Devlog
Notes from building Muxivo Studio, a live production studio for video, audio and graphics.
- Ch.09
Plugins without the risk
How Muxivo Studio opens its platform to anyone's plugins through WebAssembly, public contracts and host-controlled access, and where AI fits in the data flow.
- Ch.08
Graphics anyone can design
Why Muxivo Studio graphics are plain HTML, how live data reaches them, how queues run a show, and why data is becoming the third signal next to picture and audio.
- Ch.07
Audio as a signal graph
How Muxivo Studio treats audio as a routing graph, with processing on the right path, independent ducking, crash-isolated plugins and a private Soundcheck.
- Ch.06
Stop, and draw the map
Why development paused to map every capability of Muxivo Studio before writing more code, and how specifications and automated checks now guard every change.
- Ch.05
Getting the picture out
Native monitor outputs, multiview, a GPU-fed virtual camera and NDI in both directions, plus a first look at audio and why it needed a different approach.
- Ch.04
Overlays are not layers
Why titles, lower thirds and stingers live on their own channels in Muxivo Studio, and why scripting arrived before most of the interface.
- Ch.03
A camera from a photograph
Effects that belong to layers, and the first step from flat 2D towards real space, by matching a virtual camera to a photo.
- Ch.02
Six days to a first frame
The first technical decisions behind Muxivo Studio, a native GPU compositor with a web interface, and the one compromise we accepted from day one.
- Ch.01
The seam that never got fixed
How a fifteen-year-old rendering bug turned into the question behind Muxivo Studio, and why live production needs a bridge between 2D and virtual production.