The Internet is changing!
WebAssembly (WASM), combined with AI-assisted development, is driving a fundamental shift in how the Internet works—moving compute-intensive processing out of the desktop and into the browser. AI is accelerating this transition, compressing a multi-year infrastructure shift into a much shorter window.
This shift is unlocking a market that simply didn't exist before: browser-native multimedia production.
Our suite of audio-visual and interactive media production tools is built for this moment. There's zero installation friction—users access their projects from any browser, on any device, from anywhere. That removes a major adoption barrier for creative and production tools, which have traditionally been tied to specific hardware and operating systems.
The underlying architecture is inherently distributed, which lets users pool the processing power of every device they own and run it simultaneously, with our servers keeping all processes synchronized in real time. A user could be editing a music video on their workstation while their tablet and laptop render frames for that same project in parallel—turning idle consumer hardware into usable compute.
The entire workflow—editing, rendering, encoding, and publishing across audio, video, and web content—runs natively in the browser, with no local software dependency.
This positions us at the intersection of two structural tailwinds—WASM adoption and AI-driven development velocity—in a category, multimedia production, that has yet to be built for the browser at scale.
Market opportunity
The professional and prosumer creative software market—video editing, audio production, motion graphics, and web authoring—represents a multi-billion dollar total addressable market today, historically gated by expensive licenses and hardware requirements. Browser-native delivery expands that TAM in two directions at once: downmarket, to users priced out of traditional desktop suites, and upmarket, to teams and studios that want collaborative, device-agnostic production without managing local infrastructure. As WASM performance closes the gap with native applications, we expect the addressable market to expand further, converging with the broader shift of professional software into the browser.
Competitive moat
Our advantage isn't a single feature—it's the combination of a mature, in-browser production engine with a distributed processing architecture that's difficult to replicate. Competitors offering browser-based tools today are largely constrained to single-device processing; our system pools compute across every device a user owns, coordinated by our synchronization layer. That's a systems-level advantage that compounds with scale: more devices, more usage patterns, and more synchronization edge cases handled well means a harder target for new entrants to hit. AI-assisted development also lets us extend the platform faster than teams still building for native desktop environments.
Unit economics
Because processing is distributed across the user's own devices rather than centralized entirely on our infrastructure, our marginal compute cost per active user is lower than a traditional cloud-rendering model, where every frame is rendered server-side. Users effectively subsidize a portion of their own compute, while our servers handle orchestration and synchronization rather than the full processing load. That structure supports healthier margins as usage scales, and it means our infrastructure costs grow more slowly than usage—a favorable dynamic as we add users and expand feature complexity.
AudioLab
Audio.ink brings a full modular synth rack into your browser — all the sonic possibilities, none of the cost, cables, or risk of frying your gear. Drop components onto a canvas — synths, drum voices, sequencers, effects, mixers, CV utilities — and patch them together. Just like a real studio, you've got MIDI, audio, and CV cables. Unlike the real world, you literally can't hook up the wrong ones.
How does it work?
We tap into your browser's own processing power to generate audio live, right on your device. No streaming. No downloads. Audio.ink builds a process that renders sound in real time — and it can run forever without ever repeating the same loop twice. (Unless you want it to. It does that too.)
Edit video inside your browser
VideoLab
It works with any video footage or audio file, including AI generated footage. Unlike Video AI it's designed to provide immediate visual and audible feedback. The way you're used to from more traditional timeline editing software.
Filmandmusic.org's work flow is optimized for music videos where frame-accurate, synchronized cuts are important. It shrinks the otherwise extremely time consuming work of creating hundreds of synchronized clips down to a matter of seconds. This allows the creator to experiment with ideas, the simple effort of trying-out previously exceeded most production's budget.
It's designed to provide immediate visual and audible feedback. The way you're used to from traditional timeline editing software.
It's workflow is optimized for music videos where frame-accurate, synchronized cuts are paramount.
Despite running completely natively in your browser this is no lightweight tool. It allows processing and outputting 4K+ video at 120 fps where swapping eg audio sources as the last production/encoding process is simply part of the design. Keep your memory use low by working with a webP, but use a high-res 198Khz Wav file for final encoding.
How does it work?
We tap into your browser's own processing power to process and sync video files with our servers. A sync process aligns server files and local files so that you never download or upload the same data twice. There is nothing to install. Everything "installs" inside your browser. If you close the window it's gone. There is no adware or reminders that (can) pop-up.
Create interactive multi-media applications without coding
WireLab
It outputs highly interactive, trigger driven, one-page websites without any need for coding. The user draws visual elements onto a canvas. These can be connected to triggers, user interactions, timed events, trigger-modifiers to form an interactive, audio-visual scene.
Depending on complexity, these scenes can then exported as stand-alone webpages, browser games, encapsulated HTML objects (to inject into pre-existing webpages), high quality audio-tracks (WAV format), or MP4 video footage (any dimension, any framerate*).
Integrated asset management let's the user generate websites, promo-videos or PDF brochures, all using the exact same logos and imagery, as well as fonts, colors or 3D Models. This not only saves a lot of time, it also ensures branding remains consitent accross all channels.
How does it work?
You create what you want to see, how it should interact, and how it must sound inside your browser.
You define screen real-estate and decide what should happen there. What should be displayed. What can be dragged or clicked on. And what that does - if anything.
Your creation can be as simple as a slogan rotating in 3d letters. Or as complex as a responive hide and seek game embedding elements of different visual and/or audio componentns and elements.
Components are plugins that respond to triggers. If you created eg a random weather scene with audio.ink, you can connect a lightning strike VFX plugin to match the sound trigger. There are plugins for 3D (3d-text, 3d-model, 3d-endless-tunnel, etc), Particle Generators (Snow, Stars, Fireworks, Flames, etc), HMTL specialised elements & resolution adjusting objects (placing edges, monitoring app-states, showing Waveforms), Mediaplayers (eg looped mp4 playback full configurable with complete color and alpha manipulation and morph surpport).
All components are capable of exporting high resolution audio and video at up to 120 frames per second.
All our websites and applications interface with each other via the AVVF lossless format. All assets can be accessed and modified at any given point in the production process without loss of quality.
Any information is retained across all domains and surfaces.
* Not supported on all plans. Practical limit for all renders are in place and set to 120 fps , but can be bypassed.


