Audio setup for streaming, start to finish

A stream sounds professional when every source has its own level, on the stream and in your ears, and what your viewers hear is separate from what you hear. Here is how to build that, step by step.

The goal, before any software

Good stream audio comes down to two ideas. First, separation: your game, your chat app, your music, and your alerts should each live on their own channel, so you can turn one down without touching the others. Second, two destinations: each source reaches your stream on a feed of its own, and your headphones get a mix of their own. Those are not the same thing. You want to hear a private Discord call, or music you cannot play on stream, without ever sending it to your viewers.

Windows on its own will not do this for you. You can set an app's level and point it at a different output device, but whatever lands on that device arrives as one summed stream, with nothing separate to hand your broadcast, which is why a loud alert can bury your voice or a friend's call ends up on the recording. A virtual audio mixer is the tool that pulls those sources apart and sends each one where it belongs. The rest of this guide uses Patchd, a Windows mixer built around exactly this workflow, but the order of operations is the same wherever you set it up.

Sources sit on the left as strips, and outputs sit on the right: your real ones like headphones and speakers, then the virtual outputs that other apps treat as a microphone. Each destination owns one color, the same on its output card and on every strip's pill, so you can read exactly where every source goes.

Step 1: get your sources onto their own strips

In Patchd, each source is a strip with its own volume slider, level meter, mute button, and effects. Two strips are always present: Desktop, which carries all of your system audio, and Communications, which carries your chat apps. Point Windows' default playback device at Patchd Desktop and its default communication device at Patchd Communications (Patchd's setup walks you through both), and those two cover most of what a stream plays.

Then add the sources you want to control on their own. Add your microphone as a selectable strip. To split one specific app, your music player or your game, off from everything else, pull it onto its own strip with a virtual cable, a small piece of software that carries one app's sound into Patchd. That is the move that separates game from music from browser, so a spike in one never drags the others with it. If per-app splitting is new to you, the walkthrough in how to route audio per app on Windows covers it in detail. On the free tier you get your mic plus four virtual cables (on top of Desktop and Communications), enough for a strip for game, music, browser and alerts.

Each source becomes a strip. Here, your mic: its own fader and live meter, its own headphone and bus pills, and its own mute, solo and effects, so nothing shares a level with anything else.

Step 2: give every source its own bus

One lit pill gives a source its bus. Bus 1 lit cyan is the mic's own feed for the stream; Headphones lit green is your own ears, a separate route.

A bus is a virtual output that other apps see as a microphone. For a stream, give each source a bus of its own, so your streaming app receives every source separately, with its own fader and mute:

  1. Under your mic, light Bus 1.
  2. Under your game's strip, light Bus 2. Under your music's, light Bus 3.
  3. Under Communications, light Bus 4 only if your viewers should hear your friends.

Each strip has a row of colored buttons under a BUS header, and clicking one lights that route in the bus's color. Bus 1 is cyan, Bus 2 is violet, Bus 3 is magenta, so a glance tells you which source is on which bus. If routing as a concept is fuzzy, see what is audio routing.

Step 3: keep your own headphone mix separate

Your headphones are a hardware output, not a bus. Route everything you personally want to hear to that output, including things the stream should never get. This is the whole point of two destinations: your ears can have the private call and the full music library, while the buses carry only what the stream should get. Because the stream's sources travel on buses and your monitoring is a hardware output, turning something down in your ears does not change what your viewers hear.

Step 4: keep private audio off the stream

Handle a private group call the same way, in reverse: route it to your headphone output so you can hear it, and simply light no bus for it. Nothing leaks, because a source only reaches a destination when you route it there. This is far safer than muting in a hurry mid-stream, since the private feed was never on the broadcast in the first place.

The same sources, two destinations. Each source the stream should hear has a bus of its own, your headphones carry everything you hear, and a private call reaches your ears with no bus lit.

Step 5: add each bus to OBS

One capture per bus. Each Audio Input Capture in OBS takes one Patchd bus as its device, here Patchd Bus 1, the mic's.

Every Patchd bus is a microphone to Windows, so OBS can capture each one on its own. In OBS:

  1. Sources > + > Audio Input Capture. Name it Mic, then set Device to Patchd Bus 1.
  2. Do the same for Patchd Bus 2 (Game) and Patchd Bus 3 (Music), and Patchd Bus 4 (Voice chat) if you lit it.
  3. Settings > Audio: set Desktop Audio and Mic/Auxiliary Audio to Disabled, so nothing arrives twice.

OBS now shows one fader per source, each with its own mute and filters, and each can go to its own recording track. The full walkthrough is in OBS audio setup.

Step 6: clean up the mic channel

Your voice deserves the same care as the mix. Every channel in Patchd has an effects rack you fill from a + Add Node menu, and the essentials for a mic are all free. Start with a high-pass to clear the low rumble before anything downstream measures it, then AI noise suppression to strip out fan hum and keyboard noise, then a noise gate, which stays silent until you actually speak so it cuts the quiet room hiss between words. Only once the signal is clean does tone come next: a parametric EQ to boost or cut chosen frequencies, and a compressor last to even out the loud and quiet moments so your level stays steady. They run in real time, in the order you set. For the details, see how to reduce background noise on your mic, and if you hear yourself doubled back, how to fix mic echo walks through the usual cause.

The mic rack, in the order Step 6 builds it. Clean the signal before you shape it and shape it before you even out its level, top to bottom in the order your voice flows through them. Every node here is free.

Step 7: monitor in real time

Finally, listen to the processed result as you play. Patchd runs over ASIO and WASAPI Exclusive, the fastest, lowest-delay audio paths Windows offers, so the cleaned-up sound reaches your headphones fast enough to feel immediate rather than delayed. Talk, watch your mic meter move, and nudge the volume slider until it sits right against the game and music.

Optional: change your voice

If you want a character voice on top of a clean signal, Patchd's Persona voice changer applies a voice to your mic as the final stage after the effects rack, and switching is hotkey-first so you can flip voices live. The dedicated voice changer for streaming setup guide covers where it sits in the chain and how the voices behave.

Where Patchd is today

Patchd is built for exactly this: separate strips, color-coded routing, a real effects rack on every channel, and a free tier that is a real, working mixer rather than a stripped-back demo. It is in open beta now.

Stop fighting your audio.

Whether you are producing, podcasting, streaming, or gaming, Patchd is the audio mixer your setup deserves. It is in open beta now, and the waitlist is how you hear about the public release.