Skip to main content

Engines

To run your audio graph, you need to place it inside an audio engine. The engine is responsible for managing audio I/O, scheduling, and processing, and determines how and where your audio graph runs.

Switchboard SDK provides several types of engines, each suited for different use cases:

Engine TypeDescription
RealtimeRuns your audio graph in real time, connecting to the system's audio input/output (e.g., mic, speakers). Ideal for interactive apps, live audio, and music production.
OfflineProcesses audio graphs using audio files as input and output. Useful for rendering, exporting, or batch processing audio.
ManualGives you full control to process audio buffers step-by-step, ideal for custom workflows, testing, or integration with other engines.
WebSocketProcesses audio buffers received over a network connection, enabling remote audio processing and streaming scenarios.

You can find the full list of available engines and their documentation on the List of Objects page.


Choosing the Right Engine

  • Realtime Engine:
    Use this when you want to process live audio from the microphone, play audio to speakers, or build interactive audio apps. The engine handles low-latency, real-time audio I/O for you.

  • Offline Engine:
    Use this for non-realtime tasks like rendering audio files, exporting mixes, or running batch audio processing jobs. The engine processes audio as fast as possible, independent of real-time constraints.

  • Manual Engine:
    Use this if you want to process audio buffers manually, for example, when integrating with another audio engine or for advanced testing and debugging.

  • WebSocket Engine:
    Use this to process audio data sent and received over a network, such as in collaborative or distributed audio applications.