ADC 2024 Schedule
Monday 11th November
Unpacking the Role of Audio Programmers in the Games Industry
Demystifying the Responsibilities, Skills, and Career Path of Audio Programmers in Games Industry
In-Person & Online
In-Person & Online
Workshop: DSP In Practice
From Block Diagram to Working Plugin
In-Person Only
In-Person & Online
Performance Implications of Frequency Domain Crossfading
for Time-Varying FIR Filtering
In-Person & Online
High Performance WebView User Interfaces
Getting the Most out of the 2D Canvas and DOM
In-Person & Online
Morning Break
10:40 - 11:10Building a plugin assembly line
The Road to Rapid Plugin Development
In-Person & Online
Sample Rate Conversion
Bridging the Gap in Multi-Device Audio Environments
In-Person & Online
Lunch
12:30 - 14:00In-Person & Online
Afternoon Break
14:00 - 17:00In-Person & Online
Workshop: GPU-Powered Neural Audio
High-Performance Inference for Real-Time Sound Processing
In-Person & Online
Workshop: Klang: Live and Expressive C++ for Audio
What if C++ had built-in audio semantics? What if you could develop C++ plugins, live in the DAW?
In-Person Only
In-Person Only
How to Price an Audio Plugin
Factors to consider when deriving that one elusive value
In-Person & Online
In-Person & Online
Beyond ValueTrees
(Confessions of a ValueTree Skeptic)
In-Person & Online
In-Person & Online
“Engine-Swap” on Two Spatial Audio Plugins Will Be Ea …
Lessons Learned
In-Person & Online
Rock-Solid Releases
Beginner-Friendly Introduction to CI/CD for Audio Developers
In-Person & Online
Break
17:00 - 18:000800
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Tuesday 12th November
Javascript, WebViews and C++
“If You Can’t Beat Them, Join Them”
In-Person & Online
Amplifying Efficiency
Business Infrastructure for Audio Startups
In-Person & Online
Reinventing the Plugin Editor
Immediate Mode GUIs for Audio Plugins
In-Person & Online
Building Audio Apps with Rust
An Overview of Tools and Techniques
In-Person & Online
A Critique of Audio Plug-In Formats
VST, AU, AAX, JUCE and Beyond
In-Person & Online
Learning While Building
MVPs, Prototypes, and the Importance of Physical Gesture
In-Person & Online
Our Ultra-Processed Interfaces
What Music Technology Can Learn From Doritos
In-Person & Online
In-Person & Online
Morning Break
10:50 - 11:20Bug-Free JUCE UI
Structure Your GUI Code For Stability, Testability & Clean Architecture
In-Person & Online
How To Read Scientific DSP Publications and Turn Them Into Code
Making Sense of Academic Papers and Patents for People Who Are Not Academics or Patent Lawyers
In-Person & Online
Get Real, From Plugins to Hardware
Intro to Software Development of Audio Devices
In-Person & Online
Responsible AI for Offline Plugins
Tamper-Resistant Neural Audio Watermarking
In-Person & Online
Lunch
12:50 - 14:00Auditory and Cognitive Neuroscience and the State of Audio Techno …
A Multi-Disciplinary Panel Discussion
In-Person & Online
Introducing ni-midi2
A Modern C++ Library Implementing MIDI2 UMP 1.1 and MIDI CI 1.2
In-Person & Online
Deep Dive
Unsupervised Audio Processing with Differentiable Digital Signal Processing (DDSP)
In-Person & Online
Emulating the TX81Z
Techniques for Reverse Engineering Hardware Synths
In-Person & Online
Elliptic BLEP
High-Quality Zero-Latency Anti-Aliasing
In-Person & Online
In-Person & Online
I Dream of Waves
Practical Techniques for Sinusoidal Approximation in Audio
In-Person & Online
Afternoon Break
15:50 - 16:20Inter-Plugin Communication
Breaking out of the Channel Strip
In-Person & Online
Keynote: Foundation Models Don’t Understand Me
Lessons From AI Lutherie for Live Performances
In-Person & Online
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Wednesday 13th November
Mantis
Inheriting a Legendary Designer’s Last Synth
In-Person & Online
In-Person & Online
Debugging Audio Content With Visuals
A Debugger Extension and Some Other Helpful Tools
In-Person & Online
In-Person & Online
Digital Audio Workstation Architecture
Evaluation and Evolution
In-Person & Online
In-Person & Online
In-Person & Online
Morning Break
10:50 - 11:20LLVM’s Real-Time Safety Revolution
Tools for Modern Audio Development
In-Person & Online
In-Person & Online
Perceptual Convolution
Fast & High-Fidelity Combined
In-Person & Online
The Intersection of Analog and Digital Audio Processing
An Introductory Guide to Virtual Analog Modelling
In-Person & Online
Real-Time FFT Convolution
History and Review
In-Person & Online
In-Person & Online
Lunch
12:50 - 14:00In-Person & Online
Real-Time Inference of Neural Networks
A Practical Approach for DSP Engineers – Part II
In-Person & Online
Symphony of a Thousand
GPU Synthesis With Massively Parallel Oscillators
In-Person & Online
Pipewire
The How, What and Why of Audio on (Embedded) Linux
In-Person & Online
An Efficient, Open-Source C++ Loop Classifier and Tempo Estimator
The Algorithm Behind Audacity’s Brand New Tempo Detection Feature
In-Person & Online
What the World Would Look Like if Plugin Instances Could Simply T …
How We Approach Inter-Plugin-Instance-Communication Today and How It Could Be Approached Tomorrow
In-Person & Online
Afternoon Break
15:50 - 16:20Keynote: Sonic Cartography
Navigating the Abstract Space-Time of Sound
In-Person & Online
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