The problem (2017)
I capture my game footage with an Elgato HD60 Pro capture device. It's a great piece of hardware that records smooth footage, unlike software solutions such as OBS Studio that won't record smooth footage on my system. The video capture is fine, but the Elgato Game Capture software doesn't record usable audio on my system. This isn't just an issue for me, as others have also reported playback artefacts. I've no idea how to fix this issue.

Multi-Track Recorder was originally built back in 2015, and you can read why below. Now, 2 years later, in 2017, I still depend on it as much as I did before OBS Studio was available, and before I started using Elgato Game Capture with my HD60 Pro. Whether recording for YouTube, or streaming to Twitch, I record my game, mic, and communications audio to separate file streams with Multi-Track Recorder.

Why do I still do this?

Because it's nice to have multi channel audio after recording a single channel video and be able to replace low bit-rate audio, replace unusable audio, or just edit the audio track to enhance the overall flow of a video. It's a lightweight solution, with good configuration options, running as a separate process that's unlikely to crash.

The problem (2015)
I capture my game footage with Open Broadcaster Software, using the QuickSync feature of my i7 CPU. The only option for capturing audio is mixing both desktop audio and microphone, leaving no room for any processing because the audio is mixed down and it's recorded in a lossy format.

DXTory has a nice multi-channel audio feature, but that would mean recording the footage twice, putting strain on my graphic set up. Another bad point is that DXTory is not bundled with any decent audio codecs out of the box. With all of this in mind, I set out to create an alternative, that is free like OBS.

My solution
I coded software that can record up to 8 audio tracks, with or without a synchronise tone to make wave matching a bit easier, and able to use lossy or lossless codecs. It is written with the assumption that Virtual Cable drivers are used to separate the audio streams in use while gaming.

With game, microphone, and communications output, I have what I need to take video editing to the next level. Such a configuration can be a pain to set up, but nothing worthwhile is usually simple. I've done everything possible to make the software easy to use, so recording audio should be simple!

The downside is that it can only record from a WASAPI source, meaning only Windows Vista and later are supported because earlier versions of Windows don't use this audio engine. This is also a problem if you're hoping to capture ASIO or similar, but most situations don't require such a configuration.

Supported formats are PCM, FLAC, MP3, OGG, WMA, AAC, and OPUS. Shared mode WASAPI is required to record active input and loopback devices, so audio is captured at whatever bit depth and sample rate the hardware devices are using. Be sure to read the help file for more detailed information!

If you find any bugs, or have any suggestions then feel free to send me a direct message on Twitter.

Multi-Track Recorder v1.1 (32-bit)MEGAOneDrive
Multi-Track Recorder v1.1 (64-bit)MEGAOneDrive
Multi-Track Recorder Help OnlyMEGAOneDrive
Microsoft .NET Framework 4.5.2Microsoft

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