ADC26 Archive Schedule
Monday 9th November
07:30 - 09:30
08:00 - 09:30
09:30 - 09:45
Geometry-Aware DSP for Vinyl Mastering
Working Backwards from Physical Constraints
From Algorithm to Silicon
Audio Development with AudioReachTM on Qualcomm Hardware
From Trained Model to Real-Time Implementation
A Practical Guide to Neural Network Inference and Common Pitfalls
Build your First Plugin with JUCE
Create a Working Plugin From Scratch!
The Space Between Presets
Exploration of the software synth presets space
When (not) to Patent Audio Software
Should you patent your audio products and algorithms?
Morning Break
11:10 - 11:40Wavelets: Stop Letting Fourier Smear Your Transients
Building Practical, Good-Sounding Audio Effects in the Wavelet Domain
Microphones Could Save Your Life!
Medical Acoustics, Unexpected Audio Applications, And Why You Should Stay Curious
Lunch
13:00 - 14:0013:00 - 14:00
What Would You Do With an Additive Synthesis Supercomputer?
Complex Audio Rendering from a Distributed Systems Perspective
14:00 - 17:00Jay Pocknell, Tim Yates, Joni Turunen, John Kelly, Tim Adnitt & Paul McCabe
Build Your Own Shazam
Audio Fingerprinting from First Principles
The Audio Interface ‘Escape Room’
Debugging an Audio Product, One Clue at a Time
Accessible Artful Plugin Design with Phausto and JUCE
Or, how to make audio plugins without touching C++
The No-Knob Interface
Precise, 39-Dimensional Control in Real Time With a Single XY Input
The Ship of Theseus Paradox
When Audio Features Become Wooden Planks
Spaces Outside the DAW
Developing a collaborative music board to Play and Plan
Afternoon Break
15:40 - 16:10An intro to Zephyr RTOS for embedded audio
Hardware Agnostic CMajor Patch Player
Don’t Break the Session
Modernizing a Plugin Back-Catalogue Without Wrecking Saved Projects
Stories From a Decade as a JUCE Freelancer
Inside the Journey From Student to Full-Time Freelancer
17:30 - 18:00
18:00 - 21:45
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Tuesday 10th November
08:00 - 08:50
Model-Based Testing for Audio Devices
How We Test on Hardware Early
While My PC Gently Beeps
Designing and Implementing an Audio Programming Language
Dynamic Range Compression
A Story of Useful DSP From Simple Building Blocks, Intuition and a Bit of Imagination
Low Latency, High Temporal and Frequency Resolution Spectral Anal …
All About That Phase
10:50 - 11:20
Morning Break
10:50 - 11:20It’s Time To Be Real
Live Workflows for Human Creativity in Games
The Early Electronic Orchestra
The Analogue Circuits Behind Polyphonic Electronic Keyboards Before Digital and MIDI Came Along
12:20 - 12:50Chris Horton, Jeremy Uzan & Paul McCabe - UMG // Roland
12:20 - 12:50Kanru Hua - Dreamtonics
12:50 - 14:00
12:50 - 14:00
Lunch
12:50 - 14:0012:50 - 14:00
13:00 - 13:30
13:30 - 14:00
When Immersive Audio Renderers Meet Real Production
Limitations, Gotchas, and Workarounds
Procedural Audio Pipelines
Principles, Promises, Problems, and Practices
Signal-Driven Approach to Testing Audio DSP
From signal analysis to release confidence
Functional Reactive Programming for Audio Software
What a real-time concurrent FRP engine can do for us
15:50 - 16:20
15:50 - 16:20
Afternoon Break
15:50 - 16:2016:20 - 16:50Kanru Hua - Dreamtonics
16:20 - 16:50
Reality – A Fuzzy & Buzzy Mess (at Times)
Resilient, Intersubjective Validation During Adaptive Frequency/Temporal Recalibration
18:00 - 18:30
18:00 - 19:00
18:30 - 21:00
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