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- ADC 2026 Accepted Sessions
ADC 2026 Accepted Sessions
Dates & times of all sessions to be confirmed
From Paper to Plugin
LLM’s and the Future of Audio Engineering Work
From DAWs to Dungeons
What I Wish I Knew Before Switching To Game Audio Programming
Procedural Audio Pipelines
Principles, Promises, Problems, and Practices
Tsz Chai Alan Liu
Avrosh Kumar
Fun With Functions
Building a Library of Custom Math Approximations
When (not) to Patent Audio Software
Should you patent your audio products and algorithms?
The Space Between Presets
Exploration of the software synth presets space
Low Latency, High Temporal and Frequency Resolution Spectral Analysis of Audio Signals
All About That Phase
Don’t Break the Session
Modernizing a Plugin Back-Catalogue Without Wrecking Saved Projects
Echoes From the Cosmos
Building a Reverb from Star Data
DSP-Based Audio Codec with ALSA
A Practical Example
The No-Knob Interface
Precise, 25-Dimensional Control in Real Time With a Single XY Input (And a Little Bit of Topology)
Roth Michaels
Machine Learning Was the Easy Part
Engineering Lessons from Building an Adaptive Audio System
Declarative Audio Plugins in Zig
Postmodern Metaprogramming for a Better Future
While My PC Gently Beeps
Designing and Implementing an Audio Programming Language
One Audio Pipeline, Many Processors
Unifying DSP and AI on Embedded Linux
Functional Reactive Programming for Audio Software
What a real-time concurrent FRP engine could do for us
You Need A Design System
Make your interface look as good as it sounds
Tom Waldron
Noah Feasey-Kemp
Can Software Tune Like Musicians?
Making Sampled Instruments Sound More Human Through Adaptive Tuning
It’s Time To Be Real
Live Workflows for Human Creativity in Games
Asp
Designing a Modular, Accessible and Open Sequencer Platform
Vision Without Sight
Developing Immersive Soundscapes with Hodr Engine, a Screen Reader First Spatial Audio Creation Tool
Keynote
TBC
The Power of Acoustic Spaces
(I went to horrible places that sound amazing so you don’t have to)
Samuel Fischmann
pluginval
How I Accidentally Built an Industry Standard(ish) Tool
Rachel Susser
Timur Doumler
Audio ML on Bare Metal
GEMM, Memory Layout, and Real-Time Dataflow on Embedded ARM
Wavelets: Stop Letting Fourier Smear Your Transients
Building Practical, Good-Sounding Audio Effects in the Wavelet Domain
From Graph to Groove
A constexpr Optimizing Compiler for DSP Graphs
Signal-Driven Approach to Testing Audio DSP
From signal analysis to release confidence
Microphones Could Save Your Life!
Medical Acoustics, Unexpected Audio Applications, And Why You Should Stay Curious
NES All the Way Down
Emulating Audio Processing Units on Vintage Consoles
Audio’s Problems Aren’t Unique
And That's Good News
One Log Line per Sample
A Visual Debugger for Bit-Perfect Audio
Geometry-Aware DSP for Vinyl Mastering
Working Backwards from Physical Constraints
Leslie Gaston-Bird & Rebekah Wilson
The Early Electronic Orchestra
The Analogue Circuits Behind Polyphonic Electronic Keyboards Before Digital and MIDI Came Along
Fixing the One in Two Billion Audio Glitch
Practical Lessons From Troubleshooting Real Time Professional Audio Systems
std::future Is Not the Future
C++20 Coroutines for Audio Developers
GuiBuh – a framework for automated end-to-end plugin tests
Comprehensive Automatic End-To-End Plugin Testing
Antony Nasce
Dynamic Range Compression
A Story of Useful DSP From Simple Building Blocks, Intuition and a Bit of Imagination
PIC-king up the Pieces!
A Beginner’s Guide to Microcontrollers and Their Families
Real-Time Raytraced Acoustics
Impulse Response Synthesis and Time-Varying Convolution
From Idea to Audio Product
The Road to the First 1000 Customers
Model-Based Testing for Audio Devices
How We Test on Hardware Early
Julian Storer
Aman Jagwani & Victor Lazzarini
Between Analog and Digital
From the Juno DCO to Samples and Back Again
What Would You Do With an Additive Synthesis Supercomputer?
Complex Audio Rendering from a Distributed Systems Perspective
Additional Workshops, Keynotes and Sponsor Sessions still TBC