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Software directory

Apps

Android apps, desktop software, browser applications, and experimental projects by Filippo Galbo.

AssayIndex clinical laboratory test search interface
Web

AssayIndex

Search and compare laboratory tests across source catalogs, with downloadable records and clear source status.

NGS Assay Planner browser interface with project definition fields
WebLocal system

NGS Assay Planner

Compare NGS strategies by target scope, sensitivity, workflow, cost, risk, and validation burden.

Illustrative cover art for ExoAVT: audiovisual motion, color, and signal processing.
Android

ExoAVT

Android video instrument with audio-reactive effects, editable timing, producer tags, and MP4 export.

Illustrative cover art for EXOIMAGE: on-device image generation and visual composition.
Android

EXOIMAGE

Private Android preview that runs an image model locally and verifies the imported model pack before generation.

Illustrative cover art for Operon Splicer: a generative synthesizer and musical pattern-making.
Android

Operon Splicer

Android instrument with four chord-aware lanes, internal synthesis, optional MIDI, and WAV stem export.

System schematic of the supervised observe, interpret, review, and act loop, with structured logs and recovery.
WindowsLocal system

Local Computer Use Agent

A Windows automation tool that reads the screen, logs each action, and stops for review when the workflow becomes uncertain.

Android releases

EXOIMAGEv0.1.2-gpu-preview

Android / local GPU Preview v0.1.2-gpu-preview debug build

EXOIMAGE

What this preview does

Private Android preview for running a local image model on a Pixel 10 Pro. It imports a separate model pack, generates images offline, and includes cancellation, history, save/share, and diagnostics.

Private testing cohort

EXOIMAGE access required

Use the private beta password supplied directly by Filippo to unlock this local GPU Preview build.

The current local tester grant is shared with ExoAVT and remains active for 24 hours in this browser.

The APK, checksum, and model-pack download require a private beta access code.

Model pack and license

Pack 1.1.0 contains converted BK-SDM Tiny derivatives and is distributed under CreativeML Open RAIL-M. Review all three exact notices before accepting the download. This research preview omits the upstream safety checker and is not approved for production or high-stakes use.

Technical notes and installation

This arm64 GPU Preview does not bundle the roughly 1.99 GB learned model pack. Generation remains unavailable until the separate protected GPU Preview pack is downloaded and imported. It requests GPU execution for the encoder, FP32 GPU execution for the denoiser, and GPU execution with one-thread CPU fallback permitted for the decoder. LiteRT does not expose effective placement or delegation coverage here, and this build is not Tensor/NPU verified.

Install and test

  1. Open this page on a Pixel 10 Pro or another compatible Android 12 or newer arm64 phone.
  2. Enter the private beta password supplied by Filippo, then download the EXOIMAGE GPU Preview APK.
  3. Allow installs from your browser or file manager if Android asks, then install the debug-signed APK.
  4. Download the separate protected GPU Preview model-pack ZIP on this page, verify its SHA-256, then open EXOIMAGE and import it with Android's system picker.
  5. Enter a prompt, use 25 steps, and Generate; a Pixel 10 Pro run may take several minutes and cancellation occurs between synchronous learned calls.
  6. Confirm preview, History, Save, and Share work, and that diagnostics say LOCAL GPU PREVIEW: NOT TENSOR VERIFIED with effective placement reported as unknown.

Runtime and model handling

  • Import the exact versioned, hash-verified GPU Preview model pack into app-private storage through Android's system picker.
  • Run arbitrary prompts through the locally validated text encoder, denoiser, and decoder with one learned model resident at a time.
  • Keep one generation job at a time with cooperative cancellation, thermal and deadline guards, progress, preview, reproducible metadata, MediaStore save, and system sharing.
  • Inspect the requested accelerator, imported model pack, runtime, and thermal state in diagnostics. Effective GPU placement and Tensor/NPU execution remain unverified.
  • Keep models, prompts, and generated images local; the APK declares no Internet permission.

Build facts

  • Package: com.recombinase.exoimage.gpu.debug; installs beside the strict Tensor test package.
  • Version: 0.1.2-gpu-preview, build 3.
  • Minimum: Android 12 / API 31. Target: Android API 37.
  • 37,727,889-byte V2 debug-signed APK for direct sideload testing.
  • The protected Verify SHA-256 link publishes the exact APK checksum.
  • The separate model pack is v1.1.0: 1,987,095,414 bytes with a content-addressed SHA-256 and complete license, attribution, and modification notices.
  • Includes arm64-v8a only and declares no Internet permission.
  • A fixed local pipeline generated a 512×512 PNG on a physical device. The product UI and model-pack import still need end-to-end device testing.

Known limitations

  • No learned weights are bundled, so this APK alone cannot generate; the separate exact model-pack ZIP is required.
  • The product UI passes build checks; its import and generation flow still needs end-to-end device testing.
  • Effective GPU placement, CPU fallback use, and delegation coverage remain unknown; decoder CPU fallback is permitted.
  • This release does not claim Tensor G5 NPU verification, production readiness, or numerical equivalence to another runtime.
  • The APK is debug-signed for private sideload testing and is not a Play Store release.
  • There is no cloud, remote, AICore image-generation, or procedural image fallback.
  • The model pack omits the upstream safety checker and is a research preview subject to the included CreativeML Open RAIL-M use restrictions.

License notice checksums

  • License SHA-256: 993e4d2a94f82712ddf471c0c3feeed9710bad51833f3795330fa51014a4420d
  • Attribution SHA-256: 3b080222cfbd871db32ea2e4f881456068c104a9016a580b8db8196f397f8bf9
  • Modification notice SHA-256: bcbe55da2a04b36cf079b7ca631bedc94b12c15498b132c7f7872df1f88ed499
ExoAVTv0.3.0-beta.41

Android / visual splicer beta v0.3.0-beta.41 debug build

ExoAVT

ExoAVT is an Android video instrument for applying audio-reactive effects, editing effect timing, adding producer tags, and exporting MP4 video.

Private testing cohort

Recombinase access required

Want to test ExoAVT? Follow for development updates and comment BETA on the newest ExoAVT post to request access. I am personally selecting the first testing cohort. Access is limited and not guaranteed.

Then DM BETA, your phone model, Android version, and what kind of visuals or audio you make.

Codes are issued directly through the official profiles above. Never pay anyone for ExoAVT beta access.

Install and use this beta
  1. For the seven new looks, open Effects → Library → Looks, select a look, then Controls. New choices start in Footage mode unless an existing source-mode choice is being preserved. For a saved Generated look, open Effects → Controls, select the effect, then Footage to process your video or photo. Choose Generated only for an intentional standalone scene. Start with one effect, compare quiet and loud passages, and test a short export before building a complex stack.
  2. In Sound, use Set Quiet and Set Loud for your recording. In Controls, compare Audio Sensitivity at 0%, 50%, and 100% with Audio Motion fixed. For a silent source, keep ordinary animation or use manual/clip controls; sound reactivity does not invent missing audio.
  3. For Sound-Printed, choose Timed for evenly spaced captures or Sound Accents for detected transients. For exact placement, choose Clip Points, open Points, select Print Here, set the clip time and add a point. Those points are events, not a continuously held trigger. Use a saved project copy when testing new effect IDs.
  4. Open this page on an Android 8.0 or newer device, enter your beta access code, download the APK, and allow installation from your browser or file manager if Android asks.
  5. Install ExoAVT and import a video or photo. Use MEDIA beside Settings to replace it, and SRC/FX inside the monitor to compare the original and processed view.
  6. Open Effects → Library → Looks and try Motion Transport, Particle Reassembly, Time Displacement, or Raster Relief. Controls exposes their individual settings; Effect stack combines them. Use moving video for the two history effects, and start with one effect before stacking. In Points, automate the same controls or Audio Motion without changing calibration.
  7. For temporal effects, play a short section, seek backward, and wait for Preparing history to finish. Compare with uninterrupted playback and a short export. Cancel stops reconstruction without presenting an inaccurate processed frame. Particle Reassembly starts with Resolve & restart enabled; adjust its cycle in Controls.
  8. For Acid Video Synth, open Effects → Library → Looks and try Acid Bloom, Raster Melt, Neon Topography, Mirror Organism, or Signal Tunnel. Use Controls to adjust Acid Spectrum and Raster Tear, then compare SRC/FX and a short export. The two individual processors are also available through Effect stack; use a saved project copy for testing.
  9. Use Randomize, Mutate, Undo, Keep, and Compare on the creative home. Keep saves a Favorite and pins a comparison look; return from the pinned comparison before editing. Open Effects for the library and detailed controls. Looks contains classic presets and the eight material modes; Effect stack adds or removes individual effects without replacing the stack. Controls edits the current effects. Reselect Flow Paint from Looks for the revised defaults; existing saved settings are not silently changed. Try Amber Halo on colored lights, compare SRC/FX, and compare Effect Strength at 100% and 200%. If the library reports a preview failure, use Retry.
  10. Select a material look, then open Controls. Keep Footage selected to reshape your video or photo. Choose Generated only when you want standalone material visuals. Use SRC/FX to check what the effect changes.
  11. After import, watch the audio-analysis progress or missing-audio message. Move Audio Motion above zero; Randomize is not required. Effect Strength is a separate visual-intensity control. Both now reach 200%. In Sound, play a quiet passage and press Set Quiet, then a loud passage and Set Loud. Each capture takes two seconds. Compare Audio Motion at 0%, 100%, and 200% while keeping Effect Strength fixed; 100% uses the selected output range and 200% adds bounded overdrive.
  12. For a saved Flow Paint, Warm Halation, Soft Diffusion, or Amber Halo look, reselect it from Looks to upgrade only exact untouched historical audio defaults. Edited, locked, or automated mappings are preserved. Compare SRC/FX on detailed footage for Flow Paint and on visible highlights for Halation. Beta37 loads older projects, but beta34 cannot reopen a copy saved with Audio Motion above 100%; keep an older copy before testing.
  13. For an older saved project, Settings offers Use stereo-safe analysis for the selected audio input. Choosing it clears only that input's old calibration, so run Set Quiet and Set Loud again afterward. Leaving it alone preserves the project's earlier analysis behavior.
  14. Choose a clip and open Timing. In Points, select a target, set its time, choose Min, Max, or a custom value, choose Hold/Linear/Smooth, and add or update the point. Set the target's driver to Clip; Audio Motion can be clip-driven while other targets remain sound-driven. Or try Animate my look / Suggest a journey with Auto, Build, Drop, or Pulse: review preserved controls, Preview, then Keep or Discard.
  15. To test the split-clip repair, import a video longer than ten seconds, split at ten seconds, leave the opening clip Clean, and apply Flow Paint or another look to the following clip. Switch between clips, compare selected-clip and whole-video playback, seek across the boundary, and try a short export. Keep a project backup and report any remaining crash with your device and Android version.
  16. To test the preview-control placement, import square or landscape footage with branding at the bottom. Check that the timeline remains below the picture, then play, pause, scrub, and compare SRC/FX. Confirm the artwork and full picture remain visible on your phone; this release does not claim to fix paused-preview resizing.
  17. Press Randomize to choose across classic and material looks, or Mutate to vary the current selection. Compatible choices preserve locks and authored automation. Use Controls for modifiers and output ranges; slider edits change manual base values, not automation points.
  18. Select Swirl, Vortex Membrane, or Kaleidoscope in Controls and enable Resolve & restart for repeating build-and-release motion. Start with the eight-second cycle and 15% clean rest, then adjust both. If clip points own that effect, use those points or explicitly bypass their tracks first.
  19. In Signature, import your producer audio and choose Text or Image. Edit the wording or choose the image, set gain, and choose automatic or manual styling and entry time. Apply, then listen across the overlap. Use on new projects is optional; the complete tag must fit within the composition.
  20. Press Export and choose a save location. Follow progress and the export notification. If needed, use Retry saved export or Save video elsewhere. Try a short composition first and report the device model, Android version, effects, source types, and exact error with any failure; a partially copied destination can remain after failure or cancellation.
Effects and controls
  • Paused temporal previews keep Play and seeking available after their target frame renders, and returning from Controls reconstructs the held frame. Ordinary slider edits reuse the installed playback composition instead of repeatedly destroying decoders during startup. These changes address reproduced loading freezes and a player-release timeout. Feral Lava and Cymatic Dust also correct vertex-input setup and retain bounded staging buffers across preview refreshes; the formerly crashing Audio Motion gesture now passes the Android 8 native regression test. Matching the separately reported phone crash still needs device confirmation.
  • Seven expressive looks join the existing Library, Randomize, Controls, and Points: Iris Tunnel, Feral Lava, Chromatic Reel, Cymatic Dust, Lissajous Loom, Elastic Caustics, and Sound-Printed Motion Studies. The first six now start in Footage mode when there is no existing source-mode choice, including when chosen from Clean Source. Saved Generated choices are preserved; Randomize and Mutate retain the existing source intent. Choose Generated explicitly for a standalone scene. Sound-Printed captures the incoming picture and intentionally has no Generated mode.
  • Iris Tunnel counter-rotates nested wavy contours. Feral Lava simulates colliding, merging, and splitting luminous masses. Chromatic Reel combines traveling wave ribbons with independent stepped film cadence. Cymatic Dust moves grains toward nodal patterns; Lissajous Loom draws depth-tested ribbons; Elastic Caustics concentrates wave-derived light. These are different structures, not palette variants of one shader.
  • Per-effect Audio Sensitivity scales the shared Audio Motion depth without changing input calibration or output limits. Music, speech, impacts, ambient recordings, and silence are valid inputs; there is no MIDI or required BPM. Manual and Clip drivers remain available, and deliberately authored Mix points override automatic soft entrances and exits.
  • Sound-Printed Motion Studies keeps up to eight reduced-resolution past input snapshots within two seconds. Choose Sound Accents, Timed seconds, or Clip Points. Print Here adds an intentional one-shot event; held sound does not repeatedly retrigger. Points can be moved, duplicated, or deleted without manufacturing events at clip boundaries.
  • Motion Transport estimates movement from successive footage frames and carries recent source imagery along that movement. Transport, Trail, and Recovery control its bounded motion trails; static areas and scene cuts recover toward the current picture. This is optical-flow-guided image transport, not corrupted-codec datamoshing.
  • Particle Reassembly draws independent source-colored particles with deterministic spread, drift, size, and seed. Its Resolve & restart cycle builds, returns exactly to the incoming picture at rest, then repeats. Raster Relief samples source brightness into a real tilted wire-mesh surface with depth occlusion; it is not a flat displacement overlay.
  • Time Displacement mixes different past timestamps across a horizontal, vertical, or radial map. Delay is bounded to one second per node, with interpolated historical samples and an exact zero contribution. Motion Transport and Time Displacement require video; particles and supported Raster Relief also work on photos.
  • Each new processor has a named demonstration look in the shared Library and Randomize pool. Effects use the existing manual, Audio, and Clip drivers; device/source eligibility also applies to Favorites and suggested journeys. Raster Relief stays unavailable when its actual GPU render check fails, while bypassed saved settings remain editable.
  • Seeking or editing a temporal stack may show Preparing history with progress and Cancel. Reconstruction is muted and uses the same decoder and effect chain. Preview releases its native render resources before export begins, then can resume afterward; new temporal histories share a bounded 64 MiB budget.
  • Acid Spectrum maps source-image brightness into neon color bands, dark cutouts, and bright contour rims. Raster Tear adds bounded horizontal row displacement and color separation. Both are incoming-footage processors with editable controls, audio routes, clip points, and exact zero-amount bypass, not generated replacement scenes or codec datamoshing.
  • Five Acid Video Synth looks join the existing shared Library and Randomize pool: Acid Bloom, Raster Melt, Neon Topography, Mirror Organism, and Signal Tunnel. They combine the new processors with existing wave, swirl, mirror, and kaleidoscope building blocks. Mutate varies the chosen look while authored points, routes, locks, and source intent are preserved.
  • The playback timeline and time readout sit in a dedicated rail below the picture instead of covering its lower edge. Bottom branding stays visible, including on square footage, while the media keeps its original aspect ratio. This changes preview control placement, not exported picture content, clip timing, or effects.
  • A source-time loop controller keeps clip effects active after selected-clip or whole-video repeat instead of letting repeated playback drift outside the effect's time range. Pausing and editor selection are preserved; repeat playback still needs physical-phone testing.
  • Preview playback uses supported Media3 seek and redraw handling for repeat and paused-frame updates. This hardening is being tested across Android versions; it is not proof of a single cause for every prior playback failure or a device-compatibility guarantee.
  • Split-clip playback now waits for the new composition to be installed before seeking to the selected clip or starting its loop. This repairs a reproduced crash when leaving the first ten seconds clean and applying a look afterward; clip timing, saved points, and effect settings remain unchanged. Physical-phone testing is still required.
  • Audio Motion preparation now runs serially in the background, reusing prepared analysis instead of blocking the UI during slider edits. Audio Motion and Effect Strength are independent 0–200% controls; material deformation, warp, gloss, sheen, and ridges gain bounded overdrive above 100% rather than stopping at the old ceiling.
  • Changing the effect chain refreshes a paused video's decoded preview at the retained position. Ordinary intensity edits update live parameters without reloading; switching effects may briefly buffer. Physical-phone testing is still required.
  • New Flow Paint and Halation audio routes use fixed input calibration, a visible quiet baseline, and a short peak hold. Reselecting a finishing look or explicitly rebuilding its routes upgrades only exact untouched old defaults; edited, locked, or automated routes stay unchanged. Randomize and loading a saved project do not migrate existing routes.
  • Import no longer repeats an unrelated old processed-video-saved message. Status notices use their own row below the preview or temporarily reuse the header branding area on shorter screens, leaving Effects, Timing, and Signature accessible.
  • Amber Halo includes saturated red, blue, and magenta highlights instead of relying only on luminance. Flow Paint uses broader direction-following painted regions with a larger brush range; zero still restores the incoming source. Existing saved Flow Paint values are preserved: reselect Flow Paint from Looks to use its revised defaults.
  • The effect library shows preview failures and offers Retry. Selecting a look can recover processed preview after a failure instead of leaving a new selected label on source-only playback. Compare SRC/FX to check the visible result; a selected preset name alone is not proof of successful processing.
  • An unreadable historical export record no longer blocks healthy saved jobs or new exports. ExoAVT preserves the unreadable files and reports a recovery warning rather than silently deleting history. Clip-controlled targets follow their points without falsely requiring audio analysis; bypassing those points returns ownership to the preserved audio routes.
  • Effect Strength now updates the installed preview parameters through its full 0–200% range instead of rebuilding the media composition for each above-100% adjustment. Switching looks no longer keeps every previously visited, unselected processor running; saved settings, routes, and clip points are retained.
  • Import video or photos through Android's system picker, use MEDIA to replace the source, or Share/Open supported media with ExoAVT. Attach provider-supported WAV, FLAC, MP3, AAC, or other audio files separately.
  • Transform your video or photo with WETWARE folds, FERROFLUID lobes, OIL SLICK sheets, CHROMATIC FOLDS, BIOFILM cells, GLASS ORGANISM lenses, a VORTEX MEMBRANE tunnel, or elastic RECOMBINATION fragments. Footage mode samples and deforms the imported image rather than placing a separate generated scene over it.
  • Open Effects to browse classic presets and all eight material looks together. Controls exposes the active effects, including legacy processors, with Flow, Scale, Deformation, Gloss, Color, and Audio Motion where meaningful. Advanced settings include Liquid Warp, Iridescent Sheen, Surface Ridges, and bounded Temporal Melt.
  • In a material's Controls, choose Footage to transform imported media or Generated for standalone procedural material. This choice is saved per effect and is not randomized or mutated. A new material added through Effect stack starts in Footage mode; re-adding a saved effect keeps its existing choice.
  • RECOMBINATION separates recognizable strips and tiled groups, stretches them, and reconnects them with continuous movement instead of frame-random displacement or default brightness flashing.
  • Use Library's Effect stack to combine classic or material effects without replacing the others; remove an effect to hide and bypass it while retaining its settings and automation. Stack warnings explain when Generated material may hide earlier processing or combined warps may cost more.
  • Try Contour Engraving and Halation / Diffusion: source-image ink lines and locally spread highlights, not generated overlays. Six curated looks join the same Library and Randomize pool: Contour Ink, Color Etch, Woodcut, Warm Halation, Soft Diffusion, and Amber Halo.
  • Randomize chooses a fresh compatible look across classic named presets and the eight procedural modes. Mutate varies the current selection. Existing visual processors, effect locks, Source/Processed comparison, imported photos, and the hardware-style interface remain available.
  • Effect Strength sets visual intensity; the separate Audio Motion fader sets sound-driven movement depth from 0–200%, not input volume. At 100%, calibrated sound can use the selected output range; above 100% adds bounded overdrive where the parameter has headroom. The first positive adjustment arms eligible audio routes without requiring Randomize. Zero stops audio-driven excursion without erasing routes or clip points. Clip-owned depth is shown as Clip rather than silently overwritten.
  • Import starts analysis of the selected audio source automatically, even with Audio Motion at zero; a new video uses its embedded audio when available. An attached source stays selected when replacing footage. A progress bar shows decoded progress when duration is known; otherwise it shows ongoing activity. Missing audio, silent or very quiet audio, and analysis failures have distinct messages. At 100% Audio Motion, a calibrated maximum can reach the selected visual output maximum.
  • In Sound, view the detected level and normalized response, capture two-second Set Quiet and Set Loud windows, or edit fixed input thresholds. Input calibration stays separate from visual output ranges and preset changes.
  • New projects use stereo-safe channel-energy analysis so opposite-polarity channels do not cancel the detected energy. Older projects retain their analysis version until you choose Use stereo-safe analysis in Settings. This upgrades only the selected input and resets only that input's calibration; other inputs, clips, and visual settings stay intact.
  • Map energy, bass, mids, highs, or onsets to applicable visual targets with Linear, Gentle, or Punchy response and adjustable attack/release. Embedded and attached audio are analyzed locally; no MIDI is used.
  • Split the active video's timeline into effect clips, select a clip, and direct its own look. In Points, add Min, Max, or custom values with Hold, Linear, or Smooth transitions, then drag, edit, duplicate, or delete points.
  • Automate Audio Motion, effect blend, material controls, modifier amounts, and applicable audio output limits. Manual, Audio, and Clip drivers stay explicit; automation bypass returns to preserved manual settings rather than silently recording slider edits.
  • Choose emerald/mauve, obsidian/chrome, petroleum teal/bronze, violet/pink, or restrained monochrome palettes. Set a seed or randomize compatible visual settings without replacing the selected audio input, calibration, clip timing, or automation.
  • Kaleidoscope combines a drifting center, breathing depth, and curved mirrored folds with motion through the source image. Gradual clip-boundary entrance and exit remain; Segments and Rotation stay editable, with smooth transitions between fractional segment counts.
  • For Swirl, Vortex Membrane, or Kaleidoscope, enable Resolve & restart in Controls to build, unwind to that processor's clean input, rest, and begin again. Adjust cycle duration and clean-rest time. Direct clip points retain ownership; bypass those point tracks explicitly before enabling a competing cycle.
  • Temporal Melt uses elapsed-time decay for bounded feedback instead of accumulating by frame count. History resets at discontinuities; actual preview/export consistency and sustained device performance remain beta test items.
  • Undo restores earlier edits. Keep saves a Favorite and pins the look for comparison; Compare previews that pinned look without replacing the current edit. Return to editing before changing it. Favorites reuse a visual recipe, including effect blend and Effect Strength, while preserving the destination's authored point tracks, audio routes, and locks.
  • Timing offers Animate my look for the current effects or Suggest a journey for compatible effect additions. Choose Auto, Build, Drop, or Pulse, then Preview, Keep, or Discard the editable draft. Existing owned or locked controls are preserved and listed; a proposal is not saved until kept. Music guidance uses energy and onset cues, with clip timing as a fallback.
  • Flow Paint simplifies the incoming video or photo into direction-following painted regions while retaining source boundaries. Adjust Abstraction, Brush size, Directionality, and Edge retention. Abstraction at zero restores the effect's incoming image; device performance is not yet characterized.
  • Signature saves your own producer audio with editable Text or an Image. Let the backing music choose a curated local font, treatment, and suggested entry time, or override these manually. Image mode preserves original colors, transparency, lettering, and proportions; an opaque black background remains opaque black.
  • The Signature's spectral strip is a cached spectrogram of the producer tag itself, separate from the backing-music features used for placement and style. Its full audio plays at natural duration without stretching or cutting it to fit. Visuals normally start 0.2 seconds earlier and finish 0.5 seconds later; only this padding can shrink at project edges.
  • Set Signature gain from 0–100% and optionally enable saved defaults on new projects. Changing defaults does not rewrite an existing project's signature. The backing soundtrack is unchanged; ducking is not applied. Listen to the overlap and reduce tag gain if it overloads. Muted soundtrack mode silences the complete composition, including the tag.
  • Export H.264/AAC MP4 through Android's save picker with progress, cancellation, and an export notification. Jobs retain their project snapshot independently of the editor. Retry saved export resumes an eligible saved job; when encoding finished but destination copying failed, Save video elsewhere retries the completed render without encoding again. Photos use an attached track's duration, or a silent ten-second composition when no audio is attached.
  • Save projects and patches locally, including clip automation and visual settings, and explicitly resume the last session. Supported HDR media is normalized to an SDR working surface on Android 10 or newer.
Release notes and testing — v0.3.0-beta.41

Beta 0.3.0-beta.41 makes expressive looks start in Footage mode when there is no existing source-mode choice to preserve, processing the imported picture instead of replacing it with a generated scene. Saved Generated choices are preserved. The seven looks remain Iris Tunnel, Feral Lava, Chromatic Reel, Cymatic Dust, Lissajous Loom, Elastic Caustics, and Sound-Printed Motion Studies. They support sound-driven movement without MIDI or a required tempo, per-effect sensitivity, and intentional print events. The earlier Motion Transport, Particle Reassembly, Time Displacement, and Raster Relief processors remain available. They join the same Library, Randomize, sound mapping, and clip Points workflow. Temporal preview reconstructs its recent history after seeking instead of showing stale frames. It retains the playback timeline in a dedicated rail below the picture, preview preparation off the UI thread, 0–200% intensity controls, and finishing-effect repairs for Flow Paint and Halation looks, including Warm Halation. Square footage is supported without stretching. The repair for the reproduced split-clip preview crash remains: the playback composition is installed before seeking or looping. Switching effects refreshes a paused preview at the retained position. This is a private testing build, not an exact reconstruction of the reference or a device-compatibility guarantee.

Build facts

  • Package: com.recombinase.exoavt.
  • Version: 0.3.0-beta.41, build 43.
  • Minimum: Android 8.0 / API 26. Target: Android API 36.
  • Debug-signed APK for private beta testing and sideload installation, with a separate SHA-256 checksum download. In-place installation still requires phone testing.
  • The app declares no Internet or camera permission and disables app-data backup.
  • This is a private testing build, not Android-device or performance certification. Physical-phone acceptance remains open; desktop checks do not establish real-device preview, export, or thermal behavior.

Known limitations

  • This release fixes a reproducible native particle-renderer crash during an Audio Motion drag, but the original phone report has no matching device log and is not claimed independently verified. Feral Lava's dark generated background is a separate source-mode behavior, addressed for new choices by the Footage default. Saved Generated projects are not silently migrated: choose Footage in Controls if you want the imported picture. If a crash recurs, report the device model, Android version, selected effects, and exact steps.
  • Beta40 adds new effect IDs and discrete print events that older builds may not understand. Keep an original project copy. Particle preparation and checkpoints share an 8 MiB CPU budget; discretionary render resources share a 64 MiB GPU budget. These are not total app-memory limits. Seeking may require cancellable preparation. Reduced-resolution fields and snapshots trade fine detail for bounded work. Emulator renders and exports do not establish physical-phone frame rate, thermal stability, HDR quality, or cross-GPU appearance.
  • New beta39 processors may not render in earlier builds; keep an original project copy. Motion Transport and Time Displacement use at most 32 reduced-resolution history samples at 30 Hz within a 640 × 360 box, with a shared 64 MiB resource budget. This can soften delayed detail. Stacked history increases seek preparation; upstream recursive Temporal Melt can require replay from the clip start. Accurate seeking may scan source timestamps, so longer files can take longer to prepare; Cancel remains available. Multiple-video-track files are not supported for accurate temporal preview. Raster Relief requires working vertex-texture sampling. Known Particle Reassembly and Raster Relief output formats up to 720P at nominal 30 fps request a higher 20 Mbps encoding rate to preserve moving detail, which can increase file size; higher or unknown formats retain the normal encoder policy. Encoder fallback and physical-phone quality still need testing. The existing paused-preview sizing issue remains. Beta41 addresses the reproduced redundant-composition replacement timeout; other player-release failures on physical devices remain unverified. No measured phone frame rate or thermal guarantee is claimed.
  • Acid Video Synth follows visible effect families in the supplied reference; it does not claim an exact reconstruction, new multi-frame echo, optical-flow simulation, or true codec datamoshing. Physical-phone visual acceptance, sustained frame rate, and thermal behavior remain unverified. Projects using beta38-only processors may not render in earlier builds; keep the original project copy.
  • Effect clips divide one active video or photo composition; this is not a multi-source video editor. Importing new visual media still replaces the active source. Live camera input and recording are not implemented.
  • The creative home, Timing drafts, Flow Paint, Signatures, and recoverable exports still need physical-phone preview/export, pause/resume, seek, loop, clip-switching, save/reload, accessibility, and long-duration testing. Emulator checks do not establish physical-phone acceptance or sustained device behavior.
  • The supplied 18210.mp4 reference was unavailable in the accessible attachments. WETWARE was developed from the written visual description, not a verified frame-by-frame match.
  • No phone frame rate, thermal result, sustained-load result, or device compatibility matrix is claimed. Complex materials and feedback still require performance testing on slower phones.
  • Sound response uses local analysis of embedded or attached audio, not microphone or MIDI input. Photos need an attached audio track for sound-driven movement. Input thresholds remain fixed until explicitly changed.
  • Signature placement uses onset and energy heuristics, not guaranteed beat, downbeat, or vocal detection. No external generation is used. Producer tags are limited to 120 seconds and must fit in full. Gain-only mixing has no automatic ducking or limiter; no loudness, true-peak, clipping-free mix, or listening-comfort guarantee is claimed.
  • Export recovery does not guarantee uninterrupted work under every Android lifecycle or storage-provider failure. A retry uses the saved job snapshot, not later edits in the open project. Keep a copy of older project files before editing; beta31 saves use a newer schema that may not reopen in older builds.
  • Temporal Melt retains bounded frame history and resets at discontinuities. Final Media3/GPU lifecycle, export consistency, and device-specific graphics behavior require phone validation beyond desktop shader execution.
  • Android 10 or newer can normalize supported HDR input into SDR. The beta does not preserve 10-bit HDR output or claim measured color equivalence; Android 8–9 accepts only confirmed SDR sources.
  • Older material projects without a saved input-mode choice intentionally open in Footage mode. Select Generated in Controls to use a standalone material instead. Existing automation is retained; in-place upgrade and real-device project migration should be checked with a saved test project before longer work.
Operon Splicerv0.1.29 / Experimental test build
Operon Splicer app icon

Android / v0.1.29 / Experimental test build

Operon Splicer

Android instrument with four chord-aware lanes, internal synthesis, optional MIDI, and WAV stem export.

  • Four chord-aware lanes: Bass, Hook, Harmony, and Texture, with internal phone audio and no external MIDI hardware required.
  • 16,400 role-specific sound recipes built from 164 authored foundations and 100 deterministic profiles; recipe variations are not separate DSP engines.
  • 29 playable engines, adding ScannedWavetable and ParticleResonator to the existing synthesis families.
  • 96 named FX palettes with tempo-aware delay, ambience, granular, freeze, memory, chorus-orbit, all-pass phaser, modulation, and final limiting.
  • Sound Tools saves individual lane sounds with favorites, tags, and velocity expression that shapes timbre as well as volume.
  • Related enables opt-in pattern variation that preserves melodic motifs during Recombine or Pattern RAND/GENERATE.
  • Options WAV export saves the current mix or four independently rendered lane stems, dry or processed, as an exact loop or with an optional 8-second tail.
  • Exports 4, 8, 12, 16, 24, or 32-beat stereo WAVs; the Perform beat buttons retain processed exact-loop export by default.
  • Output protection combines DC blocking, RMS guarding, and final sample limiting.
  • Per-lane mute, volume, stereo pan, and FX send are preserved in phone playback and WAV export.
  • Chord- and scale-aware organic, Euclidean, arpeggio, syncopated, and 16-step-aligned clave pattern generation.
  • Recombine, Randomize, Mutate, Engines, Drift, and Undo transform actions.
ExoAndroidAudioAnalyzerv1.4
ExoAndroidAudioAnalyzer logo

Android / v1.4 debug build

ExoAndroidAudioAnalyzer

Android app that estimates BPM and dominant pitch on-device.

Choose an audio file to analyze it on the phone. No cloud or desktop analysis service is required.

ExoAndroidAudioAnalyzer interface preview
  • Analyzes audio files on the Android device.
  • Estimates BPM and dominant pitch.
  • Runs without a Python or cloud analysis backend.
  • Includes a direct APK download and SHA-256 checksum.

Install

Android installation

  1. Open this page on your Android phone.
  2. Download the APK and allow installs from your browser or file manager if Android asks.
  3. Open ExoAndroidAudioAnalyzer and choose an audio file.
  4. Run the analysis on-device and review the BPM and dominant-pitch observations.
RecombiSplicev0.3.2

Android / v0.3.2 / private test build

RecombiSplice

Audio analysis, four-stem separation and mastering on Android.

Import audio or video, inspect its waveform and spectrum, and separate vocals, drums, bass and other sounds locally. Mix stems, compare five mastering styles, and save projects with editable tempo, key and annotations.

Sound identification requires the Mothership service on a paired PC over HTTPS. PC separation and mastering remain optional. Phone-to-PC HTTPS setup is separate. Tensor TPU acceleration is not included in this build.

Private testing cohort

Unlock RecombiSplice

Use the same access code as ExoAVT.

Debug-signed build for sideload testing.

  • Waveform, spectrum, tempo and key analysis, with manual corrections.
  • Local CPU Demucs separation into vocals, drums, bass and other, for clips up to three minutes.
  • Background stem processing with a progress notification and completed results when you return.
  • Stem gain, mute and solo controls update main playback and its waveform; compare the mix with the original and master.
  • Transparent, Balanced, Punchy, Warm and Multiband mastering on the device, with intensity, low cut, high cut and loudness controls.
  • WAV exports, stem ZIPs, saved projects and timestamped annotations.

Install

  1. Unlock the download with the same access code used for ExoAVT.
  2. Download the APK and allow installation from your browser or file manager when Android asks.
  3. Open RecombiSplice and select an audio or video file through the system picker.