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Audio, explained · 24 / 36

Physical Input

Bring a microphone, audio interface, or virtual recording endpoint into your route.

Visual walkthrough4 configuration controlsAnimated walkthrough
See how it works ↓

Normal capture preserves stereo; mono handling creates the same signal in both ears. Surround rendering produces stereo from a qualified 5.1/7.1 source.

01 / Understand

The idea, before the settings.

An input is where samples enter the graph. Its outgoing connection can feed several branches.

Chosen capture deviceChannel selectionAudioRouter route

Use it in AudioRouter

  1. Choose the exact microphone or capture endpoint in Properties; do not leave the device unchosen.
  2. Select Mono, Stereo, Left or Right to match how that device is wired.
  3. Save the route, Play and check the input meter while making a sound.

What success looks like

Only the explicitly chosen capture device supplies this branch. Left/Right can select a microphone present on just one side.

If it does not work

Check Windows permission, device availability and channel choice. A missing mic must be rebound deliberately.

Select the node to open Properties. Click its name to rename it. While playing, supported parameter-only edits save after a short pause. For structural edits, use Save when the canvas marks a change. Enabled and Bypass are distinct live controls; see the in-app help for their behavior.

02 / Explore

Make the behavior visible.

This diagram explains channel selection only. It never opens your microphone or invents a browser recording of the selected device.

This diagram is conceptual and does not move. It is not a DSP measurement or control for your running AudioRouter session.

03 / Configure

Every control, with a reason.

01

Audio device

endpointId

Binds this node to one exact Windows audio endpoint. The channel layout appears before its friendly name. Similar names can refer to different devices.

Range / choicesDepends on your selectionDefaultChoose explicitly

Try thisChoose the exact microphone or capture endpoint, then verify its meter while speaking.

Keep in mind No device is selected on a new node. Choose it deliberately and Save; stop playback before changing the device.

02

Channels

channelMode

Stereo keeps left and right separate. Mono averages 0.5L + 0.5R into both channels. Left or right uses only that interface channel in both ears.

Range / choicesstereo · mono · left · rightDefaultstereo

Try thisIf your microphone occupies interface input 1 and you hear it only on the left, choose Mono: left channel only.

Keep in mind Ignored while spatial audio renders surround. Choosing the wrong single channel can remove your voice.

03

Spatial audio

spatialMode

Off captures normally. Headphones renders each 5.1/7.1 speaker into a measured stereo head response. Speakers adds crosstalk cancellation for two speakers around ±30° in front of a centred listener.

Range / choicesoff · headphones · speakersDefaultoff

Try thisChoose Surround to headphones for a 7.1 game mix and connect the stereo output to your headphones.

Keep in mind Requires the actual selected endpoint to expose 6 or 8 float32 channels at 8–192 kHz with a supported surround mask. A stereo endpoint is refused. Stop and Play to apply changes.

04

Room

spatialRoomPercent

Adds a small simulated room around the virtual speakers. Zero turns the room effect off; higher values sound farther away.

Range / choices0 % → 100 %Default0 %

↓ Lower / alternativeEmphasizes the direct virtual speaker response.

↑ Higher / alternativeAdds more simulated room character and perceived distance.

Try thisCompare 0% and 20% with the same game scene to hear direct positioning versus a little room.

Keep in mind Only visible for a surround mode. Changes apply after Stop and Play.

04 / Put it to work

Start with a useful example.

Example 1

A centred interface microphone

  1. Choose the exact interface capture endpoint.
  2. Choose Left or Right to match the socket carrying your microphone.
  3. Connect to a Meter, then your intended destination. Save and Play.
Example 2

Surround game to headphones

  1. Configure the game playback endpoint as 5.1 or 7.1 in Windows.
  2. Choose Headphones mode, then the corresponding surround Loopback choice.
  3. Connect to a different headphone endpoint, Save and Play.

These are starting points. Compare at a comfortable monitoring level and adjust for your own source.

05 / Get unstuck

Small details that matter.

  • A Windows recording endpoint named Output can be the receiving end of a virtual cable; inspect direction and channels.
  • Do not route a loopback source back into the same endpoint.
  • A missing microphone stays missing; AudioRouter does not silently substitute another.