Type
Part of
bwp_arp
Arpeggiator
2,000 €
bwp_env_gen
Advanced DADSHR envelope generator
5,000 €
bwp_hera_chorus
Roland® Juno-60® chorus model
12,000 €
bwp_hold
Note hold
500 €
bwp_ladder4_ota
4-pole OTA-based ladder filter model
8,000 €
bwp_list
Real-time safe doubly linked list
Not individually licensed
bwp_note_track
Pressed note tracker by pitch and time
Not individually licensed
bwp_omega
Fast Wright omega implementation
Not individually licensed
bwp_osc_pulse
Pulse oscillator waveshaper with hard-sync antialiasing
3,000 €
bwp_osc_saw
Sawtooth oscillator waveshaper with hard-sync antialiasing
3,000 €
bwp_osc_tri
Triangle oscillator waveshaper with hard-sync antialiasing
3,000 €
bwp_phase_gen
Phase generator with hard sync
1,000 €
bwp_src_int
High-quality integer-ratio sample-rate converter
3,000 €
bwp_trig
Periodic trigger
500 €
bwp_voice_alloc
Advanced voice allocator
10,000 €
bw_ap1
First-order allpass filter
Part of Brickworks, which is FREE / 3,000 €
bw_ap2
Second-order allpass filter
Part of Brickworks, which is FREE / 3,000 €
bw_balance
Stereo balance
Part of Brickworks, which is FREE / 3,000 €
bw_bd_reduce
Bit depth reducer
Part of Brickworks, which is FREE / 3,000 €
bw_buf
Common operations on buffers
Part of Brickworks, which is FREE / 3,000 €
bw_cab
Cab simulator effect
Part of Brickworks, which is FREE / 3,000 €
bw_chorus
Chorus / vibrato / flanger
Part of Brickworks, which is FREE / 3,000 €
bw_clip
Hard clipper
Part of Brickworks, which is FREE / 3,000 €
bw_comb
Comb filter / delay
Part of Brickworks, which is FREE / 3,000 €
bw_common
Basic common definitions
Part of Brickworks, which is FREE / 3,000 €
bw_comp
Feedforward compressor/limiter
Part of Brickworks, which is FREE / 3,000 €
bw_delay
Interpolated delay line
Part of Brickworks, which is FREE / 3,000 €
bw_dist
Distortion
Part of Brickworks, which is FREE / 3,000 €
bw_drive
Overdrive
Part of Brickworks, which is FREE / 3,000 €
bw_dry_wet
Dry/wet mixer
Part of Brickworks, which is FREE / 3,000 €
bw_env_follow
Enevelope follower
Part of Brickworks, which is FREE / 3,000 €
bw_env_gen
Enevelope generator
Part of Brickworks, which is FREE / 3,000 €
bw_fuzz
Fuzz
Part of Brickworks, which is FREE / 3,000 €
bw_gain
Gain
Part of Brickworks, which is FREE / 3,000 €
bw_hp1
First-order highpass filter
Part of Brickworks, which is FREE / 3,000 €
bw_hs1
First-order high shelf filter
Part of Brickworks, which is FREE / 3,000 €
bw_hs2
Second-order high shelf filter
Part of Brickworks, which is FREE / 3,000 €
bw_lp1
First-order lowpass filter
Part of Brickworks, which is FREE / 3,000 €
bw_ls1
First-order low shelf filter
Part of Brickworks, which is FREE / 3,000 €
bw_ls2
Second-order low shelf filter
Part of Brickworks, which is FREE / 3,000 €
bw_math
Fast mathematical routines
Part of Brickworks, which is FREE / 3,000 €
bw_mm1
First-order multimode filter
Part of Brickworks, which is FREE / 3,000 €
bw_mm2
Second-order multimode filter
Part of Brickworks, which is FREE / 3,000 €
bw_noise_gate
Noise gate
Part of Brickworks, which is FREE / 3,000 €
bw_noise_gen
White noise generator
Part of Brickworks, which is FREE / 3,000 €
bw_notch
Second-order notch filter
Part of Brickworks, which is FREE / 3,000 €
bw_note_queue
Note on/off event queue
Part of Brickworks, which is FREE / 3,000 €
bw_one_pole
One-pole lowpass filter
Part of Brickworks, which is FREE / 3,000 €
bw_osc_filt
Post-filter to decolorate oscillator waveshapers
Part of Brickworks, which is FREE / 3,000 €
bw_osc_pulse
Pulse oscillator waveshaper
Part of Brickworks, which is FREE / 3,000 €
bw_osc_saw
Sawtooth oscillator waveshaper
Part of Brickworks, which is FREE / 3,000 €
bw_osc_sin
Sinusoidal oscillator waveshaper
Part of Brickworks, which is FREE / 3,000 €
bw_osc_tri
Triangle oscillator waveshaper
Part of Brickworks, which is FREE / 3,000 €
bw_pan
Stereo panner
Part of Brickworks, which is FREE / 3,000 €
bw_peak
Second-order peak filter
Part of Brickworks, which is FREE / 3,000 €
bw_phase_gen
Phase generator
Part of Brickworks, which is FREE / 3,000 €
bw_phaser
Phaser
Part of Brickworks, which is FREE / 3,000 €
bw_pink_filt
Pinking filter
Part of Brickworks, which is FREE / 3,000 €
bw_ppm
Digital peak programme meter
Part of Brickworks, which is FREE / 3,000 €
bw_rand
Pseudo-random number generators
Part of Brickworks, which is FREE / 3,000 €
bw_reverb
Reverb
Part of Brickworks, which is FREE / 3,000 €
bw_ring_mod
Ring modulator
Part of Brickworks, which is FREE / 3,000 €
bw_satur
Saturation
Part of Brickworks, which is FREE / 3,000 €
bw_slew_lim
Slew-rate limiter
Part of Brickworks, which is FREE / 3,000 €
bw_sr_reduce
Sample rate reducer
Part of Brickworks, which is FREE / 3,000 €
bw_src
Arbitrary-ratio sample rate converter
Part of Brickworks, which is FREE / 3,000 €
bw_src_int
Integer-ratio sample rate converter
Part of Brickworks, which is FREE / 3,000 €
bw_svf
State variable filter
Part of Brickworks, which is FREE / 3,000 €
bw_trem
Tremolo
Part of Brickworks, which is FREE / 3,000 €
bw_voice_alloc
Voice allocator
Part of Brickworks, which is FREE / 3,000 €
bw_wah
Wah
Part of Brickworks, which is FREE / 3,000 €
Cannot find what you are looking for? Need customization?
Why use our algorithms?
Speed up development
Employ immediately available code to reduce development time, costs, and risks.
Use everywhere
Achieve maximum reuse by relying on thouroughly-optimized plain C code with no external dependencies.
Use anytime
Enjoy our liberal and unlimited licensing model, free of vendor lock-in and hidden costs.
Community
Comfortably get notified of all updates, follow the latest developments, and get involved.
Speed up development
Developing great audio DSP algorithms is notoriously hard. It requires not only extensive mathematical and coding skills, but also deep knowledge in a wide range of fields such as signal processing, electronics, and psychoacoustics, as well as familiarity with domain-specific issues and techniques.
Putting everything together often takes much more effort than expected. Those algorithms then also need to be optimized, tested, debugged, and potentially adapted to specific target platforms, which further inflates allocated time and costs.
We've been doing all this for years and, despite our excellent track record in taking the pain away from our customers, we've grown tired of those hardships too. That's why we chose to develop and offer you an ever-expanding catalog of reusable and adaptable algorithms to speed up the most time-consuming parts of audio programming and save you and us time and money.
As far as the effectiveness of this approach goes, the numbers speak for themselves:
less DSP code
in all projects so far
Case study: Just Pedals 1.0.1
SLOCs of
custom DSP code
SLOCs of
reusable DSP code
less DSP code
Indeed, our algorithms are designed so that programming audio engines mostly reduces to defining modules, interconnections, and parameter mappings, leading to a workflow that conceptually resembles visual programming languages and modular synthesizers.
Furthremore, they are designed to maximize
- ease of use: their APIs are simple, minimal, and boringly consistent, so that there is very little to learn and developers can get productive in no time;
- ease of integation: they stick religiously to non-opinionated design principles and are provided as simple header files, thus allowing for high interoperability and never getting in your way; and
- code correctness: they fully implement contract programming, allowing to catch bugs much earlier and thus reducing total development time even further.
Use everywhere
Unlike many libraries and frameworks that are based on the latest shiny tools or rely on platform-specific features, we chose to rather have our algorithms
- stick to time-proven, ubiquitous, least common denominator technology (plain C99 with no external dependencies, not even the C standard library); and
- packaged in the most neutral and easy-to-integrate way possible (single independent headers only defining static variables and functions).
This means that they are completely platform-agnostic and run unmodified on all today's platforms, ranging from cheap MCUs to web pages, including mobile and desktop.
We regularly test them on:
Daisy Seed
(STM32, ARM Cortex M7)
Android and iOS
Windows, macOS, and Linux
(x64 and Apple Silicon)
Chrome, Edge, Firefox, and Safari
(WebAssembly via Clang, w/o Emscripten)
Optional C++ wrappers are however also provided for your convenience.
Use anytime
Relying on small technology suppliers and signing deals with them, no matter how good they and their products/services are, is complicated and risky. We get that. That's why we propose a liberal licensing model that makes it really easy and convenient to conduct business with us.
Our proprietary license, which is applicable to all our algorithms, has the following main characteristics.
- It is unlimited: you are allowed to use our algorithms ad libitum in your products, with no limits on their number and type, number of developers involved, time, or territory.
- You are allowed to make and own your changes and also keep them for youself.
- It spares you from vendor lock-in to the greatest possible extent we can support: you are normally allowed to have third parties work with/on our code, as long as we keep track of them and — to put it informally — they have not caused us trouble in the past. Should our company run out of business, you can keep using and working with our code, so that our technology can safely outlast us.
- Multiple confindentiality options are available: we can settle for keeping our contractual relationship fully confidential, or make it public after your product is released, or also make it public past a certain time, as long as conditions are the same for both parties.
- Payments are one-off and upfront and there are no hidden or recurrent costs of any kind. Unlimited bug fixing is also included. Other forms of support are not, though, but we'll try to be as nice as possible.
For the most basic algorithms we also offer the option to use the GPLv3, so that free software/open source projects can use them without even having to ask.
So, to sum up:
Open source license
- Free as in speech and beer
- Any number of developers
- No time limits
- No lock-in
- Only applicable to some algorithms
- Only for GPLv3-compatible projects
- No confidentiality
- You must share your changes
Proprietary license
- One-off payment, no hidden costs
- Any number of developers
- No time limits
- No lock-in
- Applicable to all algorithms
- Any product, any number of products
- Multiple confidentiality options
- You can keep your changes
Documentation
All our algorithms come with full technical documentation describing their purpose and usage, as well as essential technical background information, including common API usage rules.
Support
Our primary mission is assisting customers in creating and improving their own products.
We would be more than happy to help you, whether it is about a simple doubt clarification all the way up to designing and implementing new custom audio engines from scratch.
Collections and bundles
Brickworks is our basic audio DSP toolkit that supplies you with the fundamental building blocks for creating and enhancing audio engines on any platform.
It consists of over 50 algorithms and is licensed as a whole, either under the GPLv3, free of charge, for free software/open source projects or under our liberal proprietary license, for just 3,000 € one-off.
It is fit for creating convincing equalizers, filters, compressors, guitar/bass multi-effect processors, subtractive synthesizers, and more.
Don't you believe it? Here are two examples created using only Brickworks algorithms and a cheap electric guitar.
Explore Download Contact us FREE / 3,000 €
Brickworks Pro takes you to the next level.
This is an ever-expanding collection of state-of-the-art-or-beyond algorithms with advanced features for the most demanding applications. They can get you significant audio quality improvements even if you only strategically use them in critical parts of your audio engines, thus helping you position your products in the high-end of the market.
Given their high value, these algorithms are normally priced and licensed individually under our liberal proprietary license.