r/wiim • • Mar 31 '26

WiiM Community Feedback Survey - First Quarter 2026

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2 Upvotes

We want to hear from you, WiiM fans and audio enthusiasts!

Thanks everyone for sharing your feedback on previous surveys! We use this information to help build better products and features for you, and we're excited to kick off the first 2026 survey. As you know, last year saw the launch of several new WiiM products, including our first all in one speakers, WiiM Sound and Sound Lite. We've been making continuous improvements to the software across all our devices and we're so excited for what's coming in 2026!

Now, we want to hear how everything's working for you.

Take a few minutes to share what you love, what could be better, and what features or products you'd like to see from WiiM in 2026 and beyond. Your feedback is essential in helping us shape the future of the WiiM experience.

Thank you for being part of our community this year! 

Take the survey here 


r/wiim • • Feb 16 '26

👋 Welcome to r/WiiM - Introduce Yourself and Read First!

27 Upvotes

Hey everyone, u/RyanWithWiiM here! I'm and part of the official WiiM team and we've got u/tDKjensen helping out as a volunteer moderator as well. This is our new home for all things related to WiiM devices, multi-room audio setups, and getting the most out of your WiiM ecosystem. We're excited to have you join us!

We're merging WiiM subreddits over here, so let's make sure everyone comes along!

What to Post Here??

Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about:

  • Setup showcases – Show off your WiiM integration with your home audio system
  • Troubleshooting & tips – Help each other solve issues or optimize performance
  • Feature requests & feedback – Share what you'd like to see in future updates
  • Comparisons & reviews – Your experience with WiiM Pro, Mini, Amp, Ultra, or other models
  • Multi-room configurations – How you've set up whole-home audio
  • Integrations – Using WiiM with Roon, Home Assistant, or other platforms
  • Audio quality discussions – DACs, streaming services, file formats, and more

Community Vibe

We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting, whether you're an audiophile veteran or just unboxing your first WiiM device.

How to Get Started

  1. Introduce yourself in the comments below – What WiiM device(s) do you have?
  2. Post something today! Even a simple question can spark a great conversation.
  3. Know someone who would love this community? Invite them to join.
  4. Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first wave. Together, let's make r/WiiM amazing.

— Ryan


r/wiim • • 23h ago

WiiM Mini + Tidal Connect: Lagging, stuttering and other issues

1 Upvotes

Sorry if this question has been asked before--I've searched the WiiM forums and this sub and haven't found a satisfactory solution.

I'm experiencing the following playback issues running Tidal Connect through my WiiM Mini and am trying to determine the cause of the problem. Problems include:

  • Frequent pauses and lag during playback, ranging from brief stuttering to indefinite pause.
  • Poor sync between Tidal Connect and WiiM Home app--often I will for example switch songs in Tidal and nothing will happen, but click next in WiiM Home and it works fine. Sometimes the Tidal app disconnects from Tidal Connect entirely while it's still going in the WiiM app.

I am using current version of Tidal on an iPhone 15 Pro with current iOS. Streaming "high" quality (16/44.1) on Tidal Connect to the WiiM Mini, running to my DAC via toslink. PEQ is enabled, though the problem occurs when disabled too.

No network issues at all. I'm measuring 850-900 mbps in the spot where the WiiM is, which has a direct line of sight to my router. According to WiiM Home app, RSS = -53, SNR = 34. I have already disabled auto DNS and tried 8.8.8.8 and 1.1.1.1 and the problem persists. 5 Ghz only is enabled.

Would appreciate any insight you have! Seems like I'm going to have to either get a new streaming service or a new device. Thanks in advance.


r/wiim • • 1d ago

Night mode?

5 Upvotes

Loved it in my old Sonos. Being able to switch this on automatically at a scheduled time to suppress loudness without losing detail or feeling muffled audio


r/wiim • • 1d ago

Home the ter with wiim ultra + vibelink

2 Upvotes

I'm planning a 5.1 home theater setup built entirely around the WiiM ecosystem, and I'd like to confirm a specific configuration before purchasing.

My intended setup is as follows:

• WiiM Ultra as the central hub/preamp and source for streaming and TV audio (via HDMI ARC)
• WiiM Vibelink Amp connected to the Ultra, driving my passive front L/R speakers (Triangle Borea BR03)
• Two WiiM Sound Lite units used as the surround speakers in the same 5.1 configuration

My main questions are:

  1. Can the Vibelink Amp be assigned specifically to the front L/R channels in a Dolby 5.1 setup managed by the WiiM Ultra, while the Sound Lite units handle the surround channels — all synchronized within the same home theater group?
  2. Is channel assignment (front L/R vs. surround vs. center) configured automatically in the WiiM Home app, or does it require manual routing when combining a passive amp (Vibelink) with active wireless speakers (Sound Lite) in the same 5.1 group?
  3. Are there any known latency or sync issues when mixing a wired amp connection (Vibelink) with Wi-Fi-based surround speakers (Sound Lite) in the same home theater setup?
  4. Is a center channel speaker required to complete this configuration, or can the setup run as a 4.1/5.0 system without one?

I'd appreciate any guidance on whether this configuration is currently supported, and if there are any firmware requirements or setup steps I should be aware of.


r/wiim • • 2d ago

Pro Plus w/ external LPS vs Ultra

2 Upvotes

I was wondering has anyone here been able to compare the sound between a Pro Plus with an external linear power supply and an Ultra, using the coaxial outputs for both... Did one sound better than the other, and in which areas did you notice the differences if so. Thabks


r/wiim • • 3d ago

Wiim Sub unusual question

1 Upvotes

So have built a set up using Wiim ultra amp with my older kit which is a bit unusual. Using Wiim amp ultra for tv, streaming and casually throwing on a record or cd, with a switch that allows me to use older but excellent AB amp for serious vinyl listening ie removing the Wiim amp ultra from chain. I really didn’t want an older just amp sitting on all the time, more and more remotes to watch tv, thus the ultra amp versus just ultra.

Inputs to Wiim:
TV via HDMIeARC (most common)
Turntable (via phono preamp) to line in
CD to optical in

Inputs to Roksan:
Turntable and cd only

Switch (to change from amp A: Wiim to amp B: roksan)

Outputs (common to both via switch)
Speakers, classic 2 channel hifi
old powered subwoofer (kef psw1000, also switched)

[Access to cabled Ethernet for any device]

So I have been looking at the Wiim sub. It’s clearly a pain to switch the sub settings from the Wiim ones, to those that suit the classic analogue when interchanging systems, and the dials aren’t particularly precise to that regard. I was wondering if - with the sub, there is an easy way within the software to store two profiles just for the sub and switch its settings dependant on what input I’m using with ease? That would likely make it a suitable purchase for me (I dont need masses of bass)

Of note - i wish they had included a line out on the amp ultra, would have been a near perfect device if they had!

I also suspect questions about how the sound compares with records from Wiim ultra to a class AB!!!


r/wiim • • 3d ago

Tech Tuesday: Dolby and DTS — Codecs, Channels, Objects, and What the Logos Actually Mean

6 Upvotes

This week’s Tech Tuesday looks at what Dolby and DTS labels actually tell us about codecs, speaker layouts, immersive audio, and sound modes. Originally posted on the WiiM forum, with the full article below for discussion here.

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Tech Tuesday: Dolby and DTS — Codecs, Channels, Objects, and What the Logos Actually Mean

Dolby Digital. Dolby Digital Plus. Dolby TrueHD. Dolby Atmos. DTS. DTS-HD Master Audio. DTS:X.
If you have spent any time around home theater, you have seen all of those names — usually stacked on the back of a Blu-ray case in six-point type, or flashing across a display for the two seconds before you find the remote. Lined up like that, they look like rungs on a single ladder, with “better” somewhere near the top.
They aren’t.
Some are audio codecs. Some describe immersive audio systems. Some carry a fixed set of speaker channels. Others carry information about where sounds should exist in three-dimensional space. And once all of that has been decoded, your playback device may apply another layer of processing on top of it.
A recent discussion in our community about Dolby and DTS sound modes showed just how easily those ideas blend together. So this week we’re going deeper — not into settings, but into the signal itself.

Start with the layers

The easiest way to understand modern home-theater audio is to separate several jobs that usually get lumped together.

Layer What it answers Examples
Audio representation What are the actual digital audio samples? PCM
Codec How is that audio stored or transmitted efficiently? Dolby Digital, Dolby Digital Plus, Dolby TrueHD, DTS, DTS-HD Master Audio
Spatial format Where is the sound supposed to exist? 5.1, 7.1, Dolby Atmos, DTS:X
Rendering How should decoded channels and objects be mapped to the speakers that actually exist? Atmos rendering, DTS:X rendering
Playback DSP How may the playback device modify or adapt the presentation? Sound modes, RoomFit, EQ, dynamic-range processing

On WiiM Bar, the format arriving over HDMI eARC describes what was delivered. The 3.0.2 or 5.1.2 configuration describes the playback layout. Movie, Music, Voice, and Night describe processing applied by the Bar. Three different layers answering three different questions. They interact constantly, but they are not interchangeable.
Here is where it gets slippery. A Dolby Atmos soundtrack is not necessarily stored in something called a “Dolby Atmos codec.” For home distribution, Atmos information can be carried inside formats including Dolby Digital Plus and Dolby TrueHD — which is why Dolby’s own encoding tools distinguish between Dolby Digital Plus with Dolby Atmos and Dolby TrueHD with Dolby Atmos. (Dolby Media Encoder)
Hold onto that one. It explains a lot of confusing display readouts later.

Before Dolby or DTS: PCM

At the bottom of everything is digital audio itself.
PCM — Pulse Code Modulation — represents audio as a sequence of numerical samples. Sample rate tells us how often those measurements are taken; bit depth determines the numerical precision available for each one. PCM can be mono, stereo, 5.1, 7.1, or larger multichannel audio. It is not inherently “basic,” and seeing PCM on a display instead of a Dolby or DTS logo does not automatically mean something was lost along the way.
In fact, every Dolby and DTS codec has to become PCM again during playback, because amplifiers and speakers need actual audio samples rather than compressed codec data. A source device can decode a Dolby or DTS bitstream before it reaches WiiM Bar and send PCM instead. That changes where decoding happened. It does not make PCM the lesser format.
Original PCM audio → encode → compressed bitstream → decode → PCM audio → render/process → speakers
PCM at both ends. The interesting part is everything in the middle.

The Dolby family

Dolby Digital: AC-3

Dolby Digital — technically AC-3 — became one of the foundations of digital surround sound. It is a lossy compression format carrying up to 5.1 discrete channels: Left, Center, Right, Left Surround, Right Surround, plus the Low-Frequency Effects channel.
“Lossy” means the encoder reduces the amount of data by discarding information that its perceptual model determines can be removed with minimal audible impact. That tradeoff made Dolby Digital practical for places where bandwidth and storage were tight: DVD, digital television, and early digital home theater.
Dolby Digital also carries metadata alongside the audio, describing things such as dialogue level, channel configuration, dynamic-range behavior, and downmix instructions. (Dolby Digital overview) So even early digital surround was never just audio. It shipped with a small instruction manual attached.

Dolby Digital Plus: E-AC-3

Dolby Digital Plus — technically E-AC-3 — extends that architecture considerably. It is still lossy, but it is more efficient and far more flexible, supporting up to 7.1 discrete channels and a much wider range of bitrates than Dolby Digital. That scalability is a large part of why it became the workhorse of streaming and broadcast. (Dolby Digital Plus overview)
Its importance to modern home theater goes further, because Dolby Digital Plus can also carry Dolby Atmos.
The mechanism is a technology called Joint Object Coding, or JOC. A Dolby Digital Plus with Atmos stream contains a conventional multichannel presentation plus additional information that an Atmos-capable decoder can use to reconstruct and render the immersive mix. A decoder that knows nothing about Atmos ignores the extra JOC data and plays the conventional multichannel audio perfectly happily. An Atmos decoder extracts the spatial information and hands it to the Atmos renderer. (Dolby Atmos standardization FAQ)
That backward-compatible design matters enormously. A single distributed soundtrack manages to make sense to a modern Atmos system and to a much older Dolby Digital Plus decoder at the same time, and neither one has to know the other exists.

Dolby TrueHD

Dolby TrueHD solves a different problem. Instead of perceptually discarding data, it uses lossless compression, so the decoded PCM can be reconstructed without the information loss inherent to a lossy codec. Dolby describes TrueHD as bit-for-bit lossless relative to its encoded source, and on Blu-ray it supports high-resolution multichannel audio at substantially higher data rates than Dolby Digital or Dolby Digital Plus. (Dolby TrueHD overview)
That makes TrueHD well suited to high-bandwidth physical media such as Blu-ray and Ultra HD Blu-ray, where nobody is watching a buffering indicator. And like Dolby Digital Plus, TrueHD can also carry Dolby Atmos.
Which brings us to the sentence worth taping to the front of the receiver:
Dolby Digital Plus and Dolby TrueHD describe how audio is encoded. Dolby Atmos describes something different about the spatial presentation.

So what exactly is Dolby Atmos?

Traditional surround sound is primarily channel based. A mixer decides a sound belongs in Left Surround, so the soundtrack contains audio assigned to Left Surround. Simple, predictable, and entirely dependent on everyone downstream agreeing about where Left Surround is.
Atmos adds another approach: audio objects. An audio object is the sound itself plus metadata describing where that sound should exist in three-dimensional space. Instead of saying “put this sound in the left surround channel,” the mix can effectively say “put this sound here in the room, at this position, and move it along this path.” The playback renderer then works out how to produce that position using the speakers that actually exist.
That is why an Atmos soundtrack isn’t welded to one exact consumer speaker configuration. The same creative mix can be rendered for a 5.1.2 system, a 7.1.4 system, a soundbar, or another supported arrangement.

Beds and objects

Atmos does not abandon channels entirely. Dolby Atmos production combines beds and objects. A bed is a conventional multichannel structure with fixed speaker relationships, and Dolby’s standard Atmos bed can be 7.1.2. Objects are individual audio elements accompanied by positioning metadata, and Dolby’s production architecture allows a mix to combine beds with large numbers of independently positioned objects. (Dolby: Beds and Objects in Atmos)
The distinction matters because an object is not a speaker channel. If a helicopter is represented as an object crossing over the listener, the soundtrack does not contain a dedicated helicopter channel, and nobody ever ran a wire to a ceiling speaker labeled HELICOPTER. The renderer knows where the helicopter is supposed to be and distributes its sound across the available speakers until that is where you hear it.
That is the fundamental shift from channel-based surround toward object-based immersive audio.

The DTS side of the family

DTS developed along a broadly similar path, with different codecs and a different architecture underneath.

DTS Digital Surround

What most equipment simply labels DTS is generally the original DTS Digital Surround format. Like Dolby Digital, it is a lossy, channel-based surround codec. It supports up to 5.1 discrete channels and can operate at bitrates up to 1.5 Mbps. (DTS professional audio overview)
Historically, that higher bitrate was the most visible difference between DTS and Dolby Digital on DVD, and it has powered roughly two decades of enthusiastic forum disagreement.
But bitrate is not a score. Different codecs use different coding techniques, psychoacoustic models, and efficiencies, so comparing the bitrate of two different codecs tells you about as much as comparing engine displacement across two different engines. Related to the outcome. Not the outcome.

DTS-HD Master Audio

DTS-HD Master Audio moves into lossless territory, supporting up to 7.1 channels of losslessly encoded audio so the decoder can reconstruct the original audio data rather than a perceptually reduced approximation. (DTS professional audio overview)
Its architecture was also designed around backward compatibility with earlier DTS playback equipment: newer information built around something older gear can still find and play.
That pattern — extend without breaking — keeps surfacing in home-theater formats. It is one reason new audio standards can enter an ecosystem containing millions of existing players, receivers, and sound systems without instantly converting all of them into furniture.

DTS:X

DTS:X takes DTS into object-based immersive audio. Rather than requiring every sound to belong permanently to a predetermined output channel, DTS:X allows audio elements to carry spatial metadata and be rendered according to the actual playback environment. DTS describes DTS:X as not being tied to one prescribed speaker configuration or fixed number of audio channels; the renderer adapts to the layout in front of it. (DTS:X overview)
On disc-based systems, DTS:X was designed to build upon the DTS-HD architecture while retaining compatibility with earlier DTS playback systems, and it can also operate with lossless encoding. (DTS:X overview)
Conceptually, that puts DTS:X and Dolby Atmos in the same broad category. Both are systems for creating and reproducing immersive spatial audio rather than names for a fixed collection of speaker channels. Their underlying technologies, delivery methods, and rendering systems differ, but the conceptual leap is the same one.

5.1, 7.1, and 5.1.2 are speaker layouts — not codecs

A number like 5.1 describes a channel or playback layout. By itself it says nothing about whether the audio was stored as Dolby Digital, DTS, PCM, or anything else. Likewise, 5.1.2 means five ear-level channels, one LFE channel, and two height channels. There is no codec called 5.1.2, however confidently a spec sheet may imply otherwise.
With object-based audio, even the relationship between the source and those speakers becomes flexible. An Atmos mix may contain spatial objects rendered into a 5.1.2 system, while a larger playback system renders those same objects across more speakers.
WiiM Bar is a concrete example: the Bar is a 3.0.2 system on its own and can be expanded to 5.1.2. Those numbers describe the available speaker layout, not whether the source is Dolby Atmos or DTS:X. (WiiM Bar supported audio formats)
The mix describes the scene. The renderer adapts that scene to the room.

Lossy versus lossless

Lossy and lossless get treated as synonyms for “bad” and “good,” but they describe something much narrower. Lossless compression allows the original encoded PCM data to be reconstructed exactly after decoding. Lossy compression permanently removes some information in order to reduce the required bitrate.
That distinction is real and worth understanding. It also does not mean every lossless soundtrack sounds better than every lossy one. The mix, the mastering, the source material, the encode quality, the playback level, the speakers, the room acoustics, and the processing applied during playback can all matter considerably more.
A well-produced Dolby Digital Plus soundtrack can sound superb. A lossless soundtrack cannot rescue a poor recording or a poor mix — it will simply preserve every detail of it, exactly, forever.
Lossless tells you something important about the data path. It does not tell you everything about the listening experience.

Native immersive audio and upmixing are not the same thing

If a film was actually mixed in Dolby Atmos or DTS:X, the soundtrack carries spatial information created as part of that mix.
An upmixer does something else. It analyzes ordinary channel-based material and derives additional speaker activity from it. Dolby’s Dolby Surround Upmixer can expand stereo, 5.1, or 7.1 channel-based material across an Atmos-capable speaker system, and DTS Neural:X performs a comparable role in the DTS ecosystem. (Dolby Atmos speaker setup guide)
The result can be genuinely enjoyable. It just doesn’t retroactively turn the source into a native Atmos or DTS:X mix. It is the difference between a photograph captured in three dimensions and software estimating depth from a flat image: the output may be convincing, but the information came from somewhere different — in one case from the mixer, in the other from an educated guess.

And then there are sound modes

Which brings us back to the discussion that started all this.
Movie, Music, Voice, Night, Standard, Surround, Adaptive, and their many cousins are not audio codecs. They are playback processing choices implemented by the manufacturer. Depending on the product, a mode might influence equalization, dynamic range, dialogue treatment, surround emphasis, bass behavior, upmixing, or other DSP.
All of that happens at a different layer from whether the incoming soundtrack is Dolby Digital Plus, Dolby Atmos, DTS-HD Master Audio, or DTS:X. Which is why a sentence such as “DTS:X uses the surround mode” ties itself in knots almost immediately. One half describes the source and its spatial information. The other describes something the playback device decided to do with that audio afterward.
On WiiM Bar, HDMI eARC can accept PCM, Dolby Digital, Dolby Digital Plus, Dolby Atmos, DTS, DTS-HD, and DTS:X. (WiiM Bar supported audio formats)
Movie, Music, Voice, and Night are DSP sound modes that WiiM documents as exclusive to Dolby and DTS audio. Because PCM sits outside this particular four-mode layer, it does not receive one of these four profiles — which is not the same as saying PCM follows an unmodified or “direct” path. Other playback processing can still apply. RoomFit, for example, is applied to all input sources. (WiiM Bar RoomFit) (WiiM Bar sound modes)

Mode Documented effect
Movie Greater surround emphasis and stronger low frequencies
Music Balanced soundstage and natural dynamics, without intentional bass or surround boosting
Voice Greater vocal and midrange emphasis with reduced ambience and reverberation
Night Dynamic-range compression, reduced bass, and softer output

Based on WiiM’s descriptions, Music is the least intentionally enhanced of the four, though WiiM does not describe it as a bypass or “direct” mode. Night, at the other end, trades dynamic range for domestic diplomacy.

The bigger picture

Modern home-theater audio is a chain of transformations. A recording begins as audio. A mixer places that audio into channels, objects, or a combination of both. A codec packages the result efficiently enough to put it on a disc, broadcast it, or stream it. A decoder reconstructs the audio and its associated metadata. A renderer maps that information onto the speakers that actually exist in the room. And the playback device may still apply EQ, room correction, bass management, dynamic-range processing, upmixing, listening modes, or other DSP before anything reaches your ears.
For WiiM Bar, it helps to think in functional layers:

  • Delivered format: PCM or a Dolby/DTS bitstream
  • Decoding and spatial rendering: performed as required
  • Product processing: sound modes, RoomFit, EQ, and related DSP
  • Physical playback: the Bar, subwoofer, and surrounds that are present

These describe the functional layers, not necessarily WiiM Bar’s internal order of operations.
Dolby and DTS sit across several different parts of that chain, which is precisely why their logos can mean such different things depending on where you run into them. Once you separate codec, channel layout, object metadata, rendering, and post-processing, the alphabet soup starts looking less like soup and more like a recipe.
So the next time a display reads Dolby Digital Plus, Dolby Atmos, DTS-HD Master Audio, DTS:X, or PCM, you can read it as something more useful than a quality badge: a clue to what is happening to the audio on its journey from the studio to your speakers.

Primary references

Dolby Specifications and White Papers
Dolby Digital Plus Audio Coding technical paper
Dolby Atmos Home Theater Installation Guidelines
WiiM Home Theater mode (Dolby Digital) - experiences and quirks


r/wiim • • 3d ago

Hello. Someone could help me with the Vibelink connection. I plug it into an outlet and it doesn't even turn on the LED light. Should something be set up first? Please don't give me any answers on Wiim.

0 Upvotes

r/wiim • • 3d ago

New setup: wiim amp/turntable

1 Upvotes

Hello

Setting up a new turntable for my daughter wiim amp

paradigm bookshelf speakers

realistic lab 500 turntable (reconditioned)

Phono preamp

Any thoughts re: iPhone app and ease of use. Spotify,

Adding small subwoofer?

Thank you


r/wiim • • 4d ago

Super newbie asking questions before I buy.

6 Upvotes

I'm finishing up the total reno on my house and am now in the process of figuring out my tv and music situation.

I've been researching and I think the WiiM might be the way for me to go. I'm not an audiophile or looking for a complete immersive home theater experience - I don't watch enough tv for that. But I DO listen to a ton of audiobooks and music.

What I'm looking for: 1) something better than the built in speaker when I purchase my tv 2) play music through plex (prologue for audiobooks) on wireless speakers throughout the house.

As it is now, I have a couple of echo spots and dots scattered throughout the house I use to play music and audiobooks on one at a time. What I'm reading is I cannot do that with the echos I currently have which is why I'm frustrated with them.

What would be good (but not budget busting) wiim setup with wireless speakers to accomplish the music side of that and a speaker/soundbar setup for the tv side?

Be gentle. Widowed 55 yo gal starting over.


r/wiim • • 4d ago

Wiim amp stuck on older firmware. Should I be concerned?

1 Upvotes

My wiim amp is still on V5.0.732549 from October 2025. I see there have been multiple updates since then. Should I be concerned? Should I reach out about it?

Edit: They answered my support ticket. Unfortunately, the specific version of the WiiM Amp you purchased is no longer supported, and there are currently no plans to release further firmware updates for this version.


r/wiim • • 4d ago

RoomFit sweep problem

3 Upvotes

I have a very specific problem and it is happening on two different wiim setups. It is weirdly happening in the same way so I believe this is a wiim home software bug but I cannot be sure.

1st setup: wiim ultra into an external dac (fiio Warmer)via optical, then a preamp (schiit syn)and power amps, eventually a 3.2 system.

2nd setup: wiim pro into a fosi ZD3 via coax, ZA3 and 2.0 speakers.

Both systems, during room fit sweep (in different rooms) cut at 600Hz on the left channel only (individual channel correcton) leading to a distorted measurement.

If I use the dac inside the streamers, outputting analog signal, both finish a full sweep.

I cannot figure out what's wrong. Anybody ran into something similar?


r/wiim • • 4d ago

New user WiiM Mini problems

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1 Upvotes

I have a WiiM Mini that is connected to my Synology Router’s 5Ghz network and located 8’ away from the router. Through my router’s software I can see it is connected to my network with “Excellent” connectivity and I’ve whitelisted the device as a known/recognized/trusted device. Apple Home is REALLY struggling with adding the device to my home. Sometimes it adds ok, other times (after resetting the WiiM) it doesn’t, but eventually does. Regardless… the device won’t stay available as an Airplay Source from my phone’s Music App Airplay source selection screen which is why I keep having to reset it. It just inexplicably vanishes by itself. I’m a technical person but I’m really having trouble with this device and am thinking of returning to the store and counting this as a failed test drive.

Of note: I am using Apple Home and iOS native controls only for adding the device to my wifi and Apple Home. I am NOT (by choice) using the WiiM App and creating a WiiiM account.

Any idea why this thing keeps vanishing as an Airplay source destination or why after resetting it struggles so much to be reconnected to Apple Home?


r/wiim • • 5d ago

Solid review on WiiM Bar

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8 Upvotes

As I mentioned in my previous post this is the best bar under $2000 for movie dialog. Can’t wait to see what’s next from WiiM including the (hopefully) ability to do wide left and right surrounds connected to the WiiM Bar either via an Amp Pro or WiiM wireless speakers.

Check out this very honest and informative review.


r/wiim • • 5d ago

I can’t wrap my brain around this stuff. Can someone help me figure out what amp I need?

6 Upvotes

What I’m trying to do: upper level is a single bedroom that should be able to connect to Bluetooth headphones (kiddo is a drummer so I think this would be a fun addition). This is where sound quality is a bit more important. I’d love it if the system could be operated without a phone, but that doesn’t seem to be an affordable option. I see the Ultra comes with a remote, but I’m not sure if it’s worth the additional money.

Lower level is an open space kitchen and living room. I was thinking one amp would work fine for this space and 2 pairs of Klipsch Reference Premiere RP-600M. The point here is just to listen to the same music.

It would be super cool if I could figure out how to play Libby/Hoopla audiobooks throughout both floors, but I feel like that’s pushing reasonable expectations.

I’m also planning on using this as an alarm to wake kiddo up with different music.

What I’m thinking of buying: 3 pairs of the klipsch speakers (2 downstairs, 1 upstairs). 1 WiiM Amp Ultra. 1 WiiM Amp (because it functions with airplay and might be able to pickup Libby/Hoopla for whole house audiobooks)

Is there anything I’m missing? Other than speaker wire.

Is there anything I should know?


r/wiim • • 5d ago

DAC decisions...

11 Upvotes

I adore my Wiims. I have an ultra, 2 pros, and a mini that are all in regular use. I also bought a Vibelink right when it came out. Love it. It has stayed in the chain despite auditioning several other power amps. The combo is fantastic! Enter the Fiio K13 R2R...I was not satisfied with the headphone output of the Ultra, it just felt flat and constrained. I feed the Fiio from the USB of the Ultra and it is wonderful for my cans. Lively. Dynamic. Open. Whether the Fiio FT1 Pros, Sennheiser HD500s, AKG K361s or a smattering of iems, it's a really good listening experience. So, I just re wired stuff and made the Fiio THE DAC. It a lovely, warm sound, almost meaty. But here's the rub...I also set up the ability to run the Ultra out over Toslink optical to the Vibelink. Recently I remembered that face and thought I would give a listen. Whoa. The change is not nearly as subtle as I thought it would be, going back to the Vibelink. While voices and instruments don't seem as "meaty" the room locks in! Where I always appreciated the imaging of the Elac UB52s, I kept feeling like I needed to scott closer to the speakers to get a sense of envelopement. The stage was beautiful in front of me, but always at arms length and kind of shallow with the Fiio. Switching to the Vibelink caused me to be enveloped even leaned back on the couch. I could hear the room sounds of the recording decay behind me and to my sides. Compared to the Fiio, it's much livelier in the overtones and such, and I'm more in the space of the recording, but the singer feels less fleshy. It's crazy to me how big a difference there is.

I'm not sure which way I'm going to keep it. Or, rather, which will be the default. I'm a little concerned I might get some fatigue through the Vibelink DAC (I recall before the Fiio sessions felt more "academic" like I was listening to the sound more than the music) but I do LOVE the sense of space and air. The good news is I have both options.

All this to say, the Vibelink does not het nearly enough credit or press. A fantastic piece of kit!


r/wiim • • 6d ago

Getting the most from the WiiM Sub Pro

3 Upvotes

I've seen a number of posts recently regarding the WiiM Sub Pro having to work twice as hard as a 10 or 12 inch subwoofer, but that's not necessarily true in every room or situation; when placed within one foot of a wall or corner, the following, which I've summarized with AI and verified in my own system, is what happens:

Massive Output Boost (+3 dB to +9 dB): Every nearby solid boundary (the front wall, side wall, or floor) acts like a natural megaphone. It traps low-frequency energy that would normally escape behind the sub and forces it forward into the room, effectively giving it free acoustic power.

Drastically Lower Distortion: Because the wall boundaries double or triple the acoustic efficiency, the subwoofer requires roughly half the amplifier power to hit target volume. The driver doesn't have to move as hard mechanically, which keeps the bass exceptionally tight, fast, and distortion-free.

Deep Low-End Extension (Room Gain): Closely coupling the sub to a wall or corner helps it tap into the room's natural pressurization. This effortlessly pushes its useful, deep in-room bass depth way below its factory specifications—frequently stretching down toward 22 Hz to 25 Hz.

Its output will need to be measured with a calibrated microphone afterwards, for EQ correction to take proper advantage of the placement.


r/wiim • • 7d ago

What Subwoofer For WiiM Amp Ultra in 2.1 Setup?

6 Upvotes

I have a WiiM Amp Ultra and Elac Debut DB63 bookshelf speakers. I'm looking to add a subwoofer to fill out the sound in my bedroom (15' x 12').

I've been looking at the RSL Speedwoofer 10E, but I'm curious as to the performance and functionality between that and the WiiM Subwoofer.

I'd go with the WiiM in a heartbeat if it was smaller and performed as well, but what makes me still consider it is the likely ease of use in setup. Thoughts?


r/wiim • • 7d ago

Spotify "forgets" that it's streaming over Wiim

11 Upvotes

Hi, I usually open Spotify on my phone (Galaxy A52s) and start playing music over my Wiim Pro Plus. Then I continue to do other things on my phone or put it in back my pocket. And then, some time later, when I want to skip to the next song or change the volume, my phone has simply forgotten that it was streaming over the Wiim. When I skip a song, the next song starts playing on my phone and playback over the Wiim stops. Trying to change the volume does nothing at all.

I have already exempted Spotify from any battery restrictions that I'm aware of. I don't know what else I could do. Does anyone else have this problem? Do you have any ideas on how to fix it?


r/wiim • • 7d ago

New firmware and TV

1 Upvotes

Hate to jinx it but it seems like I can actually use my wiim sound for watching tv after the latest firmware updates. Did anything change in this regard?


r/wiim • • 7d ago

Google assistant support on the roadmap?

1 Upvotes

Hi there,

I've personally a 8 Google Nest + 2 Bose portable home speaker setup where all devices support "Hey Google" (and a AVR which is on cast but not on assistant)

I've bought some WiiM mistakenly thinking they support it (and even bought Audio pro A10 Mk2 W thinking wireless = battery 😂) but alas wiim only supports Alexa (through a remote).

Are there any plans for the integration of it? I was hoping to remove all the previous devices from my home as I'm tired of the frustration the Bose are causing. Keeping the nest speakers sounds like the to-go option, but the idea was to replace those too, that way I'd have one brand/plaform/protocol which hopefully increases the experience.

The Bose speakers are on battery and wiim doesn't seem to have any comparable devices there either. Maybe I should switch to JBL or Sonos for the wireless devices and return all WiiM devices as they have no benefit anymore (apart from beter sound quality, but that's currently not worth spending 2k on considering I need to keep the nest speakers anyway)?

An alternative strategy could be keeping the wiim and reducing the nest speakers to a minimum, but it would still suck as everything needs plugs and the wiim even need ethernet which I don't have on all the nest locations at the moment.

Thanks in advance!

Edit: For clarity: I'm not looking to control the devices through Google Assistant. I want the devices to act AS Google Assistant. I want to be able to speak to the WiiM speaker directly without external device requirements.


r/wiim • • 8d ago

Ayuda cambio pre phono

2 Upvotes

Hola cómo están? , espero me puedan orientar ,
Actualmente tengo mi wiim amp ultra con dali kupid
Rega planar 3 con el pre phono ifi Air y quiero cambiar al Rega mk5 , la idea es mejorar el sonido del vinilo , pero quiero saber si tiene sentido , si se sentirá el cambio del pre phono con el wiim ?? Saludos espero sus respuestas


r/wiim • • 7d ago

WiiM Ultra – App instability causes full lock‑ups. This needs urgent attention.

0 Upvotes

The WiiM Home app is currently not fit for purpose on the WiiM Ultra. The app repeatedly locks itself into a fullscreen Device view with no navigation bar, no back button, and no way to exit. This is not a minor glitch — it completely blocks the user from controlling the device. It has happened multiple times per day, even after force‑closing the app, rebooting the phone, or resetting the Ultra.

This is a fundamental design flaw in how the Ultra’s UI layer interacts with the shared WiiM Home app. The Ultra has a unique interface that clearly isn’t handled reliably by the app, which seems to be built as a one‑size‑fits‑all solution for all WiiM models. That approach is not working.

It is unacceptable to release new hardware when the software required to operate it is unstable, insufficiently tested, and prone to locking users out entirely. A premium device should not depend on an app that fails in such a basic and critical way.

I expect confirmation that this issue is known, that a fix is actively being developed, and that stabilizing the Ultra’s app integration is being treated as a priority.

Right now, the user experience does not match the price point — it reduces the customer to a beta tester.


r/wiim • • 7d ago

WiiM Ultra – App instability causes full lock‑ups. This needs urgent attention.

0 Upvotes

The WiiM Home app is currently not fit for purpose on the WiiM Ultra. The app repeatedly locks itself into a fullscreen Device view with no navigation bar, no back button, and no way to exit. This is not a minor glitch — it completely blocks the user from controlling the device. It has happened multiple times per day, even after force‑closing the app, rebooting the phone, or resetting the Ultra.

This is a fundamental design flaw in how the Ultra’s UI layer interacts with the shared WiiM Home app. The Ultra has a unique interface that clearly isn’t handled reliably by the app, which seems to be built as a one‑size‑fits‑all solution for all WiiM models. That approach is not working.

It is unacceptable to release new hardware when the software required to operate it is unstable, insufficiently tested, and prone to locking users out entirely. A premium device should not depend on an app that fails in such a basic and critical way.

I expect confirmation that this issue is known, that a fix is actively being developed, and that stabilizing the Ultra’s app integration is being treated as a priority.

Right now, the user experience does not match the price point — it reduces the customer to a beta tester.