- Lobby
- Accepted Sessions
Accepted Sessions
Dates & times of all sessions to be confirmed
PhilTorch
Accelerating Automatic Differentiation of Digital Filters In PyTorch
Beyond the DAW
Designing a Procedural Sequencer Powered by Music-Theory
Finding OSCar
The Secrets of a Classic British Synth
Anna Wszeborowska
Tabla to Drumset
Translating Rhythmic Language through Machine Learning
Mind the Spike
Benchmarking for Worst-Case Execution Time in Realtime Code
Adam Shield
Peeking Inside Audio Units
A Practical Reverse Engineering Journey
James Russell
Bridging Audio Analysis and Interaction
An Open Toolkit for Real-Time Descriptors
Should Audio Plugins Have “Everything Everywhere All at Once”?
Exploring Modularity, Reusability, and Instrument Identity in Audio Software
PSD to DAW
Building a Pixel-Perfect UI Pipeline
David Su
Creative Coding
Geometry and OpenGL with Audio
Cesare Ferrari
Josh Coalson
Real-Time Audio in Python
Introducing the asmu Package
It’s Just a Phase
Exploring Synthesis With the Phase Vocoder
Why You Can’t Get Hired and What You’re Going To Do About It
The Hard Reset for Audio Freelancing
Avrosh Kumar
Ilias Bergström
Hacking Handhelds for Creative Audio
Building Music Applications for the New Nintendo 3DS
Music Design and Systems
Achieving Inaudibly Complex Systems in Video Games
Crowded Market Launch Playbook
Refining Audio Plugin Success Through Pre‑Launch Metrics
How To Distribute Your Plugins
Using MuseHub as the Engine To Get Your Audio Tools in the Hands of Millions
Ian Hobson
Alexandre R.J. Francois
Creating from Legacy Code
A Case Study of Porting Legacy Code from Exponential Audio
The Real Waveform Matters
The Samples Are Not Always What They Seem
Plot Twist
How Splines Quietly Run Your Signal Chain
How I Learned to Love the Docs
Documentation As Design Process for Music Tech Products
Emotion in the Signal
EEG-Driven Adaptive Music for Games, VR, and Immersive Media
Channel Agnosticism in MetaSounds
Simplifying Audio Formats for Reusable Graph Topologies
Level Up!
Procedural Game Music and Audio
Chaos, Logic, and Physics
Lessons from Building a 3D Spatial DAW in Unity
Building Inclusive Audio Tools
Accessibility with ARIA, WCAG, and Real-World Projects
Dave Rowland
Driving Chaos
Virtual Analog Modelling of a Chaotic Circuit with Wave Digital Filters
ADC 2015 to 2035
Looking Back at 10 Years of Audio Dev, and Peering Forward at the Next 10
Efficient Task Scheduling in a Multithreaded Audio Engine
Algorithms and Analysis for Parallel Graph Execution
Developing your own DSP framework
Would You, Could You, Should You?
Safe and Sound
Using C++ Audio Libraries from Rust
Timur Doumler
George Gkountouras
Modernizing Legacy Audio Plugin Codebases
Lessons from FL Studio’s Plugin Suite
Implementing Wave Terrain Synthesis
Carving Paths into Sonic Landscapes
Distorted Reality
Myths about Harmonics and Distortion
Olivier Petit & Alistair Barker
Angus Hewlett
Doodads & Doohickeys
A Guide to Theory-Crafting & Modelling a Fictional Acoustic Instrument
Understanding JUCE Drawing
Rules for Measurable Performance Improvements
The Shape of Sound
Building and Bending Vinyl Grooves in Software
2.5 Years Later
A C++ Framework for Audio ML Research Prototyping
Additional Workshops, Keynotes and Sponsor Sessions still TBC