ADC 2025 Schedule
Monday 10th November
In-Person & Online
In-Person & Online
Why You Can’t Get Hired and What You’re Going To Do About It
The Hard Reset for Audio Freelancing
In-Person & Online
In-Person & Online
Morning Break
10:40 - 11:10In-Person & Online
In-Person & Online
Should Audio Plugins Have “Everything Everywhere All at Once” …
Exploring Modularity, Reusability, and Instrument Identity in Audio Software
In-Person & Online
In-Person & Online
Lunch
12:30 - 13:30In-Person & Online
Database Synchronisation for Audio Plugins, Part Two
Here's One I Made Earlier
In-Person & Online
In-Person & Online
Bridging Audio Analysis and Interaction
An Open Toolkit for Real-Time Descriptors
In-Person & Online
In-Person & Online
Afternoon Break
15:10 - 15:40In-Person & Online
In-Person & Online
Break
17:00 - 18:000800
0800
0815
0815
0830
0830
0845
0845
0900
0900
0915
0915
0930
0930
0945
0945
1000
1000
1015
1015
1030
1030
1045
1045
1100
1100
1115
1115
1130
1130
1145
1145
1200
1200
1215
1215
1230
1230
1245
1245
1300
1300
1315
1315
1330
1330
1345
1345
1400
1400
1415
1415
1430
1430
1445
1445
1500
1500
1515
1515
1530
1530
1545
1545
1600
1600
1615
1615
1630
1630
1645
1645
1700
1700
1715
1715
1730
1730
1745
1745
1800
1800
1815
1815
Tuesday 11th November
The Real Waveform Matters
The Samples Are Not Always What They Seem
In-Person & Online
Implementing Wave Terrain Synthesis
Carving Paths into Sonic Landscapes
In-Person & Online
In-Person & Online
Channel Agnosticism in MetaSounds
Simplifying Audio Formats for Reusable Graph Topologies
In-Person & Online
Efficient Task Scheduling in a Multithreaded Audio Engine
Algorithms and Analysis for Parallel Graph Execution
In-Person & Online
Engineering Practices Break Music Interaction
(but Can Also Fix It)
In-Person & Online
Chaos, Logic, and Physics
Lessons from Building a 3D Spatial DAW in Unity
In-Person & Online
Morning Break
10:50 - 11:20Creating from Legacy Code
A Case Study of Porting Legacy Code from Exponential Audio
In-Person & Online
In-Person & Online
Hacking Handhelds for Creative Audio
Building Music Applications for the New Nintendo 3DS
In-Person & Online
Lunch
12:50 - 14:00Beyond the DAW
Designing a Procedural Sequencer Powered by Music-Theory
In-Person & Online
Plot Twist
How Splines Quietly Run Your Signal Chain
In-Person & Online
In-Person & Online
In-Person & Online
Emotion in the Signal
EEG-Driven Adaptive Music for Games, VR, and Immersive Media
In-Person & Online
Afternoon Break
15:50 - 16:20How To Distribute Your Plugins
Using MuseHub as the Engine To Get Your Audio Tools in the Hands of Millions
In-Person & Online
The Official JUCE Audio Plugin Development Course is Here
And it’s free..
In-Person & Online
ADC 2015 to 2035
Looking Back at 10 Years of Audio Dev, and Peering Forward at the Next 10
In-Person & Online
0830
0830
0845
0845
0900
0900
0915
0915
0930
0930
0945
0945
1000
1000
1015
1015
1030
1030
1045
1045
1100
1100
1115
1115
1130
1130
1145
1145
1200
1200
1215
1215
1230
1230
1245
1245
1300
1300
1315
1315
1330
1330
1345
1345
1400
1400
1415
1415
1430
1430
1445
1445
1500
1500
1515
1515
1530
1530
1545
1545
1600
1600
1615
1615
1630
1630
1645
1645
1700
1700
1715
1715
1730
1730
1745
1745
Wednesday 12th November
In-Person & Online
Building Inclusive Audio Tools
Accessibility with ARIA, WCAG, and Real-World Projects
In-Person & Online
In-Person & Online
Modernizing Legacy Audio Plugin Codebases
Lessons from FL Studio’s Plugin Suite
In-Person & Online
How I Learned to Love the Docs
Documentation As Design Process for Music Tech Products
In-Person & Online
Understanding JUCE Drawing
Rules for Measurable Performance Improvements
In-Person & Online
Morning Break
10:50 - 11:20In-Person & Online
In-Person & Online
In-Person & Online
It’s Just a Phase
Exploring Synthesis With the Phase Vocoder
In-Person & Online
In-Person & Online
Lunch
12:50 - 14:00Doodads & Doohickeys
A Guide to Theory-Crafting & Modelling a Fictional Acoustic Instrument
In-Person & Online
Distorted Reality
Myths about Harmonics and Distortion
In-Person & Online
Developing your own DSP framework
Would You, Could You, Should You?
In-Person & Online
Safe and Sound
Using C++ Audio Libraries from Rust
In-Person & Online
The Shape of Sound
Building and Bending Vinyl Grooves in Software
In-Person & Online
2.5 Years Later
A C++ Framework for Audio ML Research Prototyping
In-Person & Online
Crowded Market Launch Playbook
Refining Audio Plugin Success Through Pre‑Launch Metrics
In-Person & Online
Afternoon Break
15:50 - 16:200830
0830
0845
0845
0900
0900
0915
0915
0930
0930
0945
0945
1000
1000
1015
1015
1030
1030
1045
1045
1100
1100
1115
1115
1130
1130
1145
1145
1200
1200
1215
1215
1230
1230
1245
1245
1300
1300
1315
1315
1330
1330
1345
1345
1400
1400
1415
1415
1430
1430
1445
1445
1500
1500
1515
1515
1530
1530
1545
1545
1600
1600
1615
1615
1630
1630
1645
1645
1700
1700
1715
1715
1730
1730
1745
1745