Main Conference Sessions
Monday 10th November
Creative Coding
Geometry and OpenGL with Audio
In-Person & Online
Tabla to Drumset
Translating Rhythmic Language through Machine Learning
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
PhilTorch: Accelerating Automatic Differentiation of Digital Filters In PyT …
How to evaluate differentiable filters 1000 times faster in PyTorch.
In-Person & Online
Anna Wszeborowska, Harriet Drury, Emma Fitzmaurice, Pauline Nemchak & Simeon Joseph09:00 - 12:30Bristol 3 View Slides
In-Person & Online
Workshop
Workshop 2: Build your first plugin with JUCE
Create a working plugin from scratch!
In-Person Only
Workshop
Chris D & Alexander Prokopchuk09:00 - 12:30SS Great Britain
In-Person Only
Workshop
Workshop 4: From Paper to Plugin
A guided tour of digital filters
In-Person & Online
Workshop
Morning Break
10:40 - 11:10Peeking Inside Audio Units
A Practical Reverse Engineering Journey
In-Person & Online
Should Audio Plugins Have “Everything Everywhere All at Once”?
Exploring Modularity, Reusability, and Instrument Identity in Audio Software
In-Person & Online
Music Design and Systems
Achieving Inaudibly Complex Systems in Video Games
In-Person & Online
Lunch
12:30 - 13:30Database Synchronisation for Audio Plugins, Part Two
Here's One I Made Earlier
In-Person & Online
Workshop 8: DSP in Practice
From Block Diagram to Working Plugin
In-Person & Online
Workshop
Workshop 7: Four Plugins in Four Hours (or less)
Learn the Code and DSP Behind Two Effects and Two Synthesisers – No Experience Necessary!
In-Person Only
Workshop
Jay Pocknell, Tim Burgess, Tim Yates, Samuel John Prouse, David Shervill, Liza Bec, Tim Adnitt & Mxshi Mo13:30 - 17:00Conservatory View Slides
In-Person & Online
Workshop
Driving Chaos
Virtual Analog Modelling of a Chaotic Circuit with Wave Digital Filters
In-Person & Online
Bridging Audio Analysis and Interaction
An Open Toolkit for Real-Time Descriptors
In-Person & Online
Afternoon Break
15:10 - 15:40PSD to DAW
Building a Pixel-Perfect UI Pipeline
In-Person & Online
A History of FLAC
The Free Lossless Audio Codec
In-Person & Online
Mind the Spike
Benchmarking for Worst-Case Execution Time in Realtime Code
In-Person & Online
Break
17:00 - 18:000800
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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
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
Hacking Handhelds for Creative Audio
Building Music Applications for the New Nintendo 3DS
In-Person & Online
Sneak Peek at ARA Audio Random Access 3.0
Embracing Audio Synthesis
In-Person & Online
Christian Scheuer12:20 - 12:50Conservatory
In-Person & Online
Lunch
12:50 - 14:00Beyond the DAW
Designing a Procedural Sequencer Powered by Music-Theory
In-Person & Online
Real-time Audio on Android
Latency and Performance
In-Person & Online
Level Up! Procedural Game Music and Audio
Towards Richer, More Dynamic Soundtracks for Games and Interactive Audio Experiences
In-Person & Online
Finding OSCar
The Secrets of a Classic British Synth
In-Person & Online
Emotion in the Signal
EEG-Driven Adaptive Music for Games, VR, and Immersive Media
In-Person & Online
Afternoon Break
15:50 - 16:20Scripting Architecture for a DAW-like Plugin
How we implemented Lua and JavaScript scripting for Synthesizer V Studio
In-Person & Online
How 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
When the Code Writes Back
Navigating Confidence, Confusion, and Control
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
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Wednesday 12th November
Angus Hewlett09:00 - 09:50Bristol 1
In-Person & Online
Building Inclusive Audio Tools
Accessibility with ARIA, WCAG, and Real-World Projects
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 - 11:20A Performance Odyssey
Transforming UI Rendering in Cubase and Nuendo
In-Person & Online
It’s Just a Phase
Exploring Synthesis With the Phase Vocoder
In-Person & Online
Bugs I’ve Seen in the Wild
From Confusion to Amazement
In-Person & Online
Commercialising Audio Plugins
Going From Development to Sales and Beyond
In-Person & Online
Commercialising Audio Plugins
Going From Development to Sales and Beyond
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
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
Let's break it down
In-Person & Online
Crowded Market Launch Playbook: Refining Audio Plugin Success Through Pre� …
Replacing Hope with Clarity in the Audio Plugin Market
In-Person & Online
The Rise of Accelerated Audio Computing
New Modules and Markets with GPU Audio
In-Person & Online
Afternoon Break
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