@lijas90 Time. This the the one & you've hit it on the nose.
Posts
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RE: AI takeover the plugin industryposted in AI discussion
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RE: AI takeover the plugin industryposted in AI discussion
Davids right, it's more than a plugin, its the entire user experience. People still like interacting with people, they just don't care how the plugin came together, especially if it works great and solves the problem.
I started off nearly 15 years ago creating music, sample packs, midi packs, construction kits, etc.
I certainly wouldn't consider myself a professional coder, hense why I came to HISE years ago. It was a way, with limited coding experience, to expand my brand.
AI has done that x10.
My opinion is adapt and move forward, not retreat. I don't think AI is going anywhere. Praying for its downfall wouldn't be a hill I'd be willing to die on.
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RE: Payment providers comparedposted in General Questions
Quick follow-up on the documentation gaps raised earlier: we’ve expanded SoundSync’s public pages so the features, fees, and commercial policies are easier to find.
Product migration is now supported. You can bring a catalog from another platform using public store/product pages or a supported spreadsheet/JSON export. Imports become drafts for review before publishing. Customer accounts and existing recurring payments are separate from catalog migration. Migration details
Security and integrations have expanded too. We support authenticator-based two-factor authentication, recovery codes, and team accounts with role and product-specific access. HISE developers have both HISEScript and native C++ integration paths, alongside the JUCE package. The API documentation now covers substantially more of the platform, including licensing, refunds, subscriptions, and partner integrations.
Account security · Developer documentationWe’ve also expanded the Website Builder and branding tools, including root-domain support and SoundSync-provided SSL, plus native affiliate and collaborator programs alongside reseller integrations.
The commercial details are now explicit: Stripe and PayPal checkout, USD-only pricing, and one 10% SoundSync fee covering ordinary payment processing on SoundSync-managed checkout. Developer, affiliate, and collaborator payouts follow the same schedule: the 1st and 15th, after the minimum 14-day hold.
The updated pages also explain Merchant of Record responsibilities, tax handling, refunds, disputes, and payout eligibility.
Pricing · Trust Center · Payout policyThanks again for pointing out what was missing. That feedback helped us make the information much clearer.
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RE: Payment providers comparedposted in General Questions
@dannytaurus Thanks for putting this comparison together. I'm Aaron, the developer behind SoundSync. Your post highlighted some genuine gaps in our public documentation, so I've updated the site to make these details much easier to find and compare.
I've also attached a detailed 10-page reference covering the SoundSync entries in your comparison, newer features, and links to the relevant public pages:
Download the SoundSync information reference PDF
Pricing and what's included
SoundSync charges one 10% fee on SoundSync-managed sales, with ordinary payment processing included. There is no additional marketplace fee and no fixed per-sale SoundSync charge. For example, a $49 sale has a $4.90 SoundSync fee, leaving $44.10 for the developer before any agreed affiliate/collaborator shares. Tax is handled separately from product earnings.
The $10 monthly minimum is a minimum, not another subscription charge on top: SoundSync fees already incurred that month, including sales fees and usage charges, count toward it. If those total $7, the shortfall is $3; if they total $10 or more, there is no minimum top-up. Paid products, bundles, and subscriptions must be $9.99 or higher after discounts, before tax.
Transactional emails are included. Marketing email includes 1,000 sends per month, then $1 per started block of 1,000 additional sends. Qualifying free claims and external serial redemptions include 10,000 per month, then $0.005 per additional redemption. These allowances reset monthly without rollover. Normal licensing validation calls are not billed as external redemptions, and a free BOGO gift included in a paid checkout does not incur an external-redemption charge.
Pricing: https://www.soundsync.dev/pricing
Email counting and billing: https://www.soundsync.dev/docs/email-marketing/usage
Fees and redemptions: https://www.soundsync.dev/docs/fees
Payments, Merchant of Record, and the business behind it
PayPal is supported for one-time checkout, alongside Stripe payment options. Recurring subscriptions currently use Stripe. Products and checkout currently use USD only; this is not a claim of local-currency pricing. Any provider currency conversion is separate, and developers bear applicable conversion costs when receiving funds in another currency.
SoundSync Solutions is the Merchant of Record for SoundSync-managed checkout, including developer storefront and marketplace sales processed through that checkout. SoundSync handles the applicable sales-tax/VAT responsibilities for those sales. The tax page lists current country coverage and explains the scope; developer income taxes remain the developer's responsibility. An external reseller collecting its own payment is different: SoundSync does not absorb that reseller's processing fees or become its Merchant of Record merely by fulfilling a serial or entitlement.
SoundSync Solutions is based in Michigan, USA. The business address is 2632 Crossing Circle #1010, Traverse City, Michigan 49684, and support is support@soundsyncsolutions.biz. The site now has substantive Terms and Privacy information, rather than just headings, plus retention and account-closure details.
Payments: https://www.soundsync.dev/payments
Merchant of Record: https://www.soundsync.dev/trust/merchant-of-record
Tax scope and countries: https://www.soundsync.dev/trust/tax-compliance
Business information: https://www.soundsync.dev/about
Terms: https://www.soundsync.dev/legal/terms
Privacy: https://www.soundsync.dev/legal/privacy
Where funds are held, and when payouts happen
Funds collected through Stripe and PayPal are transferred manually to a dedicated business account used only for developer, affiliate, and collaborator payouts, not business expenses. Developer payouts are made through Stripe Connect. This is a dedicated payout account, not a claim of escrow or deposit insurance.
Payouts are scheduled twice monthly, on the 1st and 15th, after at least a 14-day hold. Eligible funds go into the next scheduled payout after that hold completes. There is no SoundSync payout minimum or routine reserve. The scheduled date means payment initiation, not a guaranteed bank-arrival date; unresolved disputes, account restrictions, or payout-destination issues can affect an individual balance.
Payout policy: https://www.soundsync.dev/trust/payouts
Refunds and disputes
Customers request refunds from the product developer within 14 days of the initial purchase. Authorized developers can refund the full order or selected whole products; arbitrary cash amounts and fractional refunds of one product are not supported. For subscriptions, the standard refund policy covers the initial payment, not renewals, with mandatory consumer rights still applying.
The customer receives the refunded product's paid amount and associated tax. SoundSync retains its original share, and the developer is responsible for actual additional refund charges and confirmed chargeback/dispute losses. This is separate from ordinary checkout processing already included in the 10% fee. Affiliate/collaborator shares reverse according to the original allocation. Access associated with the refunded purchase is withdrawn; unrelated purchases are not removed.
Refund and dispute policy: https://www.soundsync.dev/trust/refunds-disputes
HISE, JUCE, licensing, and delivery
There are now two HISE integration paths: HISEScript, for easier integration without modifying HISE source, and native HISE C++, which requires patching/rebuilding HISE and offers stronger native enforcement. The JUCE package is also available, with activation, processor-owned licensing, and Store/My Products integration. Package-specific requirements matter: HISEScript documents configurable offline grace following a valid state, while the current JUCE release requires online renewal at startup and does not provide offline audio access.
The public API reference includes serial claims and claim status, activation, customer-login activation, validation, and deactivation, with authentication and request/response details. File delivery uses authorized customer downloads, and the customer library brings together owned products, downloads, serials, device access, and support.
HISE docs: https://www.soundsync.dev/docs/hise
Native HISE setup: https://www.soundsync.dev/docs/hise/native-setup
JUCE docs: https://www.soundsync.dev/docs/juce-package
Licensing API: https://www.soundsync.dev/docs/api/licensing
File delivery: https://www.soundsync.dev/features/secure-delivery
Customer library: https://www.soundsync.dev/features/customer-library
Storefronts and branding
SoundSync supports hosted storefronts and a full embedded commerce experience, including catalog, product pages, cart, checkout, and customer access. Custom domains can use the main domain, not just a shop/store subdomain. Developers need domain control and DNS access; SoundSync provides guided setup and manages the hosted connection and SSL certificates once verified. Brand Manager covers logos, light/dark branding, colors, imagery, support details, and the supported brand settings reused across the storefront and other surfaces.
Storefronts: https://www.soundsync.dev/features/storefronts
Branding and domains: https://www.soundsync.dev/features/brand-manager-domains
Affiliates, collaborators, teams, and resellers
There are dedicated native affiliate and collaborator programs, not just reseller attribution under another name. Affiliates use agreed product/rate terms and referral links; collaborators use product revenue-sharing agreements. Their earnings and payouts are tracked separately. Team Accounts are a separate permissions system, so a revenue-sharing agreement does not automatically grant dashboard access. Approved resellers also have serial, external-order, fulfillment, and API integration paths, including WooCommerce.
Affiliates: https://www.soundsync.dev/features/affiliates
Collaborators: https://www.soundsync.dev/features/collaborators
Team Accounts: https://www.soundsync.dev/features/team-accounts
Resellers: https://www.soundsync.dev/features/partners
Partner API: https://www.soundsync.dev/docs/api/reseller-partner
Email, growth, subscriptions, and marketplace discovery
Marketing includes campaigns, audience management, scheduling, reports, and growth flows such as cart recovery, onboarding, review requests, follow-ups, and winback. Promotions include scheduled deals and supported codes/offers. Subscription documentation distinguishes recurring access from models where paid invoices earn product ownership.
Marketplace discovery is included in the same commercial model. Launch into an ecosystem backed by nearly 50,000 established audio-software customers.
Email marketing: https://www.soundsync.dev/features/email-marketing
Growth flows: https://www.soundsync.dev/docs/email-marketing/growth-flows
Subscriptions: https://www.soundsync.dev/features/subscription-bundles
Marketplace: https://www.soundsync.dev/features/marketplace
Two clear "no" answers for the comparison
We do not currently offer assisted Gumroad migration or pay-what-you-want pricing. Imports and external fulfillment should not be described as a Gumroad account-migration service.
Migration policy: https://www.soundsync.dev/docs/migrations
Product setup: https://www.soundsync.dev/docs/products
SoundSync is still a newer platform, and I understand that documentation is only part of evaluating one. My aim here is to make the commercial details and integration requirements public and easy to check, rather than leave you guessing. Thanks again for calling out what was missing.
Trust Center: https://www.soundsync.dev/trust
Documentation: https://www.soundsync.dev/docs
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RE: Payment providers comparedposted in General Questions
@David-Healey I've tried getting SES for over a year now with no luck, they deny every time.
How did you manage to get it?
If I could get them, I could reduce Soundsync marketing email pricing by nearly 50%.
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RE: The gap between finishing a plugin and running a plugin businessposted in General Questions
@dannytaurus A bit of a rigamarole but I'm biased lol.
@cartemtune I'd open it up. As David said, Japan & Australia have a good market, about 15% of my sales are these 2 places.
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RE: The gap between finishing a plugin and running a plugin businessposted in General Questions
@dannytaurus What do you mean by reseller terms?
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RE: The gap between finishing a plugin and running a plugin businessposted in General Questions
@dannytaurus ahhh I see now, I misunderstood the statement.
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RE: The gap between finishing a plugin and running a plugin businessposted in General Questions
@cartemtune Does it prevent you from using the platform once the cap is reached?
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Why you should plan for support before launch.posted in General Questions
Hey Gang,
Planning how your plugin business handles licensing, logging, customer accounts, purchases, activations, updates, and product management can prevent many support requests before they happen.
It also gives you the information and tools you need when a customer does need help.
A few things worth planning early:
- A reliable licensing system that handles activation, restoration, device limits, and offline use.
- A logging system that records useful technical information without collecting the customer’s creative data.
- A customer-management system that connects purchases, products, licenses, downloads, and support history.
- A solid checkout and order system for failed payments, duplicate purchases, refunds, receipts, chargebacks, and missing orders.
- A clear Merchant of Record or payment-processing setup so tax, billing, refunds, and customer responsibilities are properly defined.
- Self-service tools for resetting activations, managing devices, finding receipts, and downloading products again.
- A clear way to identify the installed plugin version and whether an update is available.
- Useful error messages that explain what happened instead of only saying something failed.
- A simple way for customers to send relevant diagnostic information with a support request.
- A plan for server outages, expired subscriptions, refunded purchases, and other unusual situations.
Purchase issues can create just as much support work as technical problems. A customer may have been charged but not received access, used a different email at checkout, purchased the wrong product, or lost their receipt. If orders, customer accounts, product access, and licensing are disconnected, resolving a simple issue can require searching through several systems.
When everything is connected, support becomes much easier.
If someone changes computers, they can reset an old activation themselves. If a customer reports a problem, you can quickly see what they purchased, which version they are using, and whether their license is active. If a payment or fulfillment problem occurs, you can trace the order and restore access without manually piecing everything together.
Good customer service is not only about responding quickly. It is also about building systems that prevent confusion and give both the customer and developer useful options when something goes wrong.
This is one of the areas we are working on with SoundSync: connecting commerce, customer accounts, licensing, activations, downloads, product versions, communication, and support information in one system.
The goal is to reduce preventable support requests while making the requests that do happen much easier to understand and quicker to resolve.
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RE: Using customer data to grow a plugin businessposted in General Questions
@dannytaurus SoundSync can currently receive information related to the product’s operation and the customer journey, including:
- When the plugin is opened or connects to SoundSync
- Activation, validation, restoration, and deactivation activity
- The installed plugin version
- The product and license associated with the activation
- A hashed installation/device identifier for managing activations
- Interactions with SoundSync-provided areas such as activation, account, store, support, and update interfaces
- Timestamps showing recent validation or connection activity
This can be combined with information already created elsewhere in SoundSync, such as purchases, products owned, downloads, customer accounts, support activity, email engagement, and marketing consent.
That makes practical things possible. For example, a developer could notify customers using an outdated version, help somebody who purchased but never activated, exclude existing owners from a promotion, or create a re-engagement flow based on meaningful customer activity, cart recovery, etc, etc.
SoundSync does not inspect or collect the customer’s audio, MIDI, presets, parameter changes, DAW projects, filenames, or what they are creating. We are interested in product lifecycle events that help with licensing, updates, support, and relevant communication, not the customer’s creative activity.
We also try to keep the principle fairly simple, collect the minimum information needed for the feature, be clear about how it is used, and give developers the controls they need to handle consent and privacy properly.
Some of this varies by integration. For example, the HISE package can report plugin-open and SoundSync interface events, while licensing integrations naturally generate activation and validation events whenever they communicate with SoundSync.
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Using customer data to grow a plugin businessposted in General Questions
Hey Gang,
Just wanted to drop in with a post I thought some might find useful.
When someone buys and uses a plugin, useful information is created across the store, licensing system, email platform, and the plugin itself.
Connecting that information makes marketing & servicing much more useful. Instead of sending the same emails to everyone, developers can create:
- Marketing emails: Send product announcements, educational content, updates, and offers to the appropriate customers.
- Growth flows: Automate cart recovery, post-purchase follow-ups, review requests, customer rewards, upgrade campaigns, and re-engagement emails.
- Segmentation: Group customers by products owned, purchase history, license status, activation activity, installed version, or engagement.
- Personalization: Adjust email content and offers based on what each customer owns and how they interact with the product.
- Cross-selling: Recommend compatible expansions, sound packs, or related plugins while excluding customers who already own them.
- Customer retention: Identify inactive customers and send relevant education, updates, or incentives to bring them back.
- Product updates: Notify only the customers affected by a release, compatibility change, or important fix.
- Analytics: Connect campaigns to purchases, activations, product use, reviews, and repeat sales instead of measuring email clicks alone.
This is especially useful for smaller plugin companies because these tasks can run automatically instead of requiring someone to manually manage lists and customer records.
It is not about collecting every possible piece of information. It is about making the information you already have useful. Purchase, license, activation, and product data can help make emails & servicing more relevant and show what is actually helping the business grow.
This is one of the larger ideas behind SoundSync. We are connecting the store, customer accounts, licensing, plugin activity, marketing emails, growth flows, and analytics so developers can manage the customer journey from one connected system.
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RE: The gap between finishing a plugin and running a plugin businessposted in General Questions
@dannytaurus Including the email marketing is a pretty smooth move. Does the % fluctuate at all based on usage, number of contacts, emails sent, etc.? Or a minimum monthly in sales?
I've seen Gumroad around but never used it. I went straight from the wacky world of Wordpress to developing and using Soundsync.
Is your reason for no licenses just less user friction?
I'd love to see the comparison in price! That's the type of thing that tickles my pickle.
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The gap between finishing a plugin and running a plugin businessposted in General Questions
Hey Gang,
This is something I’ve been thinking about a lot lately.
Finishing the instrument is only one part of releasing a plugin.
A lot of us can get the actual product built in HISE like the UI, samples, scripting, presets, installer, export.
That part is hard, but it is also the part most of us signed up for.
The harder surprise is everything that comes after.
Once you want to actually sell it, you suddenly need a whole second system around the plugin:
- a product page
- checkout
- license delivery
- customer accounts
- download access
- license resets
- device limits
- refunds and revoked access
- update delivery
- support emails
- “I bought this but lost the download link”
- “I got a new computer, can you reset my activation?”
- “My license is not showing up”
- “Where do I log in?”
None of that is really the instrument. But if you don’t have it, the release starts to feel unfinished.
That is the gap I’ve been trying to solve with Soundsync.
The idea is to give audio developers the business layer around the product like storefront, customer library, license/activation handling, download access, and the basic post-purchase flow that customers expect.
For HISE specifically, my goal is that the instrument itself should not become a mess of store logic, customer account logic, and manual support work. The plugin should mostly care about whether the customer has access. The rest should live in a system built for selling and managing audio products.
I don’t think every developer wants to build a mini Shopify, license server, download portal, and support dashboard just to release a plugin.
This is the bigger problem Soundsync is aimed at, not just licensing, but helping developers get from “I finished the plugin” to “I can actually sell and support this properly.”
Curious how other HISE developers are handling this right now. Are you using Gumroad, Shopify, custom scripts, manual serials, your own backend, or something else?
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RE: Soundsync: HISE Ecosystem | UPDATE: WE ARE LIVE!posted in General Questions
Hey Gang,
Quick update on SoundSync & the HISE integration I've been working on.
SoundSync is now LIVE!
This means you have two integration paths available from the developer dashboard:
1. HISE Script Package
This is the simpler drop-in version for developers who want the fastest setup inside a regular HISE project.The include is intentionally simple:
include("SoundSync/Runtime/SoundSyncRuntime.js");This package handles the branded activation UI, login activation, serial activation, machine validation, deactivation, Store, My Products, and customer product access using HISE Script + WebView.
2. Native C++ HISE Package
This version is for developers who are comfortable building HISE from source. It moves the more sensitive licensing/runtime layer into native C++ and keeps the HISE Script side as small as possible.The HISE Script side is only a lightweight gate:
include("SoundSync/Scripts/SoundSyncNativeGate.js"); ssSoundSyncNativeGateStart();The Native package includes the C++ source, HISE source patch/tools, setup instructions, and the same product/developer branding flow as the HISE Script package.
The goal with the C++ version is to make the licensing layer harder to inspect or tamper with than a script-only package, while still keeping the HISE-side integration simple.
Current package features include:
- Activation by customer login or serial + email
- Product-specific machine activation, validation, and deactivation
- Server-side activation counts and serial status updates
- Offline grace period and cached local license state
- Branded activation UI with developer logo, product image, Brand Manager colors, and light/dark logo background handling
- In-plugin Store with catalog browsing and single product pages
- My Products panel with current product serial, activation info, copy serial, deactivate this machine, and owned-product access
- Branded storefront/account link handoff with SoundSync fallback links
- Test Connection flow for checking package/API setup
- Product-scoped generated config for each developer/product
- HISE Script package and Native C++ source-build package options
Both versions are generated from the SoundSync developer dashboard and are product-scoped, so developers can export a package with their own product info, branding, activation settings, storefront links, customer product access, and machine/license behavior already configured. They both include simple instructions for integration as well.
The HISE Script version is the fastest route for most developers.
The Native C++ version is the better option if you are already maintaining a custom HISE source build and want a stronger licensing boundary.SoundSync for HISE is live now, and both package options are available from the developer product dashboard.
If you are building commercial HISE instruments or effects, you can now generate a product-scoped HISE package with activation, validation, Store, My Products, branding, and customer access already wired in.
JUCE packages are also offered for direct JUCE connection.
Feedback from the HISE community is always welcome as we keep improving the developer & customer experience.
Best,
Aaron
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RE: Soundsync: HISE Ecosystem | UPDATE: WE ARE LIVE!posted in General Questions
@dannytaurus Great idea. I'll add this to the HISE/JUCE package updates.
Thanks!
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RE: Customer support softwareposted in General Questions
@dannytaurus Hey Danny,
Not to Hijack your thread but figured I could let some light in on Soundsync.The initial post is about support. I dont have this yet but I just added to the update list and will get it done ASAP! This feature would be included as "transactional" emails, so they will be free.
Soundsync also offers a Marketing Email option which segments your users based on useful info like products purchased, date range, imported list and more options coming soon (like plugin versions, etc).
You also mentioned wanting a more easy to follow fee matrix. Soundsync is easy.
10% fee covers everythinng except marketing emails (first 1000 free every month) and redemption overages (first 10,000 free each month).So it looks like this:
10% Platform fee (covers transaction fee as well)
Email Marketing (First 1000 free each month, then $1/1000 emails)
Redemptions (First 10,000 free each month, then $0.005 each)There is a $10 monthly minimum, but this is waved once you surpass that in other charges (like platform fee).
Soundsync is also a MoR.
Apologies again for Hijacking. if you feel this is crossing the line just let me know and I'll remove it.
Best,
Aaron
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RE: Soundsync: HISE Ecosystem | UPDATE: WE ARE LIVE!posted in General Questions
@Edwards said in Soundsync Beta: HISE Ecosystem | UPDATE: Native-Authoritative C++ Licensing Bridge:
Sounds like a useful workflow for HISE developers, especially having licensing, delivery, and customer management tied together. I’d be interested to see how the activation flow handles offline use in practice.
Good question! The current flow is online for first activation because the plugin needs to verify the license/serial/customer account against SoundSync and bind that activation to the user’s machine.
After that, the plugin keeps a local activation state so the product can continue opening without calling home every launch. If the server is unavailable, the plugin can enter an offline grace state instead of immediately locking the user out.
The intended behavior is:- First activation requires internet.
- Normal launches restore from local activation data.
- Periodic validation refreshes the license state when online.
- If offline, the plugin can continue working during the configured grace window.
- If the license is refunded, revoked, deactivated, expired, or outside grace, the plugin returns to the activation screen.
- Developers can choose how strict the grace period should be for their product.
So the goal is not “phone home every time or fail,” but also not “activate once and trust forever.” It sits in the middle: friendly to real users who are offline, but still gives developers control over revocations, device limits, offline grace and subscription/license state.
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RE: NEW GUI DESIGNER APP! ::: ROX DESIGNER SUITE ::: is LIVE!posted in General Questions
@Chazrox Gotta check it out now!