|
Log in to post
|
Print Thread |
|
|
|
|
|
Off-Topic
|
Joined: Mar 2018
Posts: 7,274
Veteran
|
OP
Veteran
Joined: Mar 2018
Posts: 7,274 |
It seems that program itself is a donationware (pay what you want). The concept is pretty interesting.
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Nov 2008
Posts: 3,719
Veteran
|
Veteran
Joined: Nov 2008
Posts: 3,719 |
Interesting. "Where is the industry going?" is a great question.
Honestly, based on my plugin needs and inventory, I'll never make a custom plugin. But still cool.
DC Ron BiaB Audiophile Presonus Studio One ASUS I9-12900K DAW, 32 GB RAM Presonus Faderport 16 Too many guitars (is that a thing?)
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: May 2000
Posts: 22,612
Veteran
|
Veteran
Joined: May 2000
Posts: 22,612 |
Huh, wonder whose algorithms that AI was 'trained' on ...
I do not work here, but the benefits are still awesome Make your sound your own!
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Jul 2022
Posts: 3,049
Veteran
|
Veteran
Joined: Jul 2022
Posts: 3,049 |
Huh, wonder whose algorithms that AI was 'trained' on ... That’s a good question, because this can be a can of worms. About 15 years ago, I programmed a few VST plugins, and for one of them, I came up with an extremely efficient extension of the Fast Fourier Transform. When I posted this on a forum for plugin developers, someone pointed out that I had (without knowing it) come up with the same idea as someone else ten years earlier, who had published it as a master’s thesis. The problem: A few years later, a company had "acquired" the rights to this algorithm, so I couldn’t release my plugin without risking a lawsuit. Who knows what’s hidden in the code generated by AI...
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Mar 2018
Posts: 7,274
Veteran
|
OP
Veteran
Joined: Mar 2018
Posts: 7,274 |
For the sake of discussion, lets assume the code used was in public domain. The key here is a proof of concept, which I think is brilliant.
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Jun 2012
Posts: 3,928
Veteran
|
Veteran
Joined: Jun 2012
Posts: 3,928 |
For the sake of discussion, lets assume the code used was in public domain. The key here is a proof of concept, which I think is brilliant. Misha, this is AMAZING! We are fortunate to be in the midst of a period of rapid advancement of AI in all areas! I look away for a month or two to focus on other things and when I return there are new insanely cool advances that have been made. It is really mind boggling! In my real job I design and code websites and apps. And recently, AI has begun to provide viable ways to generate high quality, highly functional code that would previously have required weeks or months of design and programming! We live in interesting times!
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Sep 2010
Posts: 8,206
Veteran
|
Veteran
Joined: Sep 2010
Posts: 8,206 |
I spent some time with Gemini coding up a "lush" reverb using Reaper's .jsfx script. It's not terrible, but Valhalla doesn't have any worries.
It took a lot of iterations to get something usable, but maybe I'm using the wrong AI.
desc: Householder Cloud with Ducking // Householder matrix with a more sensitive sidechain envelope.
slider1:-17<-60, 0, 1>Wet Level (dB) slider2:-12<-60, 0, 1>Dry Level (dB) slider3:0.85<0.1, 0.97, 0.001>Decay (Lushness) slider4:0.5<0.1, 0.99, 0.01>Damping slider5:0.3<0, 1, 0.01>Modulation slider6:50<0, 100, 1>Ducking Amount (%) slider7:150<10, 500, 1>Ducking Recovery (ms)
@init B_SZ = 131072; B_MSK = B_SZ - 1; freemem = 0; d1=freemem; d2=freemem+B_SZ; d3=freemem+B_SZ*2; d4=freemem+B_SZ*3; freemem += B_SZ*4; ap1=freemem; ap1l=1453; ap2=freemem+1453; ap2l=1997; freemem += 4000;
l1=3433; l2=4547; l3=5641; l4=6823; env = 0;
@slider wet = 10^(slider1/20); dry = 10^(slider2/20); g = min(slider3, 0.96); damp = slider4; m_inc = slider5 * 0.0002; // Ducking sensitivity: Higher % = deeper cut duck_amt = slider6 / 100; rel_coeff = exp(-1/(srate * (slider7/1000)));
@sample in = (spl0 + spl1) * 0.5;
// 1. IMPROVED DUCKING ENVELOPE // Use a faster attack and a more responsive curve abs_in = abs(in); abs_in > env ? env = abs_in : env = env * rel_coeff; // Apply a scaling factor to 'env' so ducking is audible even at -18dB duck_sense = min(1, env * 2.5); duck_gain = 1.0 - (duck_sense * duck_amt);
// DC Block in_dc = in - prev_in + 0.999 * in_dc; prev_in = in;
m_ph += m_inc; mod = (sin(m_ph) + 1) * 8;
function read_itp(buf, ptr) ( i = floor(ptr); f = ptr - i; buf[i & B_MSK] * (1-f) + buf[(i+1) & B_MSK] * f; );
n1 = read_itp(d1, p1 - l1 - mod); n2 = read_itp(d2, p2 - l2 + mod); n3 = read_itp(d3, p3 - l3); n4 = read_itp(d4, p4 - l4);
// 2. Householder Scattering sum_n = (n1 + n2 + n3 + n4) * 0.5; t1 = n1 - sum_n; t2 = n2 - sum_n; t3 = n3 - sum_n; t4 = n4 - sum_n;
function diffuse(sig, buf, len, p) ( out = buf[p] - sig; buf[p] = sig + out * 0.6; out; ); f1 = diffuse(t1, ap1, ap1l, pap1 = (pap1+1)%ap1l); f2 = diffuse(t2, ap2, ap2l, pap2 = (pap2+1)%ap2l);
// 3. Damping and Limiting lp1 = atan(f1 * (1-damp) + lp1 * damp); lp2 = atan(f2 * (1-damp) + lp2 * damp); lp3 = atan(t3 * (1-damp) + lp3 * damp); lp4 = atan(t4 * (1-damp) + lp4 * damp);
d1[p1] = in_dc + lp1 * g; d2[p2] = in_dc + lp2 * g; d3[p3] = in_dc + lp3 * g; d4[p4] = in_dc + lp4 * g;
p1=(p1+1)&B_MSK; p2=(p2+1)&B_MSK; p3=(p3+1)&B_MSK; p4=(p4+1)&B_MSK;
// 4. APPLY DUCKING TO WET SIGNAL // Multiplying the final wet sum by duck_gain out_L = (lp1 + lp3) * wet * duck_gain; out_R = (lp2 + lp4) * wet * duck_gain;
spl0 = (spl0 * dry) + out_L; spl1 = (spl1 * dry) + out_R;
I've spent far too much time trying to get a ray-casting version of a studio room simulation to work.
-- David Cuny My virtual singer development blogVocal control, you say. Never heard of it. Is that some kind of ProTools thing?BiaB 2025 | Windows 11 | Reaper | Way too many VSTis.
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Mar 2018
Posts: 7,274
Veteran
|
OP
Veteran
Joined: Mar 2018
Posts: 7,274 |
David, Billy showed off his "local" LLM setup sometime ago. It was sort of in the back of my brain. A few days ago I've read on it, downloaded and briefly tested. While it is slower to respond, it produced viable answers, even on intricate questions. There are many free models. Some tailored for "reasoning" some for "coding". I am taking care of a friend, who needs a lot of attention, so not much time to play with these toys right now, but I definitely want to experiment with this FX plugin.
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Sep 2010
Posts: 8,206
Veteran
|
Veteran
Joined: Sep 2010
Posts: 8,206 |
Edited:
All right, here's a "Studio Simulation" that tries to create a binaural simulation of a sound source in a studio room with wood walls, also a Reaper .jsfx file. I had posted a version earlier, but it wasn't that great. The prior version could only cast a limited number of rays, while bakes the rays into an impulse response, which means the result is much more detailed.
This is an interesting technology, but it's a bit like a 3D printer - I'm not sure there are a lot of use cases for it in my life. It's easy to get lost in making a tool that - at the end of the day - just copies something else that's out there. It's way too easy for this sort of thing to become a timesink. I'm really no more the author of this tool as I am something I bought off the shelf. The difference is that something off the shelf had a lot more work go into it to make sure it was useful to lots of people.
I've restarted my voice synthesis using LLMs to help with the core functions, but I doubt that is going to be used by anyone other than me, either.
But if you're hankering for your own FX, Reaper's [b]jsfx[/i] is a really convenient way to do it.
I'm posting the code in case anyone want to try it out for grins and giggles.
// --------------------------------------------------------------------------- // Plugin: Professional Studio Spatializer // Author: Gemini AI Collaboration // Date: March 2026 // // PHYSICS LOGIC: // 1. Stochastic Ray Tracing: Bakes 320 unique paths into a lookup table. // 2. Inverse Square Law: Natural volume drop-off based on 1/Distance. // 3. Air Absorption: High-frequency damping as a function of distance. // 4. Wood Warmth: Frequency-dependent absorption (Low-Pass) on reflections. // 5. Physical Diffusion: Stochastic time-jitter (up to 5ms) to smear transients. // // TECHNICAL CONSTRAINTS: // - No scientific notation supported (e.g., use 0.00001, NOT 1e-5). // - Circular Buffer: Power-of-two size (262144) for bitwise masking (& B_MSK). // - Memory: Tables (0+) and Audio (20,000+) are separated to avoid corruption. // ---------------------------------------------------------------------------
desc: Pro-Studio Spatializer (Final Build)
// --- Sliders --- slider1:0<-60, 12, 0.1>Output Gain (dB) slider2:2.5<0.1, 20.0, 0.01>Distance (m) slider3:0<-90, 90, 1>Source Angle (deg) slider4:10<4, 60, 0.1>Room Width (m) slider5:12<4, 60, 0.1>Room Depth (m) slider6:0.6<0, 1, 0.01>Diffusion (Physical Smear) slider7:0.5<0, 1, 0.01>Wall Warmth (Wood Damping)
@init // --- Memory Allocation --- IR_DATA_PTR = 0; // Start of physics tables AUDIO_BUF_PTR = 20000; // Start of audio delay line (prevents clicking)
B_SZ = 262144; // ~5.9 seconds at 44.1kHz B_MSK = B_SZ - 1; // Bitwise mask for fast wrapping buf_pos = 0; // Write head for audio buffer
// Table Pointers (1024 slots each for safety) impL_T = IR_DATA_PTR; // Left Delay Times (samples) impR_T = IR_DATA_PTR + 1024; // Right Delay Times (samples) impL_G = IR_DATA_PTR + 2048; // Left Gains (linear) impR_G = IR_DATA_PTR + 3072; // Right Gains (linear)
// Constants PI = 3.1415926535; C = 343; // Speed of sound m/s DENORM = 0.000000000000001; // Prevents CPU "underflow" spikes
function bake_room() ( d = slider2; a_rad = slider3 * (PI / 180); hw = 0.24; // Human head width (meters) // Virtual source coordinates sx = sin(a_rad) * d; sy = cos(a_rad) * d; exL = -hw * 0.5; exR = hw * 0.5;
active_rays = 320; seed = 888; // Fixed seed for deterministic acoustics // Calculate base decay based on Wall Warmth base_decay = 0.88 - (slider7 * 0.35); i = 0; loop(active_rays, seed = (seed * 1103515245 + 12345) & 0x7FFFFFFF; i == 0 ? ( // Direct Path logic vx = sx; vy = sy; decay = 1.0; jit = 0; ) : ( // Reflection logic rand_ang = (seed / 0x7FFFFFFF) * 2 * PI; path_base = d + (i / active_rays) * ((slider4 + slider5) * 0.5); // Diffusion: Inject random timing jitter to the rays jit = ((seed % 200 / 100) - 1.0) * slider6 * 0.005; vx = sx + cos(rand_ang) * path_base; vy = sy + sin(rand_ang) * path_base; decay = pow(base_decay, (path_base - d) / 2.5); ); // Distances to virtual ears rdL = sqrt((vx - exL)^2 + vy^2); rdR = sqrt((vx - exR)^2 + vy^2); // Convert to samples + apply diffusion jitter impL_T[i] = ((rdL / C) + jit) * srate; impR_T[i] = ((rdR / C) + jit) * srate; // Inverse Square Law Gain * Decay Coefficient impL_G[i] = (decay / max(1.0, rdL)) * 0.15; impR_G[i] = (decay / max(1.0, rdR)) * 0.15; i += 1; ); ray_cnt = i; // Pre-calculate filter coefficients for @sample shadowL = min(1.0, 1.0 - max(0, slider3 / 100)); shadowR = min(1.0, 1.0 - max(0, -slider3 / 100)); air_loss = max(0.2, 1.0 - (d * 0.03)); wood_lp = 0.03 + (1.0 - slider7) * 0.5; );
@slider g_out = 10^(slider1/20); bake_room(); // Re-calculate acoustics on parameter change
@sample // Input + Denormal noise sig_in = (spl0 + spl1) * 0.5 + DENORM; AUDIO_BUF_PTR[buf_pos] = sig_in;
outL = 0; outR = 0; idx = 0; loop(ray_cnt, // Linear Interpolation for high-fidelity fractional delays tL = impL_T[idx]; itL = floor(tL); ftL = tL - itL; vL = AUDIO_BUF_PTR[(buf_pos - itL) & B_MSK] * (1 - ftL) + AUDIO_BUF_PTR[(buf_pos - itL - 1) & B_MSK] * ftL; outL += vL * impL_G[idx]; tR = impR_T[idx]; itR = floor(tR); ftR = tR - itR; vR = AUDIO_BUF_PTR[(buf_pos - itR) & B_MSK] * (1 - ftR) + AUDIO_BUF_PTR[(buf_pos - itR - 1) & B_MSK] * ftR; outR += vR * impR_G[idx]; idx += 1; );
// Wood Absorption Stage reflL += wood_lp * (outL - reflL); reflR += wood_lp * (outR - reflR);
// Head Shadowing + Air Absorption Stage fL += (shadowL * air_loss * 0.6) * (reflL - fL); fR += (shadowR * air_loss * 0.6) * (reflR - fR);
// Final smoothing smear dfL += 0.5 * (fL - dfL); dfR += 0.5 * (fR - dfR);
resL = fL * 0.4 + dfL * 0.6; resR = fR * 0.4 + dfR * 0.6;
buf_pos = (buf_pos + 1) & B_MSK;
spl0 = resL * g_out; spl1 = resR * g_out;
@gfx 500 450 // --- GUI Background --- gfx_r=0.08; gfx_g=0.07; gfx_b=0.06; gfx_rect(0,0,gfx_w,gfx_h);
// --- Auto-Scaling Logic --- cx = gfx_w / 2; cy = (gfx_h / 2) + 20; max_dim = max(slider4, slider5); view_scale = (min(gfx_w, gfx_h) * 0.75) / max_dim; rw = slider4 * view_scale; rd = slider5 * view_scale;
// Draw Room Boundary gfx_r=0.3; gfx_g=0.2; gfx_b=0.1; gfx_rect(cx - rw/2, cy - rd/2, rw, rd, 0);
// Metrics gfx_r=0.8; gfx_g=0.8; gfx_b=0.7; gfx_x = 20; gfx_y = 20; gfx_printf("Room Dimensions: %0.1f m x %0.1f m", slider4, slider5); gfx_y += 18; gfx_printf("Path Distance: %0.2f meters", slider2);
// Listener (Mics) gfx_r=1; gfx_g=1; gfx_b=1; gfx_circle(cx - 5, cy, 2, 1); gfx_circle(cx + 5, cy, 2, 1); gfx_x = cx - 28; gfx_y = cy + 12; gfx_drawstr("Mics");
// Source Position src_x = cx + sin(slider3 * PI / 180) * slider2 * view_scale; src_y = cy - cos(slider3 * PI / 180) * slider2 * view_scale; // Clip icons to room walls src_x = max(cx - rw/2, min(cx + rw/2, src_x)); src_y = max(cy - rd/2, min(cy + rd/2, src_y));
gfx_r=1; gfx_g=0.5; gfx_b=0; gfx_circle(src_x, src_y, 6, 1); gfx_r=1; gfx_g=0.9; gfx_b=0; gfx_line(cx, cy, src_x, src_y); // Distance visualization
// Data Label gfx_x = src_x + 10; gfx_y = src_y - 10; gfx_printf("%d deg", slider3);
Last edited by dcuny; 03/15/26 02:11 PM. Reason: New and better code.
-- David Cuny My virtual singer development blogVocal control, you say. Never heard of it. Is that some kind of ProTools thing?BiaB 2025 | Windows 11 | Reaper | Way too many VSTis.
|
|
|
|
|
|
|
|
|
|
|
|
|
Off-Topic
|
Joined: Sep 2010
Posts: 8,206
Veteran
|
Veteran
Joined: Sep 2010
Posts: 8,206 |
David, Billy showed off his "local" LLM setup sometime ago. It was sort of in the back of my brain. A few days ago I've read on it, downloaded and briefly tested. While it is slower to respond, it produced viable answers, even on intricate questions. There are many free models. Some tailored for "reasoning" some for "coding". I am taking care of a friend, who needs a lot of attention, so not much time to play with these toys right now, but I definitely want to experiment with this FX plugin. I've been re-doing my vocal synth program. Now that I've got the equivalent of a DSP expert on hand, I've been able to get past a number of hurdles. I find that it works well when closely guided. I'm using the free version of Gemini, with occasional assists from the free Pro version when it can't track down a serious bug. I'll probably have to get a subscription, because I keep running into the issue of it having a limited number of tokens and so constantly losing context. It can do common coding things quite well. For example, I'd been planning to use a spectral morphing algorithm of my own design to handle missing phoneme transitions - something that would require tagging phonemes to identify formants. Gemini suggested I use Line Spectral Frequencies instead - an algorithm that's been around since 1974 and used in phone transmission. It relied on LPC filters - something I'd never been able to implement correctly. Gemini free was able to crank out the functions I needed, but Gemini Pro was needed to debug it, where it immediately identified that Gemini free was trying to something nonsensical. Between the two programs I eventually got it working. That's something I wouldn't be able to do on my own. On the other hand, Gemini free is constantly hallucinating away key parts of the program and introducing regressions. By the time it's solved one problem, it's entirely forgotten what the rest of the program does. Sounds like I may need to get a hold of Billy. Edit: I've got a Ryzen AI chip on my computer, so it turns out I can run LLM models locally. Now to see if I can find a model that can understand Lua... 
Last edited by dcuny; 03/16/26 12:27 AM.
-- David Cuny My virtual singer development blogVocal control, you say. Never heard of it. Is that some kind of ProTools thing?BiaB 2025 | Windows 11 | Reaper | Way too many VSTis.
|
|
|
|
|
|
|
|
|
|
|
|
Ask sales and support questions about Band-in-a-Box using natural language.
ChatPG's knowledge base includes the full Band-in-a-Box User Manual and sales information from the website.
|
|
|
|
|
|
|
|
|
|
|
2026 Free Bonus PAK & 49-PAK for Band-in-a-Box® 2026 for Mac®!
With your version 2026 for Mac Pro, MegaPAK, UltraPAK, UltraPAK+, Audiophile Edition or PlusPAK purchase, we'll include a Bonus PAK full of great new Add-ons for FREE! Or upgrade to the 2026 49-PAK for only $49 to receive even more NEW Add-ons including 20 additional RealTracks!
These PAKs are loaded with additional add-ons to supercharge your Band-in-a-Box®!
This Free Bonus PAK includes:
- The 2026 RealCombos Booster PAK:
-For Pro customers, this includes 27 new RealTracks and 23 new RealStyles.
-For MegaPAK customers, this includes 25 new RealTracks and 23 new RealStyles.
-For UltraPAK customers, this includes 12 new RealStyles.
- MIDI Styles Set 92: Look Ma! More MIDI 15: Latin Jazz
- MIDI SuperTracks Set 46: Piano & Organ
- Instrumental Studies Set 24: Groovin' Blues Soloing
- Artist Performance Set 19: Songs with Vocals 9
- Playable RealTracks Set 5
- RealDrums Stems Set 9: Cool Brushes
- SynthMaster Sounds Set 1 (with audio demos)
- iOS Android Band-in-a-Box® App
Looking for more great add-ons, then upgrade to the 2026 49-PAK for just $49 and you'll get:
- 20 Bonus Unreleased RealTracks and RealDrums with 20 RealStyle.
- FLAC Files (lossless audio files) for the 20 Bonus Unreleased RealTracks and RealDrums
- MIDI Styles Set 93: Look Ma! More MIDI 16: SynthMaster
- MIDI SuperTracks Set 47: More SynthMaster
- Instrumental Studies 25 - Soul Jazz Guitar Soloing
- Artist Performance Set 20: Songs with Vocals 10
- RealDrums Stems Set 10: Groovin' Sticks
- SynthMaster Sounds & Styles Set 2 (sounds & styles with audio demos)
Learn more about the Bonus PAK and 49-PAK for Band-in-a-Box® 2026 for Mac®!
XPro & Xtra Styles PAK Sets On Sale Now - Until May 15, 2026!
All of our XPro Styles PAKs and Xtra Styles PAKs are on sale until May 15th, 2026!
It's the perfect time to expand your Band-in-a-Box® style library with XPro and Xtra Styles PAKs. These additional styles for Band-in-a-Box® offer a wide range of genres designed to fit seamlessly into your projects. Each style is professionally arranged and mixed, helping enhance your songs while saving you time.
What are XPro Styles and Xtra Styles PAKs?
XPro Styles PAKs are styles that work with any version (Pro, MegaPAK, UltraPAK, UltraPAK+, or Audiophile Edition) of Band-in-a-Box® 2025 (or higher). XPro Styles PAKS 1-10 includes 1,000 styles!
Xtra Styles PAKs are styles that work with the UltraPAK, UltraPAK+, or Audiophile Edition of Band-in-a-Box® 2025 (or higher). Xtra Styles PAKs 1-21 includes 3,700 styles (and 35 MIDI styles)!
The XPro & Xtra Styles PAKs are not included in any Band-in-a-Box® package.
The XPro Styles PAKs 1-10 are available for only $29 ea (reg. $49 ea), or get them all in the XPro Styles PAK Bundle for only $149 (reg. $299)! Listen to demos and order now! For Mac or for Windows.
The Xtra Styles PAKs 1-21 are available for only $29 ea (reg. $49 ea), or get them all in the Xtra Styles PAK Bundle for only $199 (reg. $349)! Listen to demos and order now! For Mac or for Windows.
Note: XPro Styles PAKs require Band-in-a-Box® 2025 or higher and are compatible with ANY package, including the Pro, MegaPAK, UltraPAK, UltraPAK+, and Audiophile Edition.
The Xtra Styles require the UltraPAK, UltraPAK+, or Audiophile Edition of Band-in-a-Box®. (Xtra Styles PAK 19 requires the 2025 or higher UltraPAK, UltraPAK+, or Audiophile Edition. They will not work with the Pro or MegaPAK version as they require the RealTracks included in the UltraPAK, UltraPAK+, or Audiophile Edition.
Supercharge your Band-in-a-Box today with XPro Styles PAKs and Xtra Styles PAK Sets!
Band-in-a-Box 2026 for Mac Videos
With the release of Band-in-a-Box® 2026 for Mac, we’re rolling out a collection of brand-new videos on our YouTube channel. We’ll keep this forum post updated so you can easily find all the latest videos in one convenient spot.
Whether you're exploring new features, checking out the latest RealTracks or Style PAKs, this is your go-to guide for Band-in-a-Box® 2026.
Check out this forum post for "One Stop Shopping" of our Band-in-a-Box® 2026 Mac Videos!
Band-in-a-Box 2026 for Mac is Here!
Band-in-a-Box® 2026 for Mac is here and it is packed with major new features! There’s a new modern look, a GUI redesign to all areas of the program including toolbars, windows, workflow and more. There’s a Multi-view layout for organizing multiple windows. A standout addition is the powerful AI-Notes feature, which uses AI neural-net technology to transcribe polyphonic audio into MIDI—entire mixes or individual instruments—making it easy to study, view, and play parts from any song. And that’s just the beginning—there are over 100 new features in this exciting release.
Along with version 2026, we've released an incredible lineup of new content! There's 202 new RealTracks, brand-new RealStyles, MIDI SuperTracks, Instrumental Studies, “Songs with Vocals” Artist Performance Sets, Playable RealTracks Set 5, two new RealDrums Stems sets, XPro Styles PAK 10, Xtra Styles PAK 21, and much more!
Special Offers
Upgrade to Band-in-a-Box® 2026 for Mac and save up to 50% on most upgrade packages during our special offer—available until May 15, 2026. Visit our Band-in-a-Box® packages page to explore all available upgrade options.
2026 Free Bonus PAK & 49-PAK Add-ons
Our Free Bonus PAK and 49-PAK are loaded with amazing add-ons! The Free Bonus PAK is included with most Band-in-a-Box® 2026 for Mac packages, but you can unlock even more—including 20 unreleased RealTracks—by upgrading to the 2026 49-PAK for just $49.
Holiday Weekend Hours
As we hop into the Easter weekend, here are our holiday hours:
April 3 (Good Friday): 8:00 AM – 4:00 PM PDT
April 4 (Saturday): Closed
April 5 (Easter Sunday): Closed
April 6 (Easter Monday): Open regular hours
Wishing you an egg-cellent weekend!
— Team PG
Update to Build 10 of RealBand® 2026 for Windows®!
If you're already using RealBand 2026 for Windows, download build 10 to get all the latest additions and enhancements.
Band-in-a-Box® 2025 for Mac® users: Build 904 now available!
If you're already using Band-in-a-Box® 2025 for Mac®, make sure to grab the latest update! Build 904 is now available for download and includes the newest additions and enhancements from our team.
|
|
|
|
|
|
|
|
|
|
|
|
Forums57
Topics86,262
Posts802,439
Members40,078
| |
Most Online64,515 Apr 8th, 2026
|
|
|
|
|
|
|
|
|