew) was still a pile of separate tools and a night of fixing it afterward.
Point it at the room
Digital audio workstations are a crowded market, and most of them are good. What none of them do well is treat capturing the performance as the unit of work: every mic and every camera captured together, on one clock, with the setlist, the charts and the lighting cues riding along, so that what you take home is a finished multitrack session and not a folder of files that almost line up.
That's the job JAMNet Studio is built for. The DAW and the video editor underneath are full-featured so that you never have to leave the workstation (unless you want to).
Only the studio needs studio hardware. Everyone else in the band joins from a phone, a browser, or the DAW they already use. The pricing page explains who pays for what.
Low latency first, then everything else
The engine runs a fixed 32-sample block and is written to that ceiling: nothing on the audio thread allocates, locks or waits. That single constraint shapes the rest of the design: how plugins are hosted, how video frames move, how the timeline keeps time, how two machines agree on a downbeat.
Everything shares one clock. Audio, video, MIDI, lighting and the timeline itself run on a timebase that divides evenly into every common sample rate and frame rate, so an edit lands on the same sample and the same frame wherever it's viewed.
It's written in Rust, with the platform pieces (Core Audio, Metal, AVFoundation) behind a small native layer. Analysis features (stem separation, tempo detection, transcription, amp modeling) run in-process on your machine. Zero cloud-dependent processing.
Platforms
Built for Apple silicon since the first day: unified memory shared event optimization is what lets your CPU and GPU operate smoothly inside the callback budget. Linux is next, on Ubuntu Studio, targeting the same architecture in affordable mini-PC form, machines a budgeting band can reach for.
Windows isn't off the table, but it's gated. The engine's promise is a fixed 32-sample callback on any class-compliant interface. On macOS and Linux that's a property of the operating system; on Windows today it's a property of which interface you bought. Microsoft has announced an in-box low-latency USB audio stack; when it ships and holds that contract, a Windows build is on the table. In the meantime, Windows users join sessions through the phone app, the browser and the DAW extensions on the roadmap.
The short list
- No dongles, no activation servers, no phoning home. The app works on your machine whether or not ours is reachable. Licensing is an honor system, the way REAPER does it.
- Your work is never stuck here. Open formats throughout. Sessions export to REAPER, Final Cut Pro and OpenTimelineIO today, and Project Rosetta will make the converter open source.
- The app only interrupts you about your work, never about our money. Disk nearly full is a real warning. A subscription reminder is a dismissible splash you'll see once.
- Nothing you record is uploaded unless you turn cloud storage on. And when you do, deleting anything is your decision, on a published schedule, never a side effect.
- No ads. No crippleware. The beta is the full app, and so is the evaluation after it.
A Rosetta Stone for your projects
One project, many formats. The stone carried one decree in three scripts; Project Rosetta carries one session through every DAW and editor format it can reach, with OpenTimelineIO as the shared text in the middle.
A JAMNet Studio session is the complete record of a project. Every other format gets a faithful translation of what it can hold: a setlist of jams becomes a scene per song with the parts grouped in Ableton Live, or regions and markers in REAPER, and every export lists what carried over and what didn't. Round trips don't lose anything: where a format can carry data it doesn't understand, the full session rides along inside it.
After the beta, the converter is extracted and open-sourced, so the people whose projects break it can fix it, and so the promise above is something you can read, not something you have to take on trust. Status on the roadmap.
The numbers
- Platform
- macOS on Apple silicon: private beta. Linux is next.
- Audio engine
- Fixed 32-sample block: a 0.67 ms ceiling on every callback, not a preference you can raise
- Wire format
- 48 kHz, 32-bit float end to end: the format TOAST carries between peers, so nothing is resampled, negotiated or converted at the boundary
- Networking
- TOAST (Transport Operated Audio Sync Tunnel): peer sessions over a shared clock authority with anchored transport
- Timeline clock
- 705,600,000 ticks per second: divides evenly into every common sample rate and frame rate
- Plugin formats
- Audio Units, CLAP, VST3: mixed freely in one chain, with delay compensation
- Plugin latency
- Latency Tolerance: a ceiling you set in samples. Anything over it is bypassed automatically, audio and video alike. Per-slot processing blocks from 32 to 2048
- Import
- WAV, FLAC, MP3, AAC, ALAC, Ogg Vorbis, AIFF / AIFC, audio from MP4 and MKV
- Export
- Mixes and stems, synced H.264 video, REAPER .rpp, FCPXML, OpenTimelineIO, Guitar Pro
- Video
- Multiple live cameras, GPU-resident compositor, audio-reactive ISF shader effects, titles and subtitles
- Streaming
- RTMPS to Twitch, YouTube, Facebook, Kick, Instagram, Vimeo and Restream
- Control
- Phone remote over the local network, MIDI foot controllers
- Writing
- Tabs and standard notation on the MIDI engine, lyrics with built-in vocal synthesis
- Lighting
- DMX over Art-Net and USB-DMX
What you'd expect from a DAW
The baseline, listed so you can check it against what you use now.
- Recording
- Multitrack capture, punch in and out, pre-roll and count-in, loop recording into stacked takes, and comping across them
- Editing
- Razor, trim, join, reverse, normalize, consolidate, keyboard nudge and ripple edits, with snapping to clip edges, markers, the playhead and frame boundaries
- Fades
- Draggable fade handles with selectable curves, and equal-power crossfades wherever clips overlap
- MIDI
- Piano roll editing, quantize with strength, swing and groove templates, plus CC, pitch-bend and aftertouch lanes
- Mixing
- Group buses, FX returns, sends, and sidechain routing from any bus into any plugin's aux input
- Automation
- Read, touch, latch and write modes, on every fader, pan, send, group, return, master and plugin parameter
- Plugins
- Audio Units, CLAP and VST3 mixed freely in one chain, reorderable, with delay compensation
- Tempo
- Tempo maps, time-signature changes, tempo detection from audio, and varispeed playback
- Arrangement
- Named markers, a draggable loop brace, an arranger track, and saved track templates
- Metering
- LUFS and true-peak metering, spectrum analysis, and a tuner
- Export
- Mixes and stems as WAV, AIFF, FLAC, MP3 or AAC, with bit-depth choice, dither and loudness normalization
- Control
- Rebindable keyboard shortcuts, MIDI learn onto any parameter, and MCU, HUI and OSC control surfaces
- Undo
- One history for the entire session, including edits you performed live
What you'd expect from an editor
The video side is a full non-linear editor, on the same timeline as the audio.
- Multicam
- Live switching between angles, recorded as timeline cuts you can move, restyle or remove afterward
- Transitions
- Sixteen styles between adjacent clips (dissolves, wipes, irises, bars, slides, pushes and spins), rendered as previewed
- Compositing
- Position, scale, rotation, crop, opacity and colour per source, keyframed per clip for picture-in-picture and moves
- Retime
- Speed changes, reverse, ramps and freeze frames
- Cutting
- J and L cuts on linked audio-video pairs, ripple edits, and frame-exact snapping
- Titles
- Text rendered into the program output, with subtitles and tag substitution
- Effects
- ISF and OFX shader plugins, including parameters driven live by the audio mix
- Export
- Codec, bitrate, resolution and frame-rate presets, with audio and video resolved over one shared render range
- Interop
- FCPXML, OpenTimelineIO and REAPER project export
A year of building
Selected milestones.
Project renamed JAMNet Studio.
One compositor for preview, recording and export.
CLAP plugin hosting alongside Audio Units.
VST3 hosting: three plugin formats in one chain.
Shared transport and clock across machines on a local network.
First built-in plugins.
Stem separation and tempo detection moved fully on-device. DMX lighting output over USB.
Looper station, played from a foot controller.
First live stream to Twitch, straight from a session.
Amp capture and impulse-response capture.
Video frames stay on the GPU from camera to screen.
Loudness meter, spectrum analyzer, tuner and parametric EQ.
Rack macros and a parameter panel for every plugin.