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DJ App

About the DJ App

DJ apps are really popular in the audio app ecosystem, giving both amateur and professional DJs the tools to mix, scratch, and blend music right from their mobile devices. Creating the perfect mix is an art form, and developing an app to support that art is no less challenging.

The conceptual foundation of a DJ app may seem simple, but the actual execution can get complicated, especially when dealing with real-time audio manipulation and synchronization. Elements like beat-matching, crossfading, must be flawlessly integrated to ensure a seamless user experience.

Enter SwitchboardSDK. Utilizing this framework significantly eases the development hurdles of building a DJ app. This SDK allows you to tie together different audio nodes, to create a robust, real-time audio manipulation platform. This example aims to demonstrate how you can efficiently construct a high-quality DJ app leveraging the capabilities of SwitchboardSDK.

DJ App

GitHub

You can find the source code on the following link:

DJ App - iOS
GitHub

You can find the source code on the following link:

DJ App - Android

The app has the following features:

  • Mixing tracks
  • Applying various effects
  • Beat and tempo sync

Demo Video

Main Screen

The main screen features volume and effect controls for both tracks, as well as a crossfader that allows for smooth transitions between the tracks.



Audio Graph

import SwitchboardSDK
import SwitchboardSuperpowered

class MainAudioEngine {
let audioGraph = SBAudioGraph()
let audioPlayerNodeAWithMasterControl = SBAdvancedAudioPlayerNode()
let audioPlayerNodeB = SBAdvancedAudioPlayerNode()
let gainNodeA = SBGainNode()
let gainNodeB = SBGainNode()
let compressorNodeA = SBCompressorNode()
let compressorNodeB = SBCompressorNode()
let flangerNodeA = SBFlangerNode()
let flangerNodeB = SBFlangerNode()
let reverbNodeA = SBReverbNode()
let reverbNodeB = SBReverbNode()
let filterNodeA = SBFilterNode()
let filterNodeB = SBFilterNode()
let mixerNode = SBMixerNode()
let audioEngine = SBAudioEngine()

init() {
audioGraph.addNode(audioPlayerNodeAWithMasterControl)
audioGraph.addNode(audioPlayerNodeB)
audioGraph.addNode(mixerNode)
audioGraph.addNode(gainNodeA)
audioGraph.addNode(gainNodeB)
audioGraph.addNode(compressorNodeA)
audioGraph.addNode(compressorNodeB)
audioGraph.addNode(flangerNodeA)
audioGraph.addNode(flangerNodeB)
audioGraph.addNode(reverbNodeA)
audioGraph.addNode(reverbNodeB)
audioGraph.addNode(filterNodeA)
audioGraph.addNode(filterNodeB)

audioGraph.connect(audioPlayerNodeAWithMasterControl, to: gainNodeA)
audioGraph.connect(gainNodeA, to: compressorNodeA)
audioGraph.connect(compressorNodeA, to: flangerNodeA)
audioGraph.connect(flangerNodeA, to: reverbNodeA)
audioGraph.connect(reverbNodeA, to: filterNodeA)
audioGraph.connect(filterNodeA, to: mixerNode)
audioGraph.connect(audioPlayerNodeB, to: gainNodeB)
audioGraph.connect(gainNodeB, to: compressorNodeB)
audioGraph.connect(compressorNodeB, to: flangerNodeB)
audioGraph.connect(flangerNodeB, to: reverbNodeB)
audioGraph.connect(reverbNodeB, to: filterNodeB)
audioGraph.connect(filterNodeB, to: mixerNode)
audioGraph.connect(mixerNode, to: audioGraph.outputNode)

audioPlayerNodeAWithMasterControl.isLoopingEnabled = true
audioPlayerNodeB.isLoopingEnabled = true
audioPlayerNodeAWithMasterControl.setNodeToSyncWith(playerNode)

audioEngine.start(audioGraph)
}

func start() {
audioEngine.start(audioGraph)
}

func stop() {
audioEngine.stop()
}

func pausePlayback() {
audioGraph.stop()
audioPlayerNodeAWithMasterControl.pause()
audioPlayerNodeB.pause()
}

func startPlayback() {
if audioPlayerNodeAWithMasterControl.isMaster {
audioPlayerNodeAWithMasterControl.play()
audioPlayerNodeB.playSynchronized()
} else {
audioPlayerNodeAWithMasterControl.playSynchronized()
audioPlayerNodeB.play()
}

audioGraph.start()
}

func loadA(path: String) {
audioPlayerNodeAWithMasterControl.load(path)
}

func loadB(path: String) {
audioPlayerNodeB.load(path)
}

func setBeatGridInformationA(originalBPM: Double, firstBeatMs: Double) {
audioPlayerNodeAWithMasterControl.setBeatGridInformationWithOriginalBPM(originalBPM, firstBeatMs: firstBeatMs)
}

func setBeatGridInformationB(originalBPM: Double, firstBeatMs: Double) {
audioPlayerNodeB.setBeatGridInformationWithOriginalBPM(originalBPM, firstBeatMs: firstBeatMs)
}

func isPlaying() -> Bool {
return audioPlayerNodeAWithMasterControl.isPlaying || audioPlayerNodeB.isPlaying
}

func setCrossfader(value: Float, volumeA: Float, volumeB: Float) {
gainNodeA.gain = volumeA * cosf(Float.pi / 2 * value)
gainNodeB.gain = volumeB * cosf(Float.pi / 2 * (1 - value))

audioPlayerNodeAWithMasterControl.isMaster = value <= 0.5
}

func setPlaybackRateA(rate: Float) {
audioPlayerNodeAWithMasterControl.playbackRate = Double(rate)
}

func setPlaybackRateB(rate: Float) {
audioPlayerNodeB.playbackRate = Double(rate)
}

func setVolumeA(volume: Float) {
gainNodeA.gain = volume
}

func setVolumeB(volume: Float) {
gainNodeB.gain = volume
}

func enableFilterA(enable: Bool) {
filterNodeA.isEnabled = enable
}

func enableFlangerA(enable: Bool) {
flangerNodeA.isEnabled = enable
}

func enableCompressorA(enable: Bool) {
compressorNodeA.isEnabled = enable
}

func enableReverbA(enable: Bool) {
reverbNodeA.isEnabled = enable
}

func enableFilterB(enable: Bool) {
filterNodeB.isEnabled = enable
}

func enableFlangerB(enable: Bool) {
flangerNodeB.isEnabled = enable
}

func enableCompressorB(enable: Bool) {
compressorNodeB.isEnabled = enable
}

func enableReverbB(enable: Bool) {
reverbNodeB.isEnabled = enable
}
}

GitHub

You can find the source code on the following link:

DJ App - iOS
GitHub

You can find the source code on the following link:

DJ App - Android