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SwarmUI AudioLab

AudioLab turns SwarmUI into a full audio workstation: text to speech, speech to text, music and sound effect generation, voice conversion, stem separation, an always on wake word listener, and a multi track DAW for arranging what you generate.

Everything runs in process as pure C# on the HartsyInference engine, which ships with the extension as a NuGet dependency. There is no Python, no virtual environment, and no Docker, and nothing to install beyond the extension itself.

The Audio Lab multi track editor

Contents

Highlights

38 local engines, 79 models 20 text to speech, 6 speech to text, 7 music and sound effect, 3 voice conversion, 2 audio processing
No Python Models load and run inside the SwarmUI process on the HartsyInference C# engine
Install only what you want Per model Install and Remove, with Download All for multi variant engines
Multi track DAW Multitrack recording from mics and interfaces, instrument tracks with a piano roll, markers and range editing, mixer, effect chains, stem separation, drum machine, in place generation, saved sessions
Wake word listener Voice satellites stream microphone audio in; detections are published on a WebSocket other extensions can subscribe to
Voice Agent A live, barge-in-capable phone call in your browser tab: your mic in, a spoken reply out, answered by LLMAssistant
Works like any Swarm model Pick an audio model in the Generate tab, type a prompt, and the result lands in your output history
Streaming speech Chunked text to speech plays back while it is still generating
Sheet music editing Read back the score YuE2 plans, edit the notes and harmony, audition it in the browser, and render the change

Requirements

  • SwarmUI, installed and working.
  • ffmpeg on your PATH, for audio decode and encode and for the video plus audio endpoints.
  • A CUDA or Vulkan GPU is recommended. Several models (Kokoro, Piper, Pocket TTS, Moonshine) run acceptably on CPU.

That is the whole list. The inference engine is a NuGet package AudioLab depends on directly, so it is restored and copied into the extension's own output when the extension builds. There is nothing to install alongside it, and no other extension to add.

Audio weights are stored under your Swarm model root, in <ModelRoot>/audio. There is no separate path setting to keep in sync: AudioLab follows Server > Server Configuration > Paths > ModelRoot.

Installation

AudioLab is not on SwarmUI's built in extension list yet, so install it by hand:

cd /path/to/SwarmUI/src/Extensions/
git clone https://github.com/HartsyAI/SwarmUI-AudioLab.git

Then rebuild. Restarting alone is not enough, because extensions are compiled: run the update script in the Swarm root, or launch with a launch-dev script, which rebuilds every time.

After the restart, open Server > Backends, press Audio Backend, and save. The backend registers itself with no engines installed; you add those next.

Quick start

  1. Go to Server > Backends and expand the Audio Backend card.
  2. Open a category, for example Text-to-Speech, and press Install on an engine. Kokoro TTS is a good first pick: about 200MB, roughly 1GB of VRAM, and fast enough to be pleasant.
  3. Switch to the Generate tab and select the model, for example Audio Models/Kokoro/default.
  4. Type what you want spoken into the prompt box and press Generate.

The result is a WAV in your normal output history, with the same metadata, sharing, and history behaviour as an image. Audio specific parameters appear automatically for whichever model you selected.

Audio parameters in the Generate tab

The Audio Backend

AudioLab adds one backend type, Audio Backend. Add a single instance; it routes every audio category.

The Audio Backend card

The card's main setting is Device, listing every compute backend the engine supports on your machine with one entry per GPU. The list is built from the engine itself, so a backend it gains later appears here automatically:

Auto (best available)
CPU only (very slow)
GPU 0: NVIDIA GeForce RTX 3060 (11.6 GB)
Vulkan 0: NVIDIA GeForce RTX 3060 (12.2 GB)
Vulkan 1: llvmpipe (LLVM 15.0.7, 256 bits) (31.3 GB, software)

GPU numbering is the engine's own enumeration, which is fastest first for CUDA and need not match the order nvidia-smi prints. Software rasterizers are labelled as such so you do not pick one by accident. Auto is correct unless you are deliberately steering audio off a card another backend is using.

One thing to know: audio shares a single engine instance for the whole process, so Device is not really a per backend choice. Run one audio backend, and restart SwarmUI to change devices once audio has run.

A few more settings live on the same card (restart this backend, under Server > Backends, for a change to take effect):

  • VRAM Mode: how hard the engine works to fit audio models in VRAM (Auto/Performance/Balanced/ Aggressive/Maximum).
  • Evict Below Gb: free host RAM, in GB, below which loading a new audio model unloads every other one. 0 leaves the engine's own value (vram.audioEvictBelowGb in ~/.config/hartsyinference/settings.json, else 14 GB); any other value overrides that file.
  • Keep Tts Stt Resident: keep the last-used TTS model and the last-used STT model resident instead of letting the Evict Below Gb sweep unload whichever one isn't about to run. Off by default: without it, switching back and forth between a TTS and an STT model under low free RAM reloads one of them from disk on every switch, since the sweep still evicts the idle one even while protecting the one about to run. On, both stay warm as long as the box has room for both. This trades some RAM/VRAM headroom for that warm-switch latency, and uses the engine's OpenSynthesizerAsync/OpenTranscriberAsync leases rather than a coarser unload-everything step.
  • Coordinate Vram On Out Of Memory: on by default. AudioLab's engine is its own process-wide instance with no coordination against SwarmUI's other backends (ComfyUI, HartsyInference image/video, ...) sharing the same card, so a backend that still holds weights resident after a generation can leave an audio model with nowhere to fit, even though that memory is just sitting idle. When a model load or a generation hits an out-of-VRAM error, this reserves every OTHER local backend that is currently idle (never one mid-generation, and never one a reservation catches picking up new work in the meantime) and has it free its memory, the same action Server > Backends > Free Memory Now triggers. The reservation is exclusive, so two overlapping AudioLab recoveries (or an existing reservation from elsewhere) can never both free the same backend at once. It then waits a moment for that to actually land and retries once. A second failure is reported as-is: the request genuinely does not fit. This reacts to the error rather than predicting it ahead of a load. A remote SwarmUI backend is never a candidate: its idle state can't be verified from here, and freeing it would hit that remote machine's own /API/FreeBackendMemory, which frees unconditionally. AudioLab's own resident models are the engine's job, inside the lock its generations hold: switching to a model that is not loaded yet unloads the others first when free VRAM is under what the incoming model needs, and an out-of-VRAM error inside the engine unloads every other unpinned audio model and retries once there before it reaches this retry. A model pinned by Keep Tts Stt Resident is never evicted by either. Off restores the previous behavior (an out-of-VRAM error fails immediately); either way, a backend asked to free memory simply reloads its own models on its next generation, so nothing already running is ever interrupted.
  • Unload Idle Models After Minutes: 3 by default; 0 (or any negative value) turns it off, and the most it takes is 43200 (30 days). After this many minutes with no audio request, AudioLab releases its resident models and their device memory, the same release Server > Backends > Free Memory Now triggers.
    • Why. Audio models otherwise stay loaded after a generation. On a card shared with SwarmUI's image backend, that can leave an image generation no room until SwarmUI's own idle VRAM clear runs. The next audio request reloads its model, which costs that one request a few seconds.
    • What is never released. The timer starts only once every audio request has finished; a stream counts until it stops. Each new request resets it. A model pinned by Keep Tts Stt Resident, an open Voice Agent call or a wake-word training run holds it off until it ends.
    • Timing with new requests. A request that arrives while a release is running waits for it, then loads afresh.
    • Wake listener. A wake-word transcription counts as an audio request. It holds the timer off from the moment the word is heard until the transcript is done, which includes the wait for the command that follows the word, and the timer starts again afterwards, so a setup that only uses wake words has its transcription model released after the idle time like any other. A detection that arrives while a release is running waits for it before it captures the command, so a slow release can clip the start of that command.

Installing engines

Expanding a category lists its engines with VRAM, license, download size, and a status dot: green for installed, grey for available.

The engine manager

Engines that ship several checkpoints open a per model table, so you can take just the variant you want instead of every one. ACE-Step, for example, has nine:

Per model install

Most engines fetch their weights on first use. The ones that download discrete checkpoints get explicit Install and Remove buttons per model, plus Download All and Remove All.

Cloud API engines are currently disabled

AudioLab also carries definitions for 20 cloud providers (ElevenLabs, OpenAI, Google, Azure, Polly, Deepgram, Cartesia, Play.ht, Suno, Udio, AssemblyAI, Dolby.io and others). None of them are currently tested, so all of them are disabled. They appear greyed out, cannot be installed, and the server refuses install requests for them.

Cloud API engines are disabled

RealtimeSTT is disabled for a different reason: it has no C# engine implementation yet.

Engines and models

Generated from the running server, so this is what the extension actually offers, not a wish list. "Weights" says whether the engine downloads on first use or exposes per model installs.

Text to Speech (22 engines, 30 models)

Engine Models VRAM License Weights
AuK 2 ~10GB MIT (text encoder: Qwen Research License) on first use
Bark TTS 1 ~5GB MIT on first use
Chatterbox TTS 1 ~4GB MIT on first use
CosyVoice TTS 1 ~8GB Apache 2.0 on first use
CSM Conversational 1 ~4.5GB Apache 2.0 on first use
Dia TTS 1 ~10GB Apache 2.0 on first use
F5-TTS 1 ~4GB CC-BY-NC-4.0 on first use
Fish Audio Drama 3 2 ~40GB, ~22GB (int4); experts offload on smaller GPUs Fish Audio Community License v1.0 (commercial use below USD 500k annual revenue) on first use
Fish Speech TTS 2 ~4GB CC-BY-NC-SA-4.0 on first use
Kokoro TTS 1 ~1GB (or CPU) Apache 2.0 on first use
Kyutai TTS 1 ~8 GB CC-BY 4.0 on first use
MeloTTS 1 ~1GB (or CPU) MIT on first use
NeuTTS Air 1 ~2GB (or CPU) Apache 2.0 on first use
Orpheus TTS 1 ~16GB Apache 2.0 on first use
Hurston-1 TTS 1 ~8GB Apache 2.0 on first use
Piper TTS 1 CPU only MIT on first use
Pocket TTS 1 CPU (no GPU needed) CC-BY-4.0 on first use
Qwen3 TTS 5 ~4GB, ~8GB Apache 2.0 on first use
Spark-TTS 1 ~4GB CC-BY-NC-SA-4.0 on first use
StyleTTS 2 1 ~2GB MIT on first use
VibeVoice TTS 1 ~7GB MIT on first use
ZipVoice 1 ~2GB Apache 2.0 on first use
Zonos TTS 2 ~4GB Apache 2.0 on first use

AuK (Tencent; variants flash and base) is unverified: there is no parity run against the reference implementation yet. AuK itself is MIT, but it also downloads the Qwen2.5-Omni-3B text encoder (~10GB), which is under the Qwen Research License. Flash uses a fixed 4 steps with no CFG, so the AuK Steps and AuK CFG settings only affect the base variant.

Speech to Text (7 engines, 18 models)

Engine Models VRAM License Weights
Distil-Whisper STT 2 ~2GB MIT on first use
Kyutai STT 2 ~3 GB, ~6 GB CC-BY 4.0 on first use
Moonshine Streaming STT 3 ~1.5GB to ~2GB MIT on first use
Moonshine STT 2 CPU only, ~1GB (or CPU) MIT on first use
SheetSage2 Transcription 1 ~4GB CC-BY-NC-4.0 on first use
Whisper Streaming 1 ~1GB (or CPU) MIT on first use
Whisper STT 7 ~10GB to ~6GB Apache 2.0 / MIT on first use

Audio Generation (7 engines, 30 models)

Engine Models VRAM License Weights
ACE-Step Music 9 ~12GB, ~6GB Apache 2.0 installed per model
AudioGen SFX 1 ~4GB CC-BY-NC-4.0 on first use
HeartLib Music 9 ~12GB (lazy load) to ~7GB Apache-2.0 on first use
MiniMax Music 3 3 ~10GB to ~22GB CC-BY-NC-4.0 on first use
MusicGen 3 ~10GB to ~6GB CC-BY-NC-4.0 on first use
Stable Audio Open Small 1 ~3GB Stability AI Community License on first use
YuE Music 4 ~16GB (fp16) Apache-2.0 installed per model
YuE2 Music 1 ~9GB (bf16) CC-BY-NC-4.0 on first use

Voice Conversion (3 engines, 3 models)

Engine Models VRAM License Weights
GPT-SoVITS 1 ~4GB MIT on first use
OpenVoice V2 1 ~2GB MIT on first use
RVC Voice Conversion 1 ~4GB MIT installed per model

Audio Processing (2 engines, 4 models)

Engine Models VRAM License Weights
Demucs Separation 2 ~2GB MIT on first use
Resemble Enhance 2 ~2GB MIT on first use

Verification status

Models are tested end to end through the SwarmUI API rather than in isolation: generate, decode the returned WAV, and for speech run a Whisper round trip to compare the transcript against the input text.

BENCHMARKS.md holds the detailed per model log: measured real time factors, VRAM peaks, word error rates, and the specific reason for anything that does not work yet. It is a running record with dates on each pass, so check it rather than assuming a model's state from this table.

The short version as of the most recent passes:

  • Speech to text is uniformly solid. Every Whisper, Distil-Whisper, Moonshine and streaming variant transcribes on GPU at speeds in the faster-whisper reference range, with Moonshine tiny the fastest measured.
  • Most text to speech engines work and are word correct. Kokoro, Chatterbox, Fish Speech, Kyutai TTS, Pocket TTS, Spark-TTS and StyleTTS 2 all produce intelligible, matching speech.
  • A few have caveats worth knowing before you rely on them: Bark sounds staticy, F5-TTS is correct but slow, VibeVoice is a long form model that destabilizes on short prompts, NeuTTS can append a garbled tail, and Dia is a dialogue model, not a single-sentence narrator: start with [S1] and alternate [S1]/[S2] per speaker turn, and give it roughly 5-20 seconds of speech worth of text; a short single sentence often comes back as non-speech rather than silence, confirmed as upstream Dia's own behavior (same input through the reference implementation fails the same way), not an engine bug.
  • Some are gated on engine work and refuse cleanly with a specific reason rather than failing at generation time: Piper, Zonos, MeloTTS and CosyVoice each need front end pieces the engine does not have yet.
  • Music generation works across ACE-Step, MusicGen, AudioGen, HeartLib, YuE and YuE2, though the large autoregressive models are slow on consumer cards. YuE2 shares only its name with YuE: it plans an editable ABC score from your style tags and lyrics, then renders it to 48 kHz stereo, and its weights are non-commercial. Its duration is a hard token budget at 25 tokens a second, so a song asked for in under about 90 seconds usually stops mid-phrase, and the UI says so when that happens.

Measured speed

A sample of recorded figures on an RTX 3060 12GB, warm (model already loaded). RTF is generated audio seconds per wall second, so above 1.0 is faster than real time. Full tables, rigs and methodology are in BENCHMARKS.md; these are not re-measured for this README.

Model Type RTF (warm)
Moonshine tiny STT 12.7x
Whisper turbo STT 5.1x
Kokoro TTS 4.3x
Whisper large-v3 STT 3.8x
ACE-Step 1.5 turbo Music 1.33x
Qwen3 TTS 0.6B TTS 1.06x
Fish Speech 1.5 TTS 0.81x
Chatterbox TTS 0.50x

The small speech models are launch bound rather than compute bound, so a faster GPU moves them very little.

Voice cloning models require a reference clip and will tell you so rather than guessing. Supply one through the Voice Reference parameter group.

The Audio Lab DAW

The Audio Lab tab is a multi track editor built around what you generate, laid out like a pro DAW's edit window. Open it from the top tab bar, or from the Audio Lab button on any audio result.

The transport carries record (its arrow opens the input, count-in, pre-roll and latency options), return to zero, rewind, play, stop, forward and end; LOOP, CLICK and PUNCH; a main counter in bars|beats|ticks with min:sec under it (click to swap); the selection's Start, End and Length; the smart and range tools; the Slip, Grid and Shuffle edit modes with a grid value; BPM and meter; zoom with Fit; and the Project, Import and Export menus.

Three rulers sit above the lanes: Bars|Beats, Min:Secs and Markers. Each track header shows the track number, record arm (R), input monitor (I), solo (S), mute (M) and automation (A), pan, volume, the input it records from, its inserts count, its level in dB and a meter. Right-click a header to rename, duplicate, recolor, resize or delete the track.

Recording

Arm one track or several (R in the header, or Shift+R for the selected track) and press record: every armed track records its own take at once. Takes are captured losslessly on the audio clock, saved as 32-bit float WAV, and shifted by the measured input and output latency so overdubs line up with what you heard. If takes still land early or late on your hardware, set a manual offset in the record menu.

  • Inputs. Click the input name in a track header to pick the device and whether the track records a mono sum, stereo, or one channel of a multi-input interface, such as a guitar on input 2. The record menu sets the default device and turns on voice processing (echo and noise reduction) for speech; it is off by default so instruments record clean.
  • Monitoring. I plays a track's input through that track's own effects, fader and pan, so you hear the processed sound while you play. Armed tracks show an input meter before you record.
  • Click and count-in. CLICK plays a metronome, accented on the downbeat, while playing and recording. The record menu adds a one or two bar count-in.
  • Punch. With PUNCH on, recording happens only inside the loop range, after an optional pre-roll. Pressing record while playing punches in on the fly.

A new take over an older one covers it: the newest plays, and the clip menu brings an older take to the front or sends one to the back. Microphones need a secure context (HTTPS or localhost), and the browser asks for access the first time.

Editing

  • Selection. Drag across empty lane space (or anywhere with the range tool, Y) to select a time range over the tracks it spans. Delete it, split at its edges (T), copy, cut and paste it at the playhead, loop it (L), or export just that range.
  • Edit modes. Slip moves clips freely. Grid snaps to the grid value: bars, note values, triplets or seconds. Shuffle closes the gap when you delete and pushes later clips along when you paste. , and . nudge the selected clip by one grid step.
  • Markers. Enter, or the + on the Markers ruler, adds one at the playhead. Drag to move, click to jump, double-click to rename, and [ and ] step to the previous and next. Markers save with the project.
  • Clips. Drag the small handles at a clip's top corners for fade in and fade out (the curve is drawn on the clip), drag its gain readout up or down for clip gain, and use the clip menu to split, duplicate, mute, or spot it to an exact time.
  • Crossfades and takes. Select a range that spans the boundary between two clips and press F: the clips overlap and fade into each other. On layered takes, right-click a clip and choose Use this take for the selection to comp that range from another take.
  • Tempo. The Tempo row above the ruler holds tempo changes: double-click to add one where you point, drag to move it, double-click to set its BPM, and right-click for options. Bars, the grid, snapping, the click and the count-in follow the tempo map. Clips and MIDI stay in seconds, so a tempo change never stretches audio, and tempo-synced delays retune at each change.

Edits undo with Ctrl+Z, and trims and splits never touch the source audio.

Automation

A on a track header opens its automation lane: click to add a point, drag points or whole line segments, and double-click a point to remove it. Volume automation scales the fader (x0 to x2) and pan automation offsets it, so the fader stays where you set it. The lane head picks the parameter and the mode:

  • Read plays the envelope. Off keeps it but ignores it, in playback and exports.
  • Touch writes while you hold the fader or pan knob during playback, then hands back to the existing envelope.
  • Latch writes from the first touch and keeps the last value going until you stop.
  • Write overwrites the whole pass with the controls as they stand, then switches the track to Touch.

Each pass is one undo step.

Sessions

DAW work is saved three ways, and they are independent:

  • Autosave. The current arrangement is continuously written to browser IndexedDB, including the audio itself, so a crashed tab or an accidental refresh does not lose work.
  • Local quick saves. Named slots, also in IndexedDB, for fast checkpoints on the machine you are working on.
  • Server side projects. Project > Save, Save As, and Open store named projects against your SwarmUI user account through the AudioLabSaveProject API, so they follow you between browsers and machines. Each clip's audio is its own file beside the project, and a save uploads only the audio the server does not have yet. A single clip may hold 140 MB (about 12 minutes of mono 32-bit float at 48 kHz) and a project 4 GB. Recorded takes are lossless 32-bit float, about 11 MB per mono minute at 48 kHz.

The Project menu

New Project clears the timeline and starts over.

Clip Editor

Per clip gain, fade in and fade out, a waveform preview with its own transport, and Split at Playhead, Duplicate, Delete and Mute. Track level volume stays in the Mixer, so clip gain and track gain do not fight each other.

Mixer

One strip per track plus a master strip, each with pan, fader, level meter, mute and solo. Effects are inserts before the fader, as on a console, so a compressor does not react to fader moves. The track headers carry the same controls and stay in step with the strips.

Aux buses and sends. Add Track > Aux bus creates a return track with its own inserts, fader, pan, mute and solo; Aux bus with reverb comes with a fully wet reverb, the usual send and return setup. Send a track to a bus from its right-click menu (Send to a new reverb bus does both steps at once) or with + Send on its mixer strip. Each send has a level knob, a PRE button for a pre-fader send, and mutes with a click on its name. A bus stays audible while a soloed track feeds it. Stem exports keep each track dry and give each bus's return its own stem, so the stems still sum to the mix.

The master limiter only acts on peaks: its look-ahead delay is trimmed from exports and its built-in makeup gain is undone, so a mix lines up with the timeline and matches its stems.

The mixer

FX

Per track effect chains built on the Web Audio API, so they are live and non destructive: EQ, Compressor, Reverb, Delay and Saturation. Effects can be bypassed individually, reordered, or removed, and a chain can be saved and loaded by name. There is a master limiter on the output.

Effect chains

Stems

Demucs source separation with presets for the common jobs: Full Split, Karaoke (vocals plus a combined instrumental), Acapella, Instrumental, or Custom to pick exactly which stems you keep. Each stem chosen becomes a new track in the arrangement.

Stem separation

Instruments

Drum Machine. A 16 or 32 step sequencer with per lane gain, swing, audition, and Render to Track. Pads come from a generated one shot, an imported sample, or the currently selected clip.

The drum machine

Synth and Sampler play instrument tracks (Add Track > Instrument track). The synth is two oscillators through a filter with its own envelope, with seven presets (Soft Keys, Warm Pad, Sub Bass, Saw Lead, Pluck, Organ, Bell) and every knob editable. The sampler plays the selected clip, or a sound generated from a description, across the keys from a root note you choose.

Play them from the on-screen keys, a MIDI keyboard, or the computer keyboard: turn it on from the track's input menu, then A to K play notes and Z and X shift the octave (letter shortcuts pause until you turn it off). An armed instrument track records what you play into a MIDI clip, latency compensated, with count-in and punch, alongside any armed audio tracks; MIDI-only recording works even where the browser blocks microphones. MIDI clips move, resize, mute, layer and duplicate like audio clips and export as .mid, and .mid files import onto a track (an empty project takes the file's tempo). Bounce an instrument track to audio to run stems or other AI processing on it.

The Piano Roll tab edits the selected MIDI clip: click to add a note, drag to move it or drag its end to resize, double-click or Delete to remove, set velocity, quantize to the grid, and transpose by a semitone or an octave. A velocity lane under the roll sets each note's velocity. A sustain pedal (CC 64) on a MIDI keyboard is recorded with the notes, holds them until it comes up, and is kept in .mid files. Notes sound as you place them.

Keys to Score plays into the Score tab rather than rendering audio. Pick a voice, hit Record into score, play the on-screen keyboard, and Stop and write quantizes what you played onto the score's grid and writes it in at the playhead bar, spelled for the current key.

A MIDI keyboard needs Web MIDI, which needs a secure context, so a SwarmUI reached at a LAN address over plain HTTP will not have it. The on-screen keys and the computer keyboard work either way.

Score

YuE2 cannot edit audio: it has no audio input at all. What it does have is the ABC score it writes before it renders anything, and that score is editable. The Score tab is where you read it back, change it, and render the change.

The Score tab before anything is loaded

An empty tab shows what it can start from rather than a sentence about it. New blank score writes eight empty bars in the project's own meter and tempo and hands you the staff to click notes into; nothing is generated and no model is needed. Load from the clip and Transcribe a recording name the selected clip, or say what to select instead. Dropping works too: a clip dragged off the timeline onto the sheet loads the score it carries, or offers to read one off it; an .abc or .txt file opens as a score; a .wav, .mp3 or .flac lands as a track and offers to transcribe it.

A YuE2 generation made on the Generate tab carries its score too: Open score under the result opens the Audio Lab with that plan already loaded, rather than leaving it as text in the metadata panel.

Select a clip a YuE2 generation produced and press Load from clip; the plan it performed appears as two staves, Vocal and Ins, with its chord symbols. Draft plan asks the model for a score without rendering audio, which is seconds rather than minutes. Paste takes one from anywhere.

Transcribe clip reads the score out of a recording instead: SheetSage2 listens and writes the melody, the chord symbols, the key, the meter and the tempo. One listen returns two renderings: Melody, which is what a cover is rendered from, and Full, which keeps the harmony. They are not a substitution apart, so the toggle switches between the model's own two scores rather than deleting quoted text from one of them. Cover this clip runs the whole loop: transcribe, keep the melody, render it in your Style. Separate a song in the Stems tab first and Transcribe vocal stem reads the vocal alone, which is a cleaner melody than the mix. A long dense clip can fill the decoder's context, and it says so and asks for a shorter section. SheetSage2 is about 1.4 GB and stays loaded afterwards; Free audio models after drops it when the transcription finishes, which releases every resident audio model rather than only this one, since the engine has no per-model unload. SheetSage2's weights are CC BY-NC 4.0, non-commercial only.

A transcribed score, with its chord symbols and sections

Everything is a text edit on the ABC, so there is one code path and one undo stack:

  • Click a chord symbol to reharmonise it, click a note for its menu (length, split, merge, tie, accidental, octave, note to rest), or drag a note up and down to change its pitch.
  • Sections come from the % comment lines. The chips rename, duplicate, reorder and delete whole sections, which keeps both voices in step by construction; dragging one chip onto another reorders them directly.
  • Melody by degree takes 1155665 / 4433221 and writes the bars.
  • Edit with an LLM rewrites the score to an instruction, with a scope and an invariant to hold fixed. It needs the LLMAssistant extension; without it the card says so.
  • Align bars pads the source so the Vocal and Ins lines of a passage show the same bar in the same column, which makes a voice drifting out of step visible before the validator says so. It only ever adds spaces before a barline, so the score still says exactly what it did.
  • Every edit is validated against YuE2's dialect first: two voices under the right ids, matching bar counts per chunk, every bar summing to the meter. Render stays disabled while an error stands. A bar whose durations do not add up is marked on the staff as well as listed, so it does not have to be hunted for.

Play auditions the plan in the browser (chords comped, notes highlighted as they sound), so a reharmonisation can be judged in seconds instead of a render. It pauses and resumes where it stood, the progress bar under the staff seeks on click, and the loop and tempo boxes repeat the plan or stretch it without editing the score, so two harmonies can be compared against each other rather than each from bar one. Double-click a note to hear the score from there. Download samples fetches the piano samples once so that works without the internet; until then they come from the host abcjs ships with. MIDI exports the plan, Save writes a .abc file.

Render sends the score back with your Style and Lyrics and lands the result as a new track. The planning mode is derived from the score, not chosen: chord symbols present means full, none means melody, which is the setting covers want. Render variants sends the same score under several style lines, or several seeds, at once.

Versions is every clip carrying a score, drawn as the tree their parent links describe. Pick two and it tells you what actually differs (chord symbols, bar count, whether any note moved), and Solo A / Solo B compare them through the mixer's own solo.

Apply to project sets the project tempo and time signature to what the score is written in, and a section chip jumps the playhead to that section in the clip the score came from; right-click still opens the section's menu.

Every field and control is named for a screen reader, the staff takes focus and shows it, and the validation list announces itself when it changes, so the tab is usable without a mouse.

The score is a plan the model performs, not a recording of it. Do not read exact note realisation out of it.

Generate

Generate straight into the arrangement without leaving the tab. Pick a category, pick one of your installed engines, and the result lands at the playhead, on a new track or the selected one, and is saved to your outputs like any other generation. Each engine's own options (voices, speed, sampling and so on) show under the prompt and go with the request. Music engines that sing take lyrics plus a style description; the others take the description as their prompt. With Match project tempo on, ACE-Step gets the project's BPM and meter, and MusicGen and Stable Audio get the tempo in their description.

Generating into the timeline

Categories are Text to Speech, Music, Sound FX and Speech to Text. Speech to Text transcribes the selected clip with the model you pick, which is also how a voice clone's transcript field fills itself.

Generation runs through SwarmUI's Audio Backend, plus any audio model another backend serves natively: ACE-Step 1.5 checkpoints run by HartsyInference appear as their own engine, with lyrics, style, BPM and meter. On a server with neither, the tab says so and links to Server > Backends instead of failing. Engine options you leave untouched are not sent, so each engine keeps its own defaults.

Export

Export renders the whole song, the selection or the loop range to WAV (16 or 24-bit, or 32-bit float, at 44.1 or 48 kHz), MP3, OGG, FLAC or AAC, or straight back into your SwarmUI outputs. Stems writes one WAV per track, all the same length, into a single ZIP, so they line up in any other DAW. A MIDI clip's menu exports it as .mid.

Keyboard shortcuts

Press ? in the DAW for this list.

Key Action
Space Play / pause (stops recording)
R / Shift+R Record / arm the selected track
I Monitor the selected track's input
C / P Metronome / punch recording
L Loop (loops the selection when there is one)
Home / End Jump to start / end
Left / Right Move the playhead one grid step (Shift: one bar)
Enter / [ / ] Add a marker / previous / next marker
V / Y Smart tool / range tool
Ctrl+A Select everything
Ctrl+C / X / V Copy / cut / paste at the playhead
Delete Delete the selection or the selected clip
T Split at the playhead (or at the selection edges)
F Crossfade the two clips across the selection
, / . Nudge the selected clip by one grid step
Ctrl+D Duplicate the selected clip
M / S Mute / solo the selected track
Ctrl+Z / Ctrl+Shift+Z Undo / redo
Ctrl+S Save project
+ / - / Z Zoom in / out / to fit
Esc Clear the selection

Wake word listener

AudioLab can hold an always on wake word listener. Voice satellites keep a connection open and stream microphone audio; the engine scores it for the wake word, transcribes the command that follows, and identifies who spoke.

The wake word section on the Audio Backend card

It is off by default. A SwarmUI install with no voice satellite never binds a port or holds a detection thread. It lives in the Wake Word section of the Audio Backend card, under the engine list, because it is set up once and then runs headless. Start it there, or set "Start with SwarmUI" to have it start with the server.

Its UI sits on the backend card, but the listener itself is not a backend and does not share that backend's lifecycle: restarting or disabling the Audio Backend leaves the listener running. It holds its own small CPU models, so it neither takes the shared generation lock nor competes for VRAM with audio generation.

Satellites

Satellites connect two ways, with the same wire protocol either way, so firmware only changes transport:

  • Raw TCP on the configured port, 10800 by default. Turn off "Bind the LAN port" and nothing listens on the LAN.
  • WebSocket, through the AudioLabWakeIngest route. This exists because an HTTPS reverse proxy or tunnel cannot carry raw TCP but does carry WebSockets, so a satellite reaches the listener on the same hostname as the web UI.

Set the shared secret before exposing this beyond a trusted LAN. Satellites send it in their hello frame. If it is empty the check is disabled, which is fine on a home network, but anyone who can reach the endpoint could otherwise stream audio in and read every detection, including transcripts of what was said.

Server-side voice turns

Off by default. Turn on Server-side turns and the server runs the whole voice turn itself and sends the reply back down the socket the satellite already has open, instead of the satellite opening its own connections to ask the assistant and request speech. Turning it on marks every transcript frame handled, so firmware new enough to read that stands down and waits for the reply on the socket; older firmware does not read the mark and answers the turn itself as well, so the reply is spoken twice. Turn this on together with firmware that plays audio frames.

With server-side turns on, Satellite voice mode picks which implementation runs:

  • Legacy (the default): today's behavior. A finished transcript comes in, one loopback call asks the configured assistant, one synthesized reply goes back out. Each follow-up needs the wake word again; saying it again while a reply is still playing barges in on that reply instead of talking over it.

  • Session: a continuous, VAD-endpointed voice-agent session per satellite -- barge-in by voice activity instead of by repeating the wake word, and a call that stays open for a follow-up without it, the same session shape the browser-tab Voice Agent uses (answered through LLMAssistant, same shared voice models). On a detection the extension claims the satellite on the engine's wake listener (WakeService.Claim): the engine stops running its own wake scoring, capture and transcription for that device and hands its decoded audio to the session, while the connection, pings and outbound audio keep working. The reply is sent down the same socket (24 kHz session audio resampled to the 16 kHz the protocol plays), one stream per turn, flushed on barge-in; status frames follow the session's thinking/speaking state and a final done closes the call. The claim is released when the call ends: 15 seconds with nothing happening, the device going away, an engine release (free memory), or shutdown. A reconnecting satellite is re-claimed and the call continues. Tool calls the assistant makes are logged on the server; the satellite protocol has no frame for a device action, so they are not forwarded, and they never end the session. If there is no live connection to claim, that detection falls back to the Legacy turn with a log line; if another host already holds the claim, the detection is left to it (a second voice on the same speaker would be worse). Wake words with a route are left alone in both modes.

    Session mode starts after the engine has delivered the detection, so with Transcribe on detection on (the default) the first command after the wake word has already been captured and transcribed by the engine and is not heard by the session; turn that setting off for the quickest hand-off, so the session hears the command itself. Selected from Satellite voice mode in the wake word settings.

Words and speakers

Train a new wake word from its text in the Wake Words group. Training reports recall, false accept rate, false accepts per hour and a suggested threshold, so you can judge a word before trusting it. Supply real room recordings as negative audio; with too few negatives the false accept rate is unreliable.

Each word carries its own threshold, smoothing window, refractory period, a route tag, and optionally a required speaker. Enrolled speakers are listed in the Speakers group, and a word can be restricted to one of them. Enrollment itself is API-only for now: it needs recorded utterances, which AudioLabWakeEnrollSpeaker accepts as base64 clips.

Consuming detections

Detections are published for other extensions, which is the point of the feature. Each carries device_id, word, score, route, transcript, speaker and detected_at.

  • AudioLabWakeEvents is a WebSocket that streams them live.
  • AudioLabWakeRecentDetections returns the recent buffer for consumers that cannot hold a socket open.
  • WakeWordService.Detected is a plain C# event, for in process consumers that would rather not open a socket back into their own process.
  • Configured webhook URLs receive a JSON POST per detection.

Voice Agent

The Voice Agent tab, at the bottom of the Audio Lab DAW next to Score, is a live phone-style call running in your browser: your microphone in, endpointed and transcribed on the server, a reply from your LLM assistant, and spoken audio back, with barge-in (talk over the reply to interrupt it).

It runs on the engine's HartsyInference.Voice package -- the same session shape the phone-call voice agent uses -- but answers through LLMAssistant instead of a local model: every turn is a loopback call to LLMAssistant's own streaming route on the same SwarmUI process, so your reply comes from your own configured assistant, its tools, and its permissions. Installing LLMAssistant is required for this tab to answer (the mic, transport and transcript still work without it; you will just get an error instead of a reply).

What is pinned per call and what is yours to pick:

  • Speech recognition and synthesis are fixed: Whisper small.en and Kokoro, one voice at a time, shared by every concurrent call on this server (HartsyInference.Voice's own model set, loaded once and kept warm). Switching the voice picker while a call is already using a different voice gets you a notice instead of a switch -- the model set is rebuilt for a new voice only once every call using the old one has ended.
  • The language model is yours to pick per call: an LLMAssistant model and, optionally, a specific assistant id and a system prompt override.
  • Barge-in is on by default; the toggle turns it off for a call that should finish speaking uninterrupted.

The model set loads its Silero VAD and RNNoise (int8) from the same files folder the wake word listener uses, so installing one does not mean downloading the other's weights twice; the voice front end always denoises (at int8 precision), independent of the wake listener's own Float denoiser setting.

First call after a server start, or after a different voice needed a rebuild, takes a few seconds longer while the models load and warm up. The model set is released five minutes after the last call ends, and immediately -- ending any call still using it first -- whenever Server > Backends frees the Audio Backend's memory.

The wire protocol

AudioLabVoiceSession is a WebSocket (permission audio_process, same as every other audio route). The first frame is the call's setup, and everything else streams after it:

// client -> server, first frame
{ "model": "...", "assistantId": "...", "voice": "af_heart", "systemPrompt": "...", "bargeIn": true, "inputRate": 48000 }
// client -> server, after that: binary mono PCM16 frames at inputRate, then a final
{ "end": true }
// server -> client: binary mono PCM16 reply audio at 24 kHz, each frame prefixed with a 4-byte little-endian
// turn id (0 outside any turn) -- the client uses it to drop queued audio for a turn a `bargein` event named.

// server -> client, JSON events, interleaved with that binary audio:
{ "state": "Listening" }                                   // Listening | Thinking | Speaking | ToolRunning | Warming | Ended
{ "transcript": { "role": "user", "text": "...", "turnId": 1 } }
{ "transcript": { "role": "assistant", "text": "...", "turnId": 1 } }
{ "bargein": { "turnId": 1 } }
{ "tool_call": { "id": "...", "name": "...", "arguments": "...", "turnId": 1 } }
{ "tool_result": { "id": "...", "name": "...", "result": "...", "turnId": 1 } }
{ "notice": "..." }                                         // eg tool calling unavailable for this model; the chosen voice unavailable mid-call
{ "metrics": { "turnId": 1, "kind": "utterance", "voice.stt.ms": 139.2, "voice.llm.ttft_ms": 65.2, "voice.tts.first_chunk_ms": 142.3, "voice.turn.total_ms": 1226.6, "...": "..." } }
{ "error": "..." }

API reference

AudioLab follows SwarmUI's API conventions exactly, so everything in the SwarmUI API docs applies: routes are POST to (your server)/API/(route) with JSON in and JSON out, every route except GetNewSession needs a session_id, and routes marked WebSocket take a socket and stream progress.

Most responses carry success, plus error and error_code on failure.

Generating audio

You usually do not need these endpoints. The canonical path is Swarm's own GenerateText2Image, with the audio model as model and your text as prompt. The result lands in output history like any generation:

# 1. Get a session
curl -s -H "Content-Type: application/json" -d '{}' \
  -X POST http://localhost:7801/API/GetNewSession
# {"session_id":"<ID>", ...}

# 2. Generate speech, exactly like generating an image
curl -s -H "Content-Type: application/json" -X POST http://localhost:7801/API/GenerateText2Image \
  -d '{"session_id":"<ID>","images":1,
       "model":"Audio Models/Kokoro/default",
       "prompt":"As she sells seashells by the seashore."}'
# {"images":["View/local/raw/2026-08-18/....wav"]}

The direct endpoints below exist for callers that want base64 audio back instead of a file in history.

# Text to speech, returning base64 WAV
curl -s -H "Content-Type: application/json" -X POST http://localhost:7801/API/ProcessTTS \
  -d '{"session_id":"<ID>","provider_id":"kokoro_tts",
       "text":"Hello from AudioLab.","voice":"af_heart","volume":0.8,
       "options":{"speed":1.0,"format":"wav"}}'
# {"success":true,"audio_data":"<base64 wav>", ...}

# Speech to text
curl -s -H "Content-Type: application/json" -X POST http://localhost:7801/API/ProcessSTT \
  -d '{"session_id":"<ID>","provider_id":"whisper_stt",
       "audio_data":"<base64 wav>","language":"en-US"}'
# {"success":true,"transcription":"hello from audiolab", ...}

Voice cloning engines take reference_audio (base64 WAV) and, where the model needs it, ref_text alongside the usual ProcessTTS fields.

Fish Audio Drama 3 (fishaudio_drama3_tts) also takes, through ProcessAudio args, a references list for several voices (one per <|speaker:N|>, in order) and a history of earlier turns. Each entry is {"text": ..., "audio": "<base64 wav>"} (a reference: its exact transcript and clip) or {"text": ..., "codes": [[...], ...]}. Its result carries the take's turns in the second form: send them back as history with a changed [cue] in the text to revise the take. On the Generate tab the same turns are saved in the output's speech_turns metadata, and the "Drama 3 History" parameter takes them back.

Routes

Route Kind Permission Parameters
ProcessTTS POST audio_process provider_id, text, voice, language, volume, options, reference_audio, ref_text
ProcessSTT POST audio_process provider_id, audio_data, language, options
AudioLabTranscribeScore POST audio_process audio_data (mono 24 kHz WAV), provider_id, model
AudioLabPlanScore POST audio_process style, lyrics, duration, seed, cot, abc, budget_only
ProcessAudio POST audio_process provider_id, args
ProcessWorkflow POST audio_process workflow steps
ConvertAudioFormat POST audio_process audio_data, format
AudioLabTimeStretch POST audio_process audio_data, rate, semitones
CombineVideoAudio POST audio_process video_data, audio_data, mode
ExtractAudioFromVideo POST audio_process video_data
AudioLabListEngines POST audio_check_status none
GetAllProvidersStatus POST audio_check_status none
GetInstallationStatus POST audio_check_status none
AudioLabInstallEngine WebSocket audio_manage_backends provider_id, model_id (optional)
AudioLabInstallAllModels WebSocket audio_manage_backends provider_id
AudioLabUninstallEngine POST audio_manage_backends provider_id, delete_weights, model_id
AudioLabRemoveAllModels POST audio_manage_backends provider_id
AudioLabSaveProject POST audio_daw_projects name, project_json
AudioLabLoadProject POST audio_daw_projects name
AudioLabListProjects POST audio_daw_projects none
AudioLabDeleteProject POST audio_daw_projects name
AudioLabWakeStatus POST audio_wake_listen none
AudioLabWakeEvents WebSocket audio_wake_listen none
AudioLabWakeRecentDetections POST audio_wake_listen none
AudioLabWakeListWords POST audio_wake_listen none
AudioLabWakeListSpeakers POST audio_wake_listen none
AudioLabWakeIngest WebSocket audio_wake_listen satellite protocol frames
AudioLabWakeGetSettings POST audio_wake_manage none
AudioLabWakeSaveSettings POST audio_wake_manage settings
AudioLabWakeStart POST audio_wake_manage none
AudioLabWakeStop POST audio_wake_manage none
AudioLabWakeConfigureWord POST audio_wake_manage word, threshold, smoothing_window, refractory_seconds, route, required_speaker
AudioLabWakeTrainWord WebSocket audio_wake_manage phrase, voices, negative_phrases, negative_audio, epochs
AudioLabWakeEnrollSpeaker POST audio_wake_manage name, clips (array of base64 WAV), phrase
AudioLabWakeRemoveSpeaker POST audio_wake_manage name
AudioLabVoiceSession WebSocket audio_process setup frame model, assistantId, voice, systemPrompt, bargeIn, inputRate, then binary PCM16 audio

Reacting to wake detections from your own code is a WebSocket to AudioLabWakeEvents. It sends {"subscribed":true, ...} on connect, then one {"detection":{...}} per hit, with a {"keepalive":true} every 30 seconds so an idle feed is not mistaken for a dead one.

Permissions

AudioLab registers its permissions in an AudioLab group, so you can grant them per role under Server > Users.

Permission Default Covers
audio_process Power users Running audio through any provider
audio_manage_backends Power users Installing and removing engines and model weights
audio_check_status Power users Listing engines and reading provider status
audio_daw_projects Users Saving and loading personal DAW projects
audio_wake_listen Users Reading wake status and subscribing to detections
audio_wake_manage Power users Starting and stopping the listener, training words, enrolling speakers

audio_wake_listen is deliberately the lower bar: it is the permission another extension needs in order to react to wake events.

Network connections

Per SwarmUI's extension standards, here is every outbound connection AudioLab makes and why:

Connection When Avoidable
huggingface.co Downloading model weights, on install or on first use Yes, do not install engines. Nothing is fetched in the background otherwise
Meta's public CDN Demucs stem separation weights, on first use Yes, do not use stem separation
Webhook URLs you configure One JSON POST per wake detection Yes, leave the webhook list empty, which is the default
paulrosen.github.io Piano samples for the Score tab's browser audition, one small mp3 per pitch Yes, press Download samples once and they are served locally from then on
Cloud provider APIs Not currently used at all, since every API engine is disabled Not applicable

No telemetry, no analytics, no update pings, no ads.

Roadmap

Known and planned, so you can tell missing from broken:

  • More DAW. Groups and VCAs, automation for parameters beyond volume and pan, and a time signature change inside the tempo map. DAW_AUDIT.md has the full list against a pro DAW.
  • Score sections on the timeline. The timeline has a Markers ruler, but the Score tab's sections are not placed on it yet.
  • Cloud API engines. All 20 provider definitions exist but none are tested, so all are disabled. They get re-enabled per provider as each is verified.
  • RealtimeSTT needs a C# engine implementation.
  • AuK editing. Only AuK text-to-speech ships; a separate AuK editing provider is not built yet.
  • Engine side gates. Piper, Zonos, MeloTTS and CosyVoice are wired up and waiting on front end pieces from the engine. They light up on their own once those land.
  • Voice cloning for a few engines (Chatterbox, Fish Speech, NeuTTS, Spark-TTS) is waiting on encoder support; the default voice works meanwhile. Fish Speech refuses a reference clip rather than ignoring it.
  • Performance. The large autoregressive music models are slow on consumer GPUs and are an active optimization target. See BENCHMARKS.md for measured numbers.
  • LLM assisted music metadata. ACE-Step's planner parameters exist but wait on SwarmUI's AbstractLLMBackend.

Troubleshooting

An engine says it is not installed but you installed it. Its weights are not on disk any more, most likely freed manually. AudioLab resets it to not installed and tells you; reinstall from the backend card.

Changing the Device setting did nothing. The audio engine is built once per process. Restart SwarmUI.

A model refuses with a specific message about a missing front end. That is an engine side gate, not a bug in your setup. See Roadmap; it will start working when the engine gains the piece it names.

Changes to the extension are not showing up. Extensions are compiled. Restarting SwarmUI is not enough on its own unless you launch with a launch-dev script; otherwise run the update script.

Out of memory when switching between large models. AudioLab evicts other providers under memory pressure, but host RAM, not VRAM, is usually the limit with multi gigabyte models. Close other heavy processes.

Out of VRAM right after generating an image or video. An image/video backend sharing the card can still hold its weights resident. With Coordinate Vram On Out Of Memory on (the default), AudioLab retries automatically (see that setting above), so this should recover on its own; check the log for "Asking other idle backends to free memory" to confirm it did. If it still fails, the retry's one extra free was not enough: the other backend's model and the audio model you asked for do not fit on the card at the same time, and one of them needs to not be resident: close the other generation's tab/session, or use a smaller audio model.

License and credits

MIT. See LICENSE.

Built by Hartsy AI on top of SwarmUI by mcmonkey, and the HartsyInference engine.

Each model carries its own upstream license, shown on its card in the engine manager and in the tables above. Several are non commercial (F5-TTS, Fish Speech); check before shipping anything built with them.

The Score tab engraves with abcjs (MIT), vendored in Assets/lib/.

Its browser audition plays samples from paulrosen/midi-js-soundfonts, the set abcjs points at by default. Those are pre-rendered General MIDI soundfonts from the MIDI.js project, whose sets are released under Creative Commons Attribution (FluidR3_GM) and Attribution-ShareAlike (MusyngKite, FatBoy) licenses; that repository's abcjs/ set carries no license file of its own. None of it is redistributed here: Download samples fetches it to a gitignored folder on your own machine, and the licence that comes with it is upstream's, not AudioLab's.

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