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Gramrphone: ‘We’re the first live music distribution service in the industry’

UK start-up Gramrphone is billing itself as the first ‘live music distribution service’ in the music industry, having recently won the Next Stage Challenge, participating at Wallifornia and being used by John Legend.

The London-based live audio streaming company, Gramrphone, has been developing integrations with some of the world’s leading streaming platforms, as part of its pledge to provide an all-in-one alternative to OBS Studio that is optimized for musicians so that they can deliver high quality audio to fans. Gramrphone has taken also taken its audio streaming technology and scaled to a B2B environment, recently announcing a new partnership to deliver live music to Boomplay in Africa.

This integration is designed to allow artists such as Wurld from Nigeria and Bomb$hell Grenade from Zambia to stream live listening parties and performances of new projects, directly from their home studio to their fans, via the Africa’s biggest DSP.

The company is also building integrations with the likes of YouTube, Twitch, Mixcloud and Bandcamp.

Graham Allen, co-founder at Gramrphone, commented: “We’re super excited to be delivering live music into global music platforms like Boomplay. It creates huge opportunity for creators to drive release campaigns, for platforms to spotlight editorial placements and for fans to experience live music no matter where they are.”

Gramrphone is part of a live audio streaming movement driven by Clubhouse, Twitter Spaces and recently Amazon’s AMP platform. Its success in emerging markets has been powered by this audio focus, making it easier for music fans with restricted internet access to join video streams. The firm is focusing strongly on the Indian market, having partnered with distributor OKlisten to stream COVID-relief fundraiser concerts. This is a trend that it is looking to continue with the Boomplay integration.

“We’re always listening to creators, wherever there’s a platform they want to stream live music to and engage their fans, we’re on it,” Allen concluded. “Whether that’s DSPs, gaming platforms or the Web 3 Metaverse.”