Sound Flare is a new digital audio workstation (DAW) built from the ground up for mixing 3D spatial audio in VR. Its intuitive design enables fast audio production in VR and efficient production schedules for both 3D audio and 3D video projects.
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Release Date: Feb 24, 2017

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Sound Flare is a large piece of software, with many features left to implement. Getting it into the hands of consumers will allow us to see how people are using the software and prioritize certain features based off consumer feedback. Since it is the first audio software of its kind, there are many variables and uncertainties with development and design, and so having user feedback will be extremely beneficial to us.”

Approximately how long will this software be in Early Access?

“We estimate leaving Early Access and moving into 1.0 in Q2 2017.”

How is the full version planned to differ from the Early Access version?

“Sound Flare is missing many features that we plan on adding in the next few releases. Right now, it is useful in positioning multiple audio sources in a 3D environment, but we plan on turning it into a full featured DAW as we continue working on it. The main features left to implement are:
- Removing the limit for number of sound sources in the scene
- Saving and loading scenes
- Recording and editing clips from within the editor
- More precise rendering of the sound wave when zoomed in
- Adding multiple clips to one track and dragging them around freely
- Support for other VR headsets
- Support for other audio file formats”

What is the current state of the Early Access version?

“Right now, you can browse local files for audio clips, and then drag them into the scene. Up to 7 audio clips can be loaded into the tracks at once. These audio clips can be dragged forward and backward in time to line them up. You can position each audio clip in 3D space and hear how they sound from that position immediately. You can also adjust the volume of each clip and mute or solo them. Once the audio is positioned, you can save the mix as a WAV file for listening or further editing with other software.

Additionally, you can load a 3D video into the scene and it will play around you, along with the audio clips.”

Will this software be priced differently during and after Early Access?

“The price will increase as we add new features. The final price will reflect that of a fully featured DAW.”

How are you planning on involving the Community in your development process?

“The community will use it and help us get a better idea on which features are most important. This allows us to prioritize what to work on for the full release.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (1)

April 17

Big Update - 1.1.3 Patch Notes

Hey everyone!

This is the first big update since public launch a few weeks ago. We have made a ton of changes, big and small. The main updates are:

  • A bunch of UI elements got an updated look. The main mixer ring has a new, more modern look. The hint system has been completely redone. We made a few smaller UI changes too, including changing the volume slider graphic on the balls and the way path automation looks.
  • Slicing Feature. This is a fairly complex feature that will be explained better in our tutorial videos. But, essentially, it allows you to slice up a track's automation into a many smaller sections. This allows you to have the sound automated for some of the time, and then not automated for the rest. Or jump around a scene to follow a video.
  • Binaural and Ambisonics Output. In version 1.0.0, we only had binaural output for both real time rendering and for downmixing the final product. Now we have 2 main modes - Binaural mode, and ambisonics mode. If you look down, and then point at the button with your right (blue) hand, you can select the mode. While in binaural mode, when you downmix, it will mix to a binaural format wave file. While in ambi mode, if you downmix, you will be presented with a menu asking whether you want to render the ambi mix down to binaural (this will take longer) or just mix down to ambi format. It is mixed down into a folder specified by the config file.

Highlights of other updates, bug fixes, and graphical fixes:

  • Changed the way we render the waveform to allow super smooth zooming in/zooming out and shifting of the track.
  • Updated the custom spatializer plugin for better sound spatialization. Listen in binaural mode for the best spatialization effect while mixing.
  • Can now drag the ball while the tracks are playing, which is useful for listening to the spacial effect of your audio source by dragging it around your head while it is playing.
  • Added a halo effect to first keyframe to help you identify where the automation will start.
  • Hints are now attached to the controller, instead of placed around the screen. This new hint system is much more intuitive and will allow you to learn the controls more quickly. Hints can be disabled/enabled any time using the checkbox on the media panel.
  • File mixing was completely overhauled to be faster and more efficient. Mixing for long tracks is much faster.
  • Final mixed output is placed in a folder specified by the config file. The name is now based off the current date and time, to prevent previous mixes from being overwritten.
  • Added beta saving/loading feature. Press “S” on the keyboard to save a scene, and “L” to load it (when there are no other tracks on the ring).
  • Currently no UI exists for this feature and only one scene can be saved at a time.
  • Fixed many bugs involving dragging the sound ball or keyframes around. They will now always be in range to grab, no matter how close or far away they are. Position can be reset by pointing at them and pressing the grip button with the right controller.
  • Fixed inaccurate/wavy current position needle. The new mixer ring is completely flat, which allows for more precise editing.
  • Can now seek while playing, and can seek by clicking on empty tracks.
  • Small bug fixes in a few shaders.
  • No longer opens full screen by default.
  • Updated the colors (balls, keyframes, waves, ring) to make them brighter.
And many more bug fixes and performance updates.

We will be updating the tutorials on our YouTube channel soon. The new videos will show the new UI and have instructions for the new features.

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About This Software

Sound Flare is the industry's first full native VR audio workstation (not plugin) that enables intuitive and WYSIWYG VR audio editing. The VR DAW revolutionizes the iteration process of audio monitoring in VR, which directly improves sound localization and production efficiency.

A whole new interaction and editing experience:
Sound Flare is the very first DAW built for virtual reality. You can look around your mixing environment and interact with the controls as if you were in a full sound studio. Sound clips can be added to the scene, dropped into the tracks, and then intuitively dragged around in 3D space all with the Vive controllers.

WYSIWYG (What you see is what you get) VR audio editing:
Once the sound clips are arranged in the scene as desired, you can press play and listen to what the mix will sound like in full 3D, without ever taking off the Vive headset. If a sound is not coming from the desired location, use the Vive controllers to grab it and move it as needed, and then press play again to immediately test how it sounds in the new location. This 3D audio mixing process is much faster and more efficient than using a plugin for a traditional DAW. Once the mixing is complete, the audio can be saved into a WAV file for future use.
Note: Currently only supports binaural audio, but we will be adding full ambisonics mixing in a coming update.

Direct support from Mint Muse’s audio engine and lower level SDK:
All sound processing is done in real-time by Mint Muse’s custom 3D audio engine. This engine gives a great sense of 3D presence by moving the audio from inside your head to anywhere in the environment with any standard pair of headphones. Move a clip far to the left or behind and it will really sound as though it is coming from that position. The Mint Muse audio engine does all this processing for you - quickly, efficiently, and with very low latency. latency.

System Requirements

    • OS: Windows 7 SP1 or newer
    • Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
    • Storage: 1 GB available space
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