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- ADC 2024 Sessions
ADC 2024 Sessions
Dates & times of all sessions to be confirmed
The No-Knob Interface
Precise, 25-Dimensional Control in Real Time With a Single XY Input (And a Little Bit of Topology)
Tom Waldron
You Need A Design System
Make your interface look as good as it sounds
Functional Reactive Programming for Audio Software
What a real-time concurrent FRP engine could do for us
One Audio Pipeline, Many Processors
Unifying DSP and AI on Embedded Linux
While My PC Gently Beeps
Designing and Implementing an Audio Programming Language
Declarative Audio Plugins in Zig
Postmodern Metaprogramming for a Better Future
Machine Learning Was the Easy Part
Engineering Lessons from Building an Adaptive Audio System
From Paper to Plugin
LLM’s and the Future of Audio Engineering Work
Noah Feasey-Kemp
DSP-Based Audio Codec with ALSA
A Practical Example
Echoes From the Cosmos
Building a Reverb from Star Data
Don’t Break the Session
Modernizing a Plugin Back-Catalogue Without Wrecking Saved Projects
Low Latency, High Temporal and Frequency Resolution Spectral Analysis of Audio Signals
All About That Phase
The Space Between Presets
Exploration of the software synth presets space
When (not) to Patent Audio Software
Should you patent your audio products and algorithms?
Workshop 5: From Algorithm to Silicon
Audio Development with AudioReachTM on Qualcomm Hardware
Jonathan Roper
Jonathan Roper
Jonathan Roper
The Power of Acoustic Spaces
(I Went to Horrible Places That Sound Amazing so You Don’t Have To)
Keynote
TBC
Workshop 8: Build your First Plugin with JUCE
Create a Working Plugin From Scratch!
From Trained Model to Real-Time Implementation
A Practical Guide to Neural Network Inference and Common Pitfalls
Jay Pocknell
Fun With Functions
Building a Library of Custom Math Approximations
Domenico Cipriani
Jan Wilczek
Workshop 2: Build Your Own Shazam
Audio Fingerprinting from First Principles
Vision Without Sight
Developing Immersive Soundscapes with Hodr Engine, a Screen Reader First Spatial Audio Creation Tool
Asp
Designing a Modular, Accessible and Open Sequencer Platform
It’s Time To Be Real
Live Workflows for Human Creativity in Games
Can Software Tune Like Musicians?
Making Sampled Instruments Sound More Human Through Adaptive Tuning
NES All the Way Down
Emulating Audio Processing Units on Vintage Consoles
GuiBuh – a framework for automated end-to-end plugin tests
Comprehensive Automatic End-To-End Plugin Testing
std::future Is Not the Future
C++20 Coroutines for Audio Developers
Samuel Fischmann
The Early Electronic Orchestra
The Analogue Circuits Behind Polyphonic Electronic Keyboards Before Digital and MIDI Came Along
Leslie Gaston-Bird & Rebekah Wilson
Geometry-Aware DSP for Vinyl Mastering
Working Backwards from Physical Constraints
One Log Line per Sample
A Visual Debugger for Bit-Perfect Audio
Audio’s Problems Aren’t Unique
And That's Good News
Antony Nasce
Microphones Could Save Your Life!
Medical Acoustics, Unexpected Audio Applications, And Why You Should Stay Curious
Signal-Driven Approach to Testing Audio DSP
From signal analysis to release confidence
From Graph to Groove
A constexpr Optimizing Compiler for DSP Graphs
Wavelets: Stop Letting Fourier Smear Your Transients
Building Practical, Good-Sounding Audio Effects in the Wavelet Domain
Audio ML on Bare Metal
GEMM, Memory Layout, and Real-Time Dataflow on Embedded ARM
Timur Doumler
Rachel Susser
pluginval
How I Accidentally Built an Industry Standard(ish) Tool
Julian Storer
Avrosh Kumar
Tsz Chai Alan Liu
Procedural Audio Pipelines
Principles, Promises, Problems, and Practices
From DAWs to Dungeons
What I Wish I Knew Before Switching To Game Audio Programming
Roth Michaels
What Would You Do With an Additive Synthesis Supercomputer?
Complex Audio Rendering from a Distributed Systems Perspective
Between Analog and Digital
From the Juno DCO to Samples and Back Again
Aman Jagwani & Victor Lazzarini
Fixing the One in Two Billion Audio Glitch
Practical Lessons From Troubleshooting Real Time Professional Audio Systems
Model-Based Testing for Audio Devices
How We Test on Hardware Early
From Idea to Audio Product
The Road to the First 1000 Customers
Real-Time Raytraced Acoustics
Impulse Response Synthesis and Time-Varying Convolution
PIC-king up the Pieces!
A Beginner’s Guide to Microcontrollers and Their Families
Dynamic Range Compression
A Story of Useful DSP From Simple Building Blocks, Intuition and a Bit of Imagination