We just released our new free and open source UI tool, StripKit

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Hey guys,

We're new to KVR Audio as a team and we've created/released a new open source C#/avalonia software package called StripKit that is free and open source. The download is available from either https://stripkit.pro or if you want the source code and alter it, from our GitHub page @ https://github.com/Vybecode-LTD/stripkit

Have fun!
VybeCode DSP
https://vybeco.de

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We just released v1.0.0 of our StripKit app, some additions:

v0.8.0 (2026-06-05)
  • Skin tab (new 4th tab) — bind several exported strips to several parameters in one skin.json: add controls from a strip (auto-detected) or blank, edit each (id/type/param/asset/frames/size/bounds/value range), set skin name/author/design-resolution/window background, export.
  • Layer-aware knob — step 1 (base + pointer) — composite a knob from a static body + a separate pointer that rotates, so the body stays crisp; explicit Base/Pointer slots with an independent pointer pivot.
  • Batch-tab meter settings — the Batch template now exposes the full meter panel + a "source is a backdrop" toggle (lit on-art vs procedural LEDs over a housing).
    Importer resampling — re-time an existing strip to a new frame count (nearest-frame, no ghosting), not just re-stack orientation.
v1.0.0 (2026-06-06)
  • Layer-aware — step 2 (auto-pointer extraction)— one click splits a flat knob into base + pointer via the radial-symmetry residual, with a confidence score.
  • Layer-aware — step 3 (layered PSD / SVG import) — drop a layered knob from Photoshop (.psd) or Illustrator/Inkscape/Figma (.svg); each layer is mapped automatically with a name-guessed Static/Rotate behaviour you can override.
  • Interactive Getting Started tutorial — a re-openable, per-tab guided overlay (Create/Import/Batch/Skin) that auto-opens on first run, with a one-click bundled sample knob and contextual tooltips on the key controls.
Free and open source to download and/or modify at the locations in the OP. If anyone has some features they'd like us to add, feel free to contact us and we'll do our best to accommodate.
VybeCode DSP
https://vybeco.de

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Just released version 1.1.0 today which includes the ability to generate assets (knobs, sliders, faders, etc) using OpenAI, Google Gemini and Anthropic Claude models to create the filmstrips with. If anyone encounters bugs or has a feature request, please feel free to contact us at info@vybeco.de

Have fun!
VybeCode DSP
https://vybeco.de

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That's very kind of you to use an MIT license.
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Shane Sanders wrote: Mon Jun 22, 2026 5:39 pm That's very kind of you to use an MIT license.
Part of the operating principles we developed when first setting up the company was that we wanted to put as much good, free software out as we do paid for software. I loved making StripKit and when I started designing VST/i software that was one of my biggest gripes lol so I figured I couldn't be the only one haha :-)

Courtney
VybeCode DSP
https://vybeco.de

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Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.:mad:
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
:roll:

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audiojunkie wrote: Fri Jun 26, 2026 8:00 pm Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
Honestly I feel like the VST/i scene is kind of divided on that, but I hope that's the way it goes because I personally like vector graphics far more. We're actually working on a huge vector graphics toolkit right now as well, it's just taking a considerable amount of time to do lol

Courtney
VybeCode DSP
https://vybeco.de

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audiojunkie wrote: Fri Jun 26, 2026 8:00 pm Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
aren't developers moving away from vectorized GUIs for webgl 3d modelled interfaces with lighting?

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Architeuthis wrote: Sun Jun 28, 2026 1:47 am
audiojunkie wrote: Fri Jun 26, 2026 8:00 pm Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
aren't developers moving away from vectorized GUIs for webgl 3d modelled interfaces with lighting?
"People aren't abandoning vector UIs—they're just discovering that slapping dynamic lighting on every interface doesn't magically make it a better one."
Vendor‑Dependent Copy Protection: Customers lose. Pirates win.:mad:
(Also: I'm Accused of lying about Linux—it boots, runs my pro audio workflow, stays stable, updates--though yearly dismissed as “niche”. Yet I'm the deluded one.)
:roll:

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audiojunkie wrote: Sun Jun 28, 2026 2:53 am
Architeuthis wrote: Sun Jun 28, 2026 1:47 am
audiojunkie wrote: Fri Jun 26, 2026 8:00 pm Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
aren't developers moving away from vectorized GUIs for webgl 3d modelled interfaces with lighting?
"People aren't abandoning vector UIs—they're just discovering that slapping dynamic lighting on every interface doesn't magically make it a better one."
actually... it does make it better

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Architeuthis wrote: Sun Jun 28, 2026 1:47 am
audiojunkie wrote: Fri Jun 26, 2026 8:00 pm Aren't developers moving away from sprite sheets and bitmaps and moving more to vectorized GUIs?
aren't developers moving away from vectorized GUIs for webgl 3d modelled interfaces with lighting?
Problem with this is that if you want the lighting (and anti-aliasing) to look nice, it's stupidly expensive even for high-end GPUs. If you want a responsive, good looking 3D GUI, you're still better off doing offline path-tracing into spritesheets.

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