Category: Uncategorized

Developing an AI-Powered Karaoke Experience – Thomas Hézard & Clément Tabary – ADC23

https://audio.dev/ -- @audiodevcon​

Developing an AI-Powered Karaoke Experience - Thomas Hézard & Clément Tabary - ADC23

Karaoke has been of popular interest for many years, from the first karaoke bars in the 1970s to the karaoke video games of today, and the recent progress in deep learning technologies has opened up new horizons. Audio source separation and voice transcription algorithms now give the opportunity to create a complete karaoke song, with instrumental track and synchronised lyrics, from any mixed music track. Real-time stems remixing, pitch and tempo control, and singing quality assessment are other useful audio features to go beyond the traditional karaoke experience. In this talk we will discuss the challenges we had to tackle to provide our users with a fully automatic and integrated karaoke system adapted for both mobile and web platforms.
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Thomas Hézard

Thomas leads the Audio Research & Development team at MWM, working with his team on innovative signal processing algorithms and their optimised implementation on various platforms. Before joining the MWM adventure, Thomas completed a PhD on voice analysis-synthesis at IRCAM in Paris. Fascinated by every aspect of sound and music, both artistic and scientific, Thomas is also a musician, a sound engineer, a passionate teacher, and an amateur photographer.
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Clément Tabary

Clément is a deep-learning research engineer at MWM. He applies ML algorithms to a wide range of multimedia fields, from music information retrieval to image generation. He's currently working on audio source separation, music transcription, and automatic DJing.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #ai #karaoke

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Virtual Studio Production Tools With AI Driven Personalized Spatial Audio for Immersive Mixing

Join Us For ADC24 - Bristol - 11-13 November 2024
More Info: https://audio.dev/
@audiodevcon​

Virtual Studio Production Tools With AI Driven Personalized Spatial Audio for Immersive Mixing - Dr. Kaushik Sunder & Krishnan Subramanian - ADCx India 2024

In recent years, Spatial audio formats such as Dolby Atmos, Sony 360 Reality, Auro 3D are on the rise. As a result of this, there is also an increasing need for having multi channel speaker setups and associated gear in the studio to produce, mix, and master music in such formats. These systems are extremely expensive, occupy space, time consuming to set up, and therefore a massive barrier to entry for most mixing engineers. In this talk, we will present some of the latest innovations in enabling an ecosystem of Virtual Studio Production with AI driven personalized spatial audio. We explore the need and integration of personalized HRTFs, Room acoustics modeling, and personalized headphone equalization for such virtual production tools. We will also present our experience leveraging JUCE for building spatial audio plugins, particularly as it pertains to virtualizing real world acoustic environments. By sharing our insights, this talk aims to provide valuable information to developers interested in building spatial audio plugins that bring down barriers of cost, accessibility, making “immersive for all” a reality for creative professionals.

Link to Slides: https://data.audio.dev/talks/ADCxIndia/2024/ai-driven-personalized-spatial-audio-for-immersive-mixing.pdf
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Edited by Digital Medium Ltd - online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC24 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Prashant Mishra

#adc #ai #audio #virtualstudio

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Accelerated Audio Computing: From Problem to Solution – Alexander Talashov & Alexander Prokopchuk

https://audio.dev/ -- @audiodevcon​

Accelerated Audio Computing: From Problem to Solution - Alexander Talashov & Alexander Prokopchuk - ADC 2023

Last year, we shared the vision of accelerated audio computing: from technology overview, first product reveals, and Beta testing to fields of application / verticals and some promises on the emerging trend.

In this talk, we'd like to cover our year of incredible progress:

- Technology traction. New platforms support, new features, LTS release;
- Use cases and scenarios. From plugins running locally to the fully GPU-powered products in the cloud or embedded;
- SDK vision. One extendible platform that covers it all. Code things CUDA-style once and get it working anywhere you want;
- SDK release. From problems of making public releases to the technical proposal to the Plugin Industry Standards VST, AU, AAX, CLAP etc.

Throughout this session, we encourage you to engage with us. We want to hear your thoughts, your ideas, and your vision for what our SDK can achieve. During the Q&A session, please share your insights on the functionalities you might seek in our SDK and the use cases you envision for it. Your input is invaluable as we shape the future of accelerated audio computing, powered by GPUs!

Let's get on this exciting journey together!
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Alexander Talashov
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Alexander Prokopchuk
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #gpu #audio

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Audio Technology Industry Standards – the Agony and the Ecstasy – Angus Hewlett – ADC23

https://audio.dev/ -- @audiodevcon​

Audio Technology Industry Standards - the Agony and the Ecstasy - Angus Hewlett - ADC 2023

The music technology ecosystem is reliant on interoperability mediated via standards.

But have you ever really considered the implications? What are the implications of building projects and environments out of plug-ins? Why are we still stuck with the MIDI protocol from 1983? Where's it all going next?

In this talk I'll cover a brief history of standards in our industry, consider what features you should look for when evaluating plug-in APIs, and provide a quick overview of where it may be going next with emerging technologies like MIDI 2.0 and Web Audio Modules.
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Angus Hewlett
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #audiotechnology #audio

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AI Generated Voices: Towards Emotive Speech Synthesis – Vibhor Saran – ADCx India 2024

Join Us For ADC24 - Bristol - 11-13 November 2024
More Info: https://audio.dev/
@audiodevcon​

AI Generated Voices: Towards Emotive Speech Synthesis - Vibhor Saran - ADCx India 2024

Traditionally, machine generated voices were synthesised by joining the phonemes of any language, which made these voices robotic in nature. With the availability of more data and advent of deep learning, these AI voices started becoming more human and engaging. The next step is to make these AI generated voices more emotive so that it can laugh, be sad or even cry just like how expressive human speech is. In this talk, we touch base upon deep learning approaches to make synthetic voices more emotive. Specifically, we will focus on how to manipulate the Mel Spectrogram of the speech to make it engaging, removing the dependency of large quantums of data.

Link to Slides: https://data.audio.dev/talks/ADCxIndia/2024/towards-emotive-speech-synthesis.pdf
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Edited by Digital Medium Ltd - online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC24 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Prashant Mishra

#adc #ai #dsp #audio #speechsynthesis

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Legacy Code in C++ for the Learning Engineer – José Díaz Rohena – ADC23

https://audio.dev/ -- @audiodevcon​

Legacy Code in C++ for the Learning Engineer - José Díaz Rohena - ADC 2023

Legacy code is code that works. But sometimes, it could work better. We want it to behave a little differently or be more perfomant. Maybe it could be easier to understand and maintain. Whatever the reason, making changes to a legacy system can be daunting, as doing so is almost always more complex than writing something new. The challenge is increased when unfamiliar with the code base, or inexperienced with these kinds of projects. It might be a slog. Do we still want to change the code? Probably!

In this talk, I explore what we can learn about our codebases and engineering practices by working with legacy code. I present a large refactoring project I undertook in Ableton Live's 20+ year old codebase as a case study. Why did I do it? What did I learn? How did it turn out? What would I do differently next time? These questions are explored with emphasis on doing better work as well as evaluating when doing that work is right for you and your team.

Link to Slides: https://data.audio.dev/legacy-code/slides.pdf
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José Díaz Rohena

I've been working on audio software for about 4 years, first making audio plugins at Newfangled Audio—now working at Ableton on Live. I got into all of this as a musician, which I still am, but these days I'm more interested in making tools for others than I am in making music.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #cpp #audio

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Music Rendering in Unreal Engine: The Harmonix Music Plugin for MetaSounds – Buzz Burrowes – ADC23

https://audio.dev/ -- @audiodevcon​

Music Rendering in Unreal Engine: The Harmonix Music Plugin for MetaSounds - Buzz Burrowes - ADC 2023

MetaSounds is Unreal Engine's graphical audio authoring system. It provides audio designers the ability to construct powerful procedural audio systems that offer sample-accurate timing and control at the audio-buffer level. Harmonix, the game studio behind the rhythm action games Rock Band and Dance Central, and the music mashup games Drop Mix and Fuser, joined Epic Games in the winter of 2021. Since the acquisition, the Harmonix audio development team has been hard at work building music specific plugins for MetaSounds that add tight musical synchronization and rendering.

In this session, the technical lead of this team will give an overview of the problem space (tightly coupled audio/visual/gameplay synchronization in single-player and multi-player games), describe the ways in which they have been able to extend the MetaSounds system with a set of custom plugins, and demonstrate the functionality these plugins add to MetaSounds and the Unreal Engine.
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Buzz Burrowes

Buzz was an audio recording engineer in Los Angeles, CA in the late 80s and early 90s. In 1995 he joined Sony Computer Entertainment America prior to the North American launch of the first PlayStation. Originally hired as the Chief Audio Engineer, responsible for for overseeing the construction of recording studios and a hiring a staff of sound designers and composers, he ultimately took on the additional responsibility of designing and developing Sony's proprietary audio engine. He is credited on over 50 of Sony's first party titles. In 2009 he left Sony to join Harmonix Music Systems, the original creator of the Guitar Hero and Rock Band franchises. At Harmonix he again took on the role of Audio System Architect, building the low level software systems that empowered Harmonix game designers to create musical experiences like the "auto-mashup/remixing" games DropMix and Fuser. Buzz is now at Epic games, with the title "Distinguished Audio Programmer". He is currently focused on porting the Harmonix music technology to Unreal Engine's MetaSound system.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #unrealengine #audio

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AudioworX: A Framework for Streamlining Development of Audio Post Processing for Car Audio Systems

Join Us For ADC24 - Bristol - 11-13 November 2024
More Info: https://audio.dev/
@audiodevcon​

AudioworX: A Single Framework for Streamlining Development of Audio Post Processing for Car Audio Systems - Ravish Sreepada Hegde & Harish Venkatesan - ADCx India 2024

AudioworX is an audio design framework that provides a common, intuitive and flexible audio processing development tool. It includes Framework for audio algorithm development, Tuning tool to tune the algorithms to meet acoustic requirements, Measurement module to measure car acoustics and simulation environment. AudioworX is used by HARMAN internal teams, sub-component suppliers, and OEM customers to overcome inherent development, consistency, and time-to-market inefficiencies of bringing audio software products to market, mainly in the car audio industry. In this talk, we will be highlighting some key features of AudioworX which includes audio framework , post processing flow designer, measurement module & simulation tool and how they are interfaced and used.`

Link to Slides: https://data.audio.dev/talks/ADCxIndia/2024/harman-audioworx.pdf
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Edited by Digital Medium Ltd - online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC24 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Prashant Mishra

#adc #dsp #audio #audioprocessing #audiotech

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A More Intuitive Approach to Optimising Audio DSP Code – Gustav Andersson – ADC23

https://audio.dev/ -- @audiodevcon​

A More Intuitive Approach to Optimising Audio DSP Code - Guiding the Compiler Through Optimising Your Code for You - Gustav Andersson - ADC 2023

As audio developers we all want our code to be blazingly fast, DSP code in particular. But when reading up on how to optimise audio DSP code, it is easy to get sucked into a world of counting divisions, vector instructions, compiler intrinsics and inline assembly, and think: this is impossible. These are techniques with a very steep learning curve and that require deep technical knowledge of how CPUs and compilers work. The resulting code is also often difficult to read, maintain, and possibly less flexible, as direct inline assembly or intrinsics are often tied to specific cpu architectures.

This talk will present a completely different approach to optimising, one that is more intuitive and accessible, and doesn’t trade speed for readability and maintainability of the code - Simply let your compiler do the hard work for you!

Compilers today are immensely good at optimising code. The difference between an optimised and un-optimised build of the same code can be an order of magnitude, if not more. Still there are things we as programmers can do when we write our code, that affects the level to which the compiler can optimise it.

In this talk we will talk about techniques compilers use to optimise code, and how to write code in a way that enables the compiler to optimise it as efficiently as possible. We will show useful patterns, and anti-patterns, that facilitate or hinder optimisation respectively. We will discuss how to benchmark and measure code and different kinds of bottlenecks, i.e. cpu/memory/pipeline bound code, and how to get the compiler to tell us when it is not able to optimise efficiently.

We will go through a few case studies comparing the performance and generated assembly code, before and after optimisation techniques have been employed. We will also take a look at how using functions from the c++ standard library compares to writing your own functions.

The main focus will be on optimising small, tight loops of audio DSP code that generally run directly from cache. The focus will not be on optimising higher level architecture, memory layout or cache-friendliness.

The talk will come with a companion repository posted on github.
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Gustav Andersson

Will code C++ and python for fun and profit. Developer, guitar player and electronic music producer with a deep fascination with everything that makes sounds in one form or another. Currently on my mind: modern C++ methods, DSP algos, vintage digital/analog hybrid synths.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #dsp #audio #cpp

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Writing Elegant DSP Code in Rust – Chase Kanipe – ADC23

https://audio.dev/ -- @audiodevcon​

Writing Elegant DSP Code in Rust - Chase Kanipe - ADC 2023

Rust has become an exciting alternative to C++ for audio programming. This talk will explain how Rust's unique type system can be leveraged to create elegant DSP code, with an emphasis on conciseness, clarity, and safety.

The talk will show that many features of audio programming DSLs can be achieved using advanced features of the Rust type system, and how Rust's zero-cost abstractions can be used to create DSP elements that are flexible, composable, and don't compromise performance. It will also show how to instantiate and implement audio processing graphs in imperative, functional, and declarative styles.

Link to Slides: https://data.audio.dev/elegant-dsp-with-rust/slides.pdf
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Chase Kanipe
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #dsp #audio

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