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Awesome Open Source


A single file library for audio playback and capture.

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Examples - Documentation - Supported Platforms - Backends - Major Features - Building - Unofficial Bindings


This example shows one way to play a sound using the high level API.

#include "../miniaudio.h"

#include <stdio.h>

int main(int argc, char** argv)
    ma_result result;
    ma_engine engine;

    if (argc < 2) {
        printf("No input file.");
        return -1;

    result = ma_engine_init(NULL, &engine);
    if (result != MA_SUCCESS) {
        printf("Failed to initialize audio engine.");
        return -1;

    ma_engine_play_sound(&engine, argv[1], NULL);

    printf("Press Enter to quit...");


    return 0;

This example shows how to decode and play a sound using the low level API.

#include "../miniaudio.h"

#include <stdio.h>

void data_callback(ma_device* pDevice, void* pOutput, const void* pInput, ma_uint32 frameCount)
    ma_decoder* pDecoder = (ma_decoder*)pDevice->pUserData;
    if (pDecoder == NULL) {

    ma_decoder_read_pcm_frames(pDecoder, pOutput, frameCount);


int main(int argc, char** argv)
    ma_result result;
    ma_decoder decoder;
    ma_device_config deviceConfig;
    ma_device device;

    if (argc < 2) {
        printf("No input file.\n");
        return -1;

    result = ma_decoder_init_file(argv[1], NULL, &decoder);
    if (result != MA_SUCCESS) {
        return -2;

    deviceConfig = ma_device_config_init(ma_device_type_playback);
    deviceConfig.playback.format   = decoder.outputFormat;
    deviceConfig.playback.channels = decoder.outputChannels;
    deviceConfig.sampleRate        = decoder.outputSampleRate;
    deviceConfig.dataCallback      = data_callback;
    deviceConfig.pUserData         = &decoder;

    if (ma_device_init(NULL, &deviceConfig, &device) != MA_SUCCESS) {
        printf("Failed to open playback device.\n");
        return -3;

    if (ma_device_start(&device) != MA_SUCCESS) {
        printf("Failed to start playback device.\n");
        return -4;

    printf("Press Enter to quit...");


    return 0;

More examples can be found in the examples folder or online here:


Online documentation can be found here:

Documentation can also be found at the top of miniaudio.h which is always the most up-to-date and authoritive source of information on how to use miniaudio. All other documentation is generated from this in-code documentation.

Supported Platforms

  • Windows (XP+), UWP
  • macOS, iOS
  • Linux
  • BSD
  • Android
  • Raspberry Pi
  • Emscripten / HTML5


  • DirectSound
  • WinMM
  • Core Audio (Apple)
  • ALSA
  • PulseAudio
  • JACK
  • sndio (OpenBSD)
  • audio(4) (NetBSD and OpenBSD)
  • OSS (FreeBSD)
  • AAudio (Android 8.0+)
  • OpenSL|ES (Android only)
  • Web Audio (Emscripten)
  • Null (Silence)
  • Custom

Major Features

  • Your choice of either public domain or MIT No Attribution.
  • Entirely contained within a single file for easy integration into your source tree.
  • No external dependencies except for the C standard library and backend libraries.
  • Written in C and compilable as C++, enabling miniaudio to work on almost all compilers.
  • Supports all major desktop and mobile platforms, with multiple backends for maximum compatibility.
  • A low level API with direct access to the raw audio data.
  • A high level API with sound management and effects, including 3D spatialization.
  • Supports playback, capture, full-duplex and loopback (WASAPI only).
  • Device enumeration for connecting to specific devices, not just defaults.
  • Connect to multiple devices at once.
  • Shared and exclusive mode on supported backends.
  • Resource management for loading and streaming sounds.
  • A node graph system for advanced mixing and effect processing.
  • Data conversion (sample format conversion, channel conversion and resampling).
  • Filters.
    • Biquads
    • Low-pass (first, second and high order)
    • High-pass (first, second and high order)
    • Band-pass (second and high order)
  • Effects.
    • Delay/Echo
    • Spatializer
    • Stereo Pan
  • Waveform generation (sine, square, triangle, sawtooth).
  • Noise generation (white, pink, Brownian).
  • Decoding
    • WAV
    • FLAC
    • MP3
    • Vorbis via stb_vorbis (not built in - must be included separately).
    • Custom
  • Encoding
    • WAV

Refer to the Programming Manual for a more complete description of available features in miniaudio.


Do the following in one source file:

#include "miniaudio.h"

Then just compile. There's no need to install any dependencies. On Windows and macOS there's no need to link to anything. On Linux just link to -lpthread, -lm and -ldl. On BSD just link to -lpthread and -lm. On iOS you need to compile as Objective-C.

If you prefer separate .h and .c files, you can find a split version of miniaudio in the extras/miniaudio_split folder. From here you can use miniaudio as a traditional .c and .h library - just add miniaudio.c to your source tree like any other source file and include miniaudio.h like a normal header. If you prefer compiling as a single translation unit (AKA unity builds), you can just #include the .c file in your main source file:

#include "miniaudio.c"

Note that the split version is auto-generated using a tool and is based on the main file in the root directory. If you want to contribute, please make the change in the main file.

Vorbis Decoding

Vorbis decoding is enabled via stb_vorbis. To use it, you need to include the header section of stb_vorbis before the implementation of miniaudio. You can enable Vorbis by doing the following:

#include "extras/stb_vorbis.c"    /* Enables Vorbis decoding. */

#include "miniaudio.h"

/* stb_vorbis implementation must come after the implementation of miniaudio. */
#include "extras/stb_vorbis.c"
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