ADC26 Schedule
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Monday 9th November
Geometry-Aware DSP for Vinyl Mastering
Working Backwards from Physical Constraints
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From Algorithm to Silicon
Audio Development with AudioReachTM on Qualcomm Hardware
14 OF 40 IN-PERSON SPACES FILLED
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DSP In Practice
From Block Diagram to Working Plugin
22 OF 36 IN-PERSON SPACES FILLED
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From Trained Model to Real-Time Implementation
A Practical Guide to Neural Network Inference and Common Pitfalls
50 OF 50 IN-PERSON SPACES FILLED
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Build your First Plugin with JUCE
Create a Working Plugin From Scratch!
7 OF 24 IN-PERSON SPACES FILLED
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In-Person & Online
In-Person & Online
When (not) to Patent Audio Software
Should you patent your audio products and algorithms?
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Morning Break
11:10 - 11:40Wavelets: Stop Letting Fourier Smear Your Transients
Building Practical, Good-Sounding Audio Effects in the Wavelet Domain
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Microphones Could Save Your Life!
Medical Acoustics, Unexpected Audio Applications, And Why You Should Stay Curious
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In-Person & Online
In-Person & Online
Lunch
13:00 - 14:00What Would You Do With an Additive Synthesis Supercomputer?
Complex Audio Rendering from a Distributed Systems Perspective
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Interactive Panel: Accessible Audio Technology
18 OF 40 IN-PERSON SPACES FILLED
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Build Your Own Shazam
Audio Fingerprinting from First Principles
36 OF 36 IN-PERSON SPACES FILLED
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The Audio Interface ‘Escape Room’
Debugging an Audio Product, One Clue at a Time
39 OF 50 IN-PERSON SPACES FILLED
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Accessible Artful Plugin Design with Phausto and JUCE
Or, how to make audio plugins without touching C++
8 OF 24 IN-PERSON SPACES FILLED
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In-Person & Online
The No-Knob Interface
Precise, 39-Dimensional Control in Real Time With a Single XY Input
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In-Person & Online
Spaces Outside the DAW
Developing a collaborative music board to Play and Plan
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Afternoon Break
15:40 - 16:10In-Person & Online
An intro to Zephyr RTOS for embedded audio
Hardware Agnostic CMajor Patch Player
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Don’t Break the Session
Modernizing a Plugin Back-Catalogue Without Wrecking Saved Projects
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Stories From a Decade as a JUCE Freelancer
Inside the Journey From Student to Full-Time Freelancer
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Tuesday 10th November
In-Person & Online
In-Person & Online
In-Person & Online
In-Person & Online
In-Person & Online
While My PC Gently Beeps
Designing and Implementing an Audio Programming Language
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Dynamic Range Compression
A Story of Useful DSP From Simple Building Blocks, Intuition and a Bit of Imagination
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Low Latency, High Temporal and Frequency Resolution Spectral Anal …
All About That Phase
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Online Only
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Morning Break
10:50 - 11:20In-Person & Online
The Early Electronic Orchestra
The Analogue Circuits Behind Polyphonic Electronic Keyboards Before Digital and MIDI Came Along
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In-Person & Online
In-Person & Online
In-Person & Online
In-Person & Online
In-Person & Online
In-Person Only
Online Only
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In-Person Only
Lunch
12:50 - 14:00Online Only
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Online Only
Gather Town
Online Only
Gather Town
In-Person & Online
When Immersive Audio Renderers Meet Real Production
Limitations, Gotchas, and Workarounds
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In-Person & Online
In-Person & Online
In-Person & Online
Signal-Driven Approach to Testing Audio DSP
From signal analysis to release confidence
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Functional Reactive Programming for Audio Software
What a real-time concurrent FRP engine can do for us
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Online Only
Gather Town
Online Only
Gather Town
Afternoon Break
15:50 - 16:20In-Person & Online
In-Person & Online
In-Person & Online
Reality – A Fuzzy & Buzzy Mess (at Times)
Resilient, Intersubjective Validation During Adaptive Frequency/Temporal Recalibration
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Wednesday 11th November
In-Person & Online
Machine Learning Was the Easy Part
Engineering Lessons from Building an Adaptive Audio System
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In-Person & Online
In-Person & Online
Audio ML on Bare Metal
GEMM, Memory Layout, and Real-Time Dataflow on Embedded ARM
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Real-Time Raytraced Acoustics
Impulse Response Synthesis and Time-Varying Convolution
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In-Person & Online
In-Person & Online
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Morning Break
10:50 - 11:20In-Person & Online
Fixing the One in Two Billion Audio Glitch
Practical Lessons From Troubleshooting Real Time Professional Audio Systems
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In-Person & Online
while (!heaven) {hell(“audio startups”);}
A Survival Guide for Independent Developers
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In-Person & Online
Provenance Is Coming #2: How It Works
How can provenance be built into the tools musicians already use?
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In-Person & Online
What If Hardware Could Change Shape?
Exploring the Future of Physical Controls for Music Technology
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Lunch
12:50 - 14:00Online Only
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Online Only
Gather Town
In-Person & Online
Vision Without Sight
Developing Immersive Soundscapes with Hodr Engine, a Screen Reader First Spatial Audio Creation Tool
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GuiBuh – a framework for automated end-to-end plugin tests
Comprehensive Automatic End-To-End Plugin Testing
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Can Software Tune Like Musicians?
Making Sampled Instruments Sound More Human Through Adaptive Tuning
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PIC-king up the Pieces!
A Beginner’s Guide to Microcontrollers and Their Families
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In-Person & Online
In-Person & Online
Online Only
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Afternoon Break
15:50 - 16:30Online Only
Gather Town
The Power of Acoustic Spaces
(I Went to Horrible Places That Sound Amazing so You Don’t Have To)
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Online Only
Gather Town