| Language: |
SOUNDGUN — END USER LICENCE AGREEMENT
Effective: 2026-09-23. This version covers Soundgun 1.0.
This agreement is between you and Amitoj Singh, the developer and publisher of Soundgun ("we"). It covers the programs you install from Steam — Soundgun.exe, SoundgunOverlay.exe, SoundgunSetup.exe and the audio effect SoundgunFx1.0.0.dll — and the files they write on your PC.
Installing or using Soundgun means you accept this agreement. If you do not accept it, do not install it; Steam's refund process is the way out.
1. WHAT YOU ARE BUYING
One purchase on Steam gives you a personal, non-exclusive licence to install and use Soundgun on the PCs you use. The licence belongs to the Steam account that bought it, not to a machine, and it lasts as long as that account holds it.
What you do with the sound is yours. That includes streams, videos, podcasts and recordings you are paid for; there is no separate commercial licence and we take no share of what you make.
What the licence does not allow is passing on the software itself: you may not sell, rent, sub-licence, publish or redistribute Soundgun or any part of it, and you may not modify or strip its code signature. You may reverse engineer it as far as the law where you live allows regardless of what a contract says, and no further.
2. STEAM'S AGREEMENT APPLIES AS WELL
You bought Soundgun through Steam, so the Steam Subscriber Agreement governs the purchase itself: payment, refunds, your Steam account, and Valve's own terms for the store and the client. Where that agreement and this one disagree about the purchase, Valve's wins. Nothing here shortens Steam's refund window or adds a condition to it.
3. OWNERSHIP
Soundgun checks with the Steam client on your PC that the Steam account signed in there owns Soundgun. It asks only the Steam client on your PC, never Valve directly. If Soundgun starts with its About page saying “Owned on Steam”, it does not ask at start: it asks once it has been running for twelve hours, and every twelve hours after that. Otherwise it asks shortly after it starts, then at lengthening intervals until Steam confirms this copy, and every twelve hours from then on. It also asks straight away when you press “Check again”, which the About page offers whenever sound playback is off or the page does not say “Owned on Steam”, as long as Soundgun is switched on: while the on/off switch at the top of its window is off, the window's pages, the About page included, cannot be used. A copy you use through Steam Family Sharing or during a free weekend counts as owned for as long as Steam says it does.
The only thing this check can switch off is playing the sounds in your library, and only after Steam has refused: the Steam client is running, the Steam component installed with Soundgun (steam_api64.dll) carries Valve's signature, and Steam declines to confirm this copy several times over at least ten minutes.
When one of those refusals is a plain answer that the account does not own Soundgun, they count however recently Steam confirmed this copy, and Soundgun remembers them until Steam confirms it.
Steam also refuses without giving a reason, and it gives that same answer for causes that have nothing to do with a purchase, so a refusal like that is treated more carefully:
• It does not count at all if Soundgun can see that Steam is running with different administrator rights from Soundgun's own — for example, Steam started with “Run as administrator”. Steam cannot answer across that difference. Starting Steam normally fixes it.
• It counts only while it is recent. Once Steam has gone three days without refusing again, Soundgun forgets it, whether or not Steam has been running in between.
• While Steam's last confirmation on this PC is recent, it switches nothing off.
So a refusal that gives no reason can stop sound only when Steam has refused within the last three days and has not confirmed this copy recently.
Getting no answer is not a refusal. Steam being closed, not installed or not answering never adds to a refusal, never keeps one from being forgotten, and never switches anything off by itself, however long it lasts; neither does Soundgun losing what it remembered from earlier checks. With no refusal that counts, Soundgun keeps playing sounds and keeps asking.
A refusal never takes effect in the middle of a session. The About page shows what Steam answered. If a refusal counts, sound playback stops the next time Soundgun starts, provided the refusal still counts then, or straight away if you press “Check again”. Once playback has stopped, it stays stopped until Steam confirms this copy or the refusal no longer counts. Either one turns it back on at the next start, or straight away if you press “Check again”.
While sound playback is off, Soundgun does not play the sounds in your library and does not press autokeys for them. Nothing else changes: your microphone and your own voice, the audio effect, setup, repair, uninstall, diagnostics, and your library, settings and layouts all work exactly as before.
Whether a version of Soundgun acts on this check at all is part of that version. A version that does not still asks Steam and shows its answer on the About page, but switches nothing off whatever Steam answers and writes no licence.bin (its logs still note each answer, as the privacy statement says). Because it never records a confirmation, it keeps asking on the schedule above for a copy Steam has not confirmed.
4. WHAT SOUNDGUN CHANGES ON YOUR PC
Soundgun does not create a second microphone. It extends a real one, which means it has to be registered into Windows' own audio effects chain. SoundgunSetup.exe does that work, and it needs administrator rights: Steam runs it once for each version of Soundgun, and Soundgun runs it when you enable a microphone, run a repair, agree to restart Windows audio or let it switch a microphone's effects back on. Each of those is an administrator prompt from Windows, and so is Steam's run unless Steam starts it with administrator rights itself.
When Steam runs it for a new version, SoundgunSetup.exe:
• copies SoundgunFx1.0.0.dll into %SystemRoot%\System32;
• registers it as a COM audio processing object under HKLM\SOFTWARE\Classes\CLSID and HKLM\SOFTWARE\Classes\AudioEngine\AudioProcessingObjects.
When you enable a microphone, it:
• records what that microphone's effect slot held before, under HKLM\SOFTWARE\Soundgun, so it can be put back;
• writes Soundgun's effect into that slot, under HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\MMDevices\Audio\Capture;
• if Windows has switched off every effect on that microphone — the setting Windows' sound settings call “Disable all enhancements” — switches them back on, because while that setting is on no effect runs on the microphone, the manufacturer's included. If something on your PC keeps switching them off again, Soundgun stops trying.
Windows may not apply a change to a microphone's effects chain until its audio service next restarts, and at the latest when the PC next restarts. SoundgunSetup.exe --reload-audio restarts that service on demand, which stops all audio on the PC for a few seconds.
We do not throw away your microphone's existing effects. Real microphones often carry a manufacturer's effect in that slot — noise suppression, automatic gain. Soundgun saves what was there and, while it is attached, runs that effect on your voice first and adds its own sounds afterwards, so the manufacturer's processing keeps working. If the manufacturer's effect will not start there, Soundgun carries on without it rather than silence the microphone. “Keep the vendor's original mic effects”, in the microphone's advanced settings, switches this off; the saved effect is recorded, and put back on uninstall, either way.
Three more changes happen only if you ask for them. Turning on “Auto-start Soundgun with Windows” adds Soundgun to the programs Windows starts when you sign in to your Windows account, with normal user rights: a value named "Soundgun" under HKCU\Software\Microsoft\Windows\CurrentVersion\Run, and Windows' own record that it is switched on, under HKCU\Software\Microsoft\Windows\CurrentVersion\Explorer\StartupApproved\Run. It is listed in Task Manager's “Startup apps” and in Windows' Settings under “Apps” → “Startup”, where you can switch it off as well; Soundgun's setting then shows it as off. Turning the setting off in Soundgun removes both values, and so does uninstalling. Compatibility Mode routes audio through a virtual audio cable that you installed yourself; it writes nothing to the registry, and Soundgun does not install, bundle or license that cable. Connecting a phone on the Phone page mutes that phone's row in the Windows volume mixer, so that what it plays reaches your microphone without also coming out of your PC's speakers, and unmutes it when the phone disconnects. Windows remembers that mute: if Soundgun is stopped before it can undo it — a crash, say — the row stays muted until you unmute it in the volume mixer.
Soundgun's own files live in %LOCALAPPDATA%\Soundgun: config.json, library.db, licence.bin, and the logs, crashes and WebView2 folders. The privacy statement says what each one holds. Exporting diagnostics also writes a text file to your Desktop.
5. UNDOING IT
• Uninstall through Steam. Steam runs Soundgun's uninstall step. It takes Soundgun out of every microphone's effects chain and puts back what each one held before; if the manufacturer's effect it saved is no longer installed, it leaves the slot empty rather than name an effect Windows cannot load. It switches effects back on where Soundgun was the likely reason they were off, and restarts the Windows audio service so Windows picks the change up — which stops all audio on the PC for a few seconds. It removes the “Auto-start” entry described in section 4 from every Windows account that is signed in at the time. Then it removes the registration and the record of what each microphone held, and deletes the DLL. If Windows still has the DLL open, the file is deleted at the next restart.
• Some uninstalls deliberately remove less. If a microphone cannot be taken out of its chain, the uninstall step still does everything else above except the last part: the registration, the record and the DLL all stay, so that microphone keeps a working effect that passes its audio straight through instead of naming one that no longer exists. If the audio service could not be restarted, the registration and the record stay and the DLL is deleted at the next restart. If the audio service stopped and did not start again, the uninstall step tries to start it; if that fails too, the PC may have no sound until it restarts. Reinstalling Soundgun and then uninstalling it again, or running a repair, finishes the job.
• Inside the app, Diagnostics → “Run repair” reconciles everything in section 4 without uninstalling. SoundgunSetup.exe --repair is built to work even when Soundgun's audio effect file is already gone.
• What uninstalling leaves. It does not delete %LOCALAPPDATA%\Soundgun: your library, settings, logs, crash dumps and licence.bin stay until you delete that folder yourself, and a Soundgun reinstalled on the same Windows account picks up where they left off. It also leaves the “Auto-start” entry of a Windows account that was signed out at the time, and any entry the uninstall step could not remove, which its log names. Switch it off in Task Manager's “Startup apps” while signed in to that account, and Windows stops trying to start a program that is no longer there.
6. THE AUDIO YOU PLAY IS YOURS, AND SO IS THE RESPONSIBILITY FOR IT
Soundgun ships with no sounds. It downloads nothing, and it has no built-in downloader. Everything it plays is either a file you supplied from your own PC or what a phone you connected on the Phone page is playing.
You are responsible for having the right to play what you play, whether it comes from a file or from your phone. Putting copyrighted music into a call, a stream or a recording can infringe someone's copyright or break the rules of the platform you are on or the service the music came from, and that is your decision and your liability, not ours.
Soundgun's output limiter holds the mixed signal at −1 dBTP. It is on when Soundgun is installed, and it exists so you do not deafen the people listening to you. You can switch it off — Settings → Safe volume — and if you do, a loud sound can distort and can reach the people listening to you at full volume. That is your choice and your responsibility. Either way it is a ceiling on our own mix, not a promise about how loud anything sounds after your game, your voice chat program or someone else's headphones have had it.
7. GAMES AND VOICE CHAT
By default Soundgun sends no synthetic input at all: the recommended setup points your game's own voice setting at your microphone and puts it in open-mic mode. Two features go further and both are off until you switch them on yourself:
• Autokeys — Soundgun pressing your game's push-to-talk key while a sound plays. There are no autokeys until you create one, and before your first one the app explains what it does. Windows flags a keypress sent this way as injected, and some games ignore injected keys.
• Blocking the game's keyboard or mouse while the overlay is open.
What Soundgun does, and what it refuses to do:
“Soundgun never injects code into your game, never loads a kernel driver, and never reads game memory. Your game only ever sees a normal microphone.”
What we cannot promise, and will not pretend to:
“Automated key presses and broadcasting audio into voice chat may violate an individual game's terms of service or conduct policy. Soundgun cannot guarantee against action taken by a game publisher.”
Conduct rules are a separate matter from anti-cheat, and they are the likelier of the two to reach you. Several games record and review voice chat, and at least one runs automated voice moderation on it. A player who broadcasts audio into a lobby can be actioned for harassment or disruptive conduct by the game's publisher, with no anti-cheat system involved at all. What you send into a voice channel is yours to answer for.
8. OPEN-SOURCE AND THIRD-PARTY COMPONENTS
Soundgun ships libFLAC, libvorbis, libogg, libopus, libebur128 and SQLite, the loader from Microsoft's WebView2 SDK, Valve's Steamworks redistributable (steam_api64.dll), icons from the Lucide icon set, and the Chakra Petch and IBM Plex Mono fonts. It also uses two parts of Windows that it does not ship: Media Foundation and the WebView2 runtime. Each component is used under its own terms. The notices and licence texts those terms require are in THIRD-PARTY-NOTICES.txt in the Soundgun install folder, and in the app under About → “Open-source notices”; Valve publishes its own terms for the Steamworks redistributable, and they are not reproduced there. Nothing in this agreement limits the rights those licences give you in the components themselves.
9. NO WARRANTY
Soundgun is provided as it is. We do not promise it will work with every microphone, every audio driver, every phone, every game or every voice chat program, and there are combinations we know it does not reach:
• Some audio stacks and some manufacturers' effect chains do not cooperate with a third-party effect in the chain.
• By default the overlay steps aside when it detects a game running in exclusive fullscreen, because showing a window over one can force a display mode change; hotkeys still play sounds there. Soundgun cannot always tell exclusive fullscreen from a borderless window, and the overlay settings let you choose.
• Some games ignore injected key presses, so an autokey may do nothing in them.
• A Bluetooth headset's microphone forces the headset into its low-quality call mode. That is Windows and Bluetooth doing it, and it happens whether or not Soundgun is installed.
• The Phone page receives what a phone plays and nothing more. Playing, pausing, skipping and the phone's own volume are done on the phone, not in Soundgun.
Known limitations are stated on the store page and in the app, because the only way to find out how your own audio stack behaves is to run it on your own PC.
10. LIMITATION OF LIABILITY
As far as the law allows: our total liability to you for anything connected with Soundgun is limited to the amount you paid for it. We are not liable for indirect or consequential loss — lost recordings, lost game time, a suspended or banned game account, or what was said or heard in a call.
11. RIGHTS THIS AGREEMENT CANNOT TAKE AWAY
Some countries give consumers rights that a contract cannot remove. Statutory guarantees in the European Union and the United Kingdom, the Australian Consumer Law, and consumer protection law in Canada and in several US states all work this way.
Nothing in sections 9 and 10 removes those rights or the remedies that come with them. Where a term here conflicts with one, the right wins, that term applies only as far as the law allows it to, and the rest of this agreement still stands. Refunds remain governed by Steam's policy.
12. ENDING THE LICENCE
You can stop at any time by uninstalling Soundgun; section 5 says what the uninstall undoes. The licence ends if you redistribute or resell the software. Sections 6, 7, 9, 10 and 11 continue to apply to whatever you did while you had it.
13. CHANGES TO THIS AGREEMENT
We update this agreement when the software changes. The current version is published on the Steam store page and at soundgun.app, with its effective date at the top, and changes do not apply backwards to something you already did.
14. LAW, AND WHERE TO REACH US
This agreement is governed by the law of the Province of Ontario, Canada, except where the law of the country you live in gives you rights or a venue that must apply instead — in which case those apply.
For support, licence and purchase questions, write to contact@sketchub.in. The current version of this agreement is on the Steam store page for Soundgun and at soundgun.app.
Effective: 2026-09-23. This version covers Soundgun 1.0.
This agreement is between you and Amitoj Singh, the developer and publisher of Soundgun ("we"). It covers the programs you install from Steam — Soundgun.exe, SoundgunOverlay.exe, SoundgunSetup.exe and the audio effect SoundgunFx1.0.0.dll — and the files they write on your PC.
Installing or using Soundgun means you accept this agreement. If you do not accept it, do not install it; Steam's refund process is the way out.
1. WHAT YOU ARE BUYING
One purchase on Steam gives you a personal, non-exclusive licence to install and use Soundgun on the PCs you use. The licence belongs to the Steam account that bought it, not to a machine, and it lasts as long as that account holds it.
What you do with the sound is yours. That includes streams, videos, podcasts and recordings you are paid for; there is no separate commercial licence and we take no share of what you make.
What the licence does not allow is passing on the software itself: you may not sell, rent, sub-licence, publish or redistribute Soundgun or any part of it, and you may not modify or strip its code signature. You may reverse engineer it as far as the law where you live allows regardless of what a contract says, and no further.
2. STEAM'S AGREEMENT APPLIES AS WELL
You bought Soundgun through Steam, so the Steam Subscriber Agreement governs the purchase itself: payment, refunds, your Steam account, and Valve's own terms for the store and the client. Where that agreement and this one disagree about the purchase, Valve's wins. Nothing here shortens Steam's refund window or adds a condition to it.
3. OWNERSHIP
Soundgun checks with the Steam client on your PC that the Steam account signed in there owns Soundgun. It asks only the Steam client on your PC, never Valve directly. If Soundgun starts with its About page saying “Owned on Steam”, it does not ask at start: it asks once it has been running for twelve hours, and every twelve hours after that. Otherwise it asks shortly after it starts, then at lengthening intervals until Steam confirms this copy, and every twelve hours from then on. It also asks straight away when you press “Check again”, which the About page offers whenever sound playback is off or the page does not say “Owned on Steam”, as long as Soundgun is switched on: while the on/off switch at the top of its window is off, the window's pages, the About page included, cannot be used. A copy you use through Steam Family Sharing or during a free weekend counts as owned for as long as Steam says it does.
The only thing this check can switch off is playing the sounds in your library, and only after Steam has refused: the Steam client is running, the Steam component installed with Soundgun (steam_api64.dll) carries Valve's signature, and Steam declines to confirm this copy several times over at least ten minutes.
When one of those refusals is a plain answer that the account does not own Soundgun, they count however recently Steam confirmed this copy, and Soundgun remembers them until Steam confirms it.
Steam also refuses without giving a reason, and it gives that same answer for causes that have nothing to do with a purchase, so a refusal like that is treated more carefully:
• It does not count at all if Soundgun can see that Steam is running with different administrator rights from Soundgun's own — for example, Steam started with “Run as administrator”. Steam cannot answer across that difference. Starting Steam normally fixes it.
• It counts only while it is recent. Once Steam has gone three days without refusing again, Soundgun forgets it, whether or not Steam has been running in between.
• While Steam's last confirmation on this PC is recent, it switches nothing off.
So a refusal that gives no reason can stop sound only when Steam has refused within the last three days and has not confirmed this copy recently.
Getting no answer is not a refusal. Steam being closed, not installed or not answering never adds to a refusal, never keeps one from being forgotten, and never switches anything off by itself, however long it lasts; neither does Soundgun losing what it remembered from earlier checks. With no refusal that counts, Soundgun keeps playing sounds and keeps asking.
A refusal never takes effect in the middle of a session. The About page shows what Steam answered. If a refusal counts, sound playback stops the next time Soundgun starts, provided the refusal still counts then, or straight away if you press “Check again”. Once playback has stopped, it stays stopped until Steam confirms this copy or the refusal no longer counts. Either one turns it back on at the next start, or straight away if you press “Check again”.
While sound playback is off, Soundgun does not play the sounds in your library and does not press autokeys for them. Nothing else changes: your microphone and your own voice, the audio effect, setup, repair, uninstall, diagnostics, and your library, settings and layouts all work exactly as before.
Whether a version of Soundgun acts on this check at all is part of that version. A version that does not still asks Steam and shows its answer on the About page, but switches nothing off whatever Steam answers and writes no licence.bin (its logs still note each answer, as the privacy statement says). Because it never records a confirmation, it keeps asking on the schedule above for a copy Steam has not confirmed.
4. WHAT SOUNDGUN CHANGES ON YOUR PC
Soundgun does not create a second microphone. It extends a real one, which means it has to be registered into Windows' own audio effects chain. SoundgunSetup.exe does that work, and it needs administrator rights: Steam runs it once for each version of Soundgun, and Soundgun runs it when you enable a microphone, run a repair, agree to restart Windows audio or let it switch a microphone's effects back on. Each of those is an administrator prompt from Windows, and so is Steam's run unless Steam starts it with administrator rights itself.
When Steam runs it for a new version, SoundgunSetup.exe:
• copies SoundgunFx1.0.0.dll into %SystemRoot%\System32;
• registers it as a COM audio processing object under HKLM\SOFTWARE\Classes\CLSID and HKLM\SOFTWARE\Classes\AudioEngine\AudioProcessingObjects.
When you enable a microphone, it:
• records what that microphone's effect slot held before, under HKLM\SOFTWARE\Soundgun, so it can be put back;
• writes Soundgun's effect into that slot, under HKLM\SOFTWARE\Microsoft\Windows\CurrentVersion\MMDevices\Audio\Capture;
• if Windows has switched off every effect on that microphone — the setting Windows' sound settings call “Disable all enhancements” — switches them back on, because while that setting is on no effect runs on the microphone, the manufacturer's included. If something on your PC keeps switching them off again, Soundgun stops trying.
Windows may not apply a change to a microphone's effects chain until its audio service next restarts, and at the latest when the PC next restarts. SoundgunSetup.exe --reload-audio restarts that service on demand, which stops all audio on the PC for a few seconds.
We do not throw away your microphone's existing effects. Real microphones often carry a manufacturer's effect in that slot — noise suppression, automatic gain. Soundgun saves what was there and, while it is attached, runs that effect on your voice first and adds its own sounds afterwards, so the manufacturer's processing keeps working. If the manufacturer's effect will not start there, Soundgun carries on without it rather than silence the microphone. “Keep the vendor's original mic effects”, in the microphone's advanced settings, switches this off; the saved effect is recorded, and put back on uninstall, either way.
Three more changes happen only if you ask for them. Turning on “Auto-start Soundgun with Windows” adds Soundgun to the programs Windows starts when you sign in to your Windows account, with normal user rights: a value named "Soundgun" under HKCU\Software\Microsoft\Windows\CurrentVersion\Run, and Windows' own record that it is switched on, under HKCU\Software\Microsoft\Windows\CurrentVersion\Explorer\StartupApproved\Run. It is listed in Task Manager's “Startup apps” and in Windows' Settings under “Apps” → “Startup”, where you can switch it off as well; Soundgun's setting then shows it as off. Turning the setting off in Soundgun removes both values, and so does uninstalling. Compatibility Mode routes audio through a virtual audio cable that you installed yourself; it writes nothing to the registry, and Soundgun does not install, bundle or license that cable. Connecting a phone on the Phone page mutes that phone's row in the Windows volume mixer, so that what it plays reaches your microphone without also coming out of your PC's speakers, and unmutes it when the phone disconnects. Windows remembers that mute: if Soundgun is stopped before it can undo it — a crash, say — the row stays muted until you unmute it in the volume mixer.
Soundgun's own files live in %LOCALAPPDATA%\Soundgun: config.json, library.db, licence.bin, and the logs, crashes and WebView2 folders. The privacy statement says what each one holds. Exporting diagnostics also writes a text file to your Desktop.
5. UNDOING IT
• Uninstall through Steam. Steam runs Soundgun's uninstall step. It takes Soundgun out of every microphone's effects chain and puts back what each one held before; if the manufacturer's effect it saved is no longer installed, it leaves the slot empty rather than name an effect Windows cannot load. It switches effects back on where Soundgun was the likely reason they were off, and restarts the Windows audio service so Windows picks the change up — which stops all audio on the PC for a few seconds. It removes the “Auto-start” entry described in section 4 from every Windows account that is signed in at the time. Then it removes the registration and the record of what each microphone held, and deletes the DLL. If Windows still has the DLL open, the file is deleted at the next restart.
• Some uninstalls deliberately remove less. If a microphone cannot be taken out of its chain, the uninstall step still does everything else above except the last part: the registration, the record and the DLL all stay, so that microphone keeps a working effect that passes its audio straight through instead of naming one that no longer exists. If the audio service could not be restarted, the registration and the record stay and the DLL is deleted at the next restart. If the audio service stopped and did not start again, the uninstall step tries to start it; if that fails too, the PC may have no sound until it restarts. Reinstalling Soundgun and then uninstalling it again, or running a repair, finishes the job.
• Inside the app, Diagnostics → “Run repair” reconciles everything in section 4 without uninstalling. SoundgunSetup.exe --repair is built to work even when Soundgun's audio effect file is already gone.
• What uninstalling leaves. It does not delete %LOCALAPPDATA%\Soundgun: your library, settings, logs, crash dumps and licence.bin stay until you delete that folder yourself, and a Soundgun reinstalled on the same Windows account picks up where they left off. It also leaves the “Auto-start” entry of a Windows account that was signed out at the time, and any entry the uninstall step could not remove, which its log names. Switch it off in Task Manager's “Startup apps” while signed in to that account, and Windows stops trying to start a program that is no longer there.
6. THE AUDIO YOU PLAY IS YOURS, AND SO IS THE RESPONSIBILITY FOR IT
Soundgun ships with no sounds. It downloads nothing, and it has no built-in downloader. Everything it plays is either a file you supplied from your own PC or what a phone you connected on the Phone page is playing.
You are responsible for having the right to play what you play, whether it comes from a file or from your phone. Putting copyrighted music into a call, a stream or a recording can infringe someone's copyright or break the rules of the platform you are on or the service the music came from, and that is your decision and your liability, not ours.
Soundgun's output limiter holds the mixed signal at −1 dBTP. It is on when Soundgun is installed, and it exists so you do not deafen the people listening to you. You can switch it off — Settings → Safe volume — and if you do, a loud sound can distort and can reach the people listening to you at full volume. That is your choice and your responsibility. Either way it is a ceiling on our own mix, not a promise about how loud anything sounds after your game, your voice chat program or someone else's headphones have had it.
7. GAMES AND VOICE CHAT
By default Soundgun sends no synthetic input at all: the recommended setup points your game's own voice setting at your microphone and puts it in open-mic mode. Two features go further and both are off until you switch them on yourself:
• Autokeys — Soundgun pressing your game's push-to-talk key while a sound plays. There are no autokeys until you create one, and before your first one the app explains what it does. Windows flags a keypress sent this way as injected, and some games ignore injected keys.
• Blocking the game's keyboard or mouse while the overlay is open.
What Soundgun does, and what it refuses to do:
“Soundgun never injects code into your game, never loads a kernel driver, and never reads game memory. Your game only ever sees a normal microphone.”
What we cannot promise, and will not pretend to:
“Automated key presses and broadcasting audio into voice chat may violate an individual game's terms of service or conduct policy. Soundgun cannot guarantee against action taken by a game publisher.”
Conduct rules are a separate matter from anti-cheat, and they are the likelier of the two to reach you. Several games record and review voice chat, and at least one runs automated voice moderation on it. A player who broadcasts audio into a lobby can be actioned for harassment or disruptive conduct by the game's publisher, with no anti-cheat system involved at all. What you send into a voice channel is yours to answer for.
8. OPEN-SOURCE AND THIRD-PARTY COMPONENTS
Soundgun ships libFLAC, libvorbis, libogg, libopus, libebur128 and SQLite, the loader from Microsoft's WebView2 SDK, Valve's Steamworks redistributable (steam_api64.dll), icons from the Lucide icon set, and the Chakra Petch and IBM Plex Mono fonts. It also uses two parts of Windows that it does not ship: Media Foundation and the WebView2 runtime. Each component is used under its own terms. The notices and licence texts those terms require are in THIRD-PARTY-NOTICES.txt in the Soundgun install folder, and in the app under About → “Open-source notices”; Valve publishes its own terms for the Steamworks redistributable, and they are not reproduced there. Nothing in this agreement limits the rights those licences give you in the components themselves.
9. NO WARRANTY
Soundgun is provided as it is. We do not promise it will work with every microphone, every audio driver, every phone, every game or every voice chat program, and there are combinations we know it does not reach:
• Some audio stacks and some manufacturers' effect chains do not cooperate with a third-party effect in the chain.
• By default the overlay steps aside when it detects a game running in exclusive fullscreen, because showing a window over one can force a display mode change; hotkeys still play sounds there. Soundgun cannot always tell exclusive fullscreen from a borderless window, and the overlay settings let you choose.
• Some games ignore injected key presses, so an autokey may do nothing in them.
• A Bluetooth headset's microphone forces the headset into its low-quality call mode. That is Windows and Bluetooth doing it, and it happens whether or not Soundgun is installed.
• The Phone page receives what a phone plays and nothing more. Playing, pausing, skipping and the phone's own volume are done on the phone, not in Soundgun.
Known limitations are stated on the store page and in the app, because the only way to find out how your own audio stack behaves is to run it on your own PC.
10. LIMITATION OF LIABILITY
As far as the law allows: our total liability to you for anything connected with Soundgun is limited to the amount you paid for it. We are not liable for indirect or consequential loss — lost recordings, lost game time, a suspended or banned game account, or what was said or heard in a call.
11. RIGHTS THIS AGREEMENT CANNOT TAKE AWAY
Some countries give consumers rights that a contract cannot remove. Statutory guarantees in the European Union and the United Kingdom, the Australian Consumer Law, and consumer protection law in Canada and in several US states all work this way.
Nothing in sections 9 and 10 removes those rights or the remedies that come with them. Where a term here conflicts with one, the right wins, that term applies only as far as the law allows it to, and the rest of this agreement still stands. Refunds remain governed by Steam's policy.
12. ENDING THE LICENCE
You can stop at any time by uninstalling Soundgun; section 5 says what the uninstall undoes. The licence ends if you redistribute or resell the software. Sections 6, 7, 9, 10 and 11 continue to apply to whatever you did while you had it.
13. CHANGES TO THIS AGREEMENT
We update this agreement when the software changes. The current version is published on the Steam store page and at soundgun.app, with its effective date at the top, and changes do not apply backwards to something you already did.
14. LAW, AND WHERE TO REACH US
This agreement is governed by the law of the Province of Ontario, Canada, except where the law of the country you live in gives you rights or a venue that must apply instead — in which case those apply.
For support, licence and purchase questions, write to contact@sketchub.in. The current version of this agreement is on the Steam store page for Soundgun and at soundgun.app.