I have done some further testing with the AirMusic device...
- On a Windows machine, the only free way to make it work is to use iTune
- I also got it to work with Foobar and MediaMonkey with an 'airplay' plug-in (see the emilles link above... making sure you also look at the readme! file as installation requires a few steps). Note that, with MediaMonkey, the AirMusic is managed as a separate audio device, which is fairly straightforward. With Foobar, it is managed as a DSP, which means that one can use it in parallel with one's favourite output (WASAPI, ASIO, our a NULL output)... which has some benefits as there are ways to mute each of the outputs individually in practice.
- Airfoil and Tunerblade also work with generic windows application (they basically reroute the windows sound to Airplay compatible devices) and offer a few more options... but they don't integrate well with applications which output audio using WASAPI or ASIO drivers.
- There is a lag in all these applications, which creates challenges with video playback (Tunerblade has a way around it with VLC, and I'm sure one can find ways to delay videos through other routes if required... although getting this to work seamlessly and reliably is challenging)
- Reliability is not that great with any of these applications (save for iTune, which lacks FLAC support unfortunately)... expect a few slow downs on the computer when the apps are working!
- As an aside, I haven't been able to get it to pass the bit-perfect test of the MDAC (under Android or Windows)
So far I haven't been able to get it to be seen by any windows machine as a uPNP/DLNA renderer (my PiCorePlayer and some other windows machines on my home network are visible with at least some applications), this would be the holy grail (with bit perfect, that is)
All in all, I can see that some people may like this 'Wireless playback' feature (especially with apple software or some separate android player). On a PC without installing iTunes, it is not as good a solution (even though it "works"), unless one can find a way to get uPNP to work (which might be possible as it works under Android).
- On a Windows machine, the only free way to make it work is to use iTune
- I also got it to work with Foobar and MediaMonkey with an 'airplay' plug-in (see the emilles link above... making sure you also look at the readme! file as installation requires a few steps). Note that, with MediaMonkey, the AirMusic is managed as a separate audio device, which is fairly straightforward. With Foobar, it is managed as a DSP, which means that one can use it in parallel with one's favourite output (WASAPI, ASIO, our a NULL output)... which has some benefits as there are ways to mute each of the outputs individually in practice.
- Airfoil and Tunerblade also work with generic windows application (they basically reroute the windows sound to Airplay compatible devices) and offer a few more options... but they don't integrate well with applications which output audio using WASAPI or ASIO drivers.
- There is a lag in all these applications, which creates challenges with video playback (Tunerblade has a way around it with VLC, and I'm sure one can find ways to delay videos through other routes if required... although getting this to work seamlessly and reliably is challenging)
- Reliability is not that great with any of these applications (save for iTune, which lacks FLAC support unfortunately)... expect a few slow downs on the computer when the apps are working!
- As an aside, I haven't been able to get it to pass the bit-perfect test of the MDAC (under Android or Windows)
So far I haven't been able to get it to be seen by any windows machine as a uPNP/DLNA renderer (my PiCorePlayer and some other windows machines on my home network are visible with at least some applications), this would be the holy grail (with bit perfect, that is)
All in all, I can see that some people may like this 'Wireless playback' feature (especially with apple software or some separate android player). On a PC without installing iTunes, it is not as good a solution (even though it "works"), unless one can find a way to get uPNP to work (which might be possible as it works under Android).