What success looks like
Only the explicitly chosen capture device supplies this branch. Left/Right can select a microphone present on just one side.
Audio, explained · 24 / 36
Bring a microphone, audio interface, or virtual recording endpoint into your route.
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.
An input is where samples enter the graph. Its outgoing connection can feed several branches.
Only the explicitly chosen capture device supplies this branch. Left/Right can select a microphone present on just one side.
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.
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.
endpointIdBinds this node to one exact Windows audio endpoint. The channel layout appears before its friendly name. Similar names can refer to different devices.
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.
channelModeStereo 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.
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.
spatialModeOff 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.
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.
spatialRoomPercentAdds a small simulated room around the virtual speakers. Zero turns the room effect off; higher values sound farther away.
↓ 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.
These are starting points. Compare at a comfortable monitoring level and adjust for your own source.