Music and DIY culture have long been intertwined — from handmade folk instruments to modular synths and open-source software. Roland, with its own legacy in DIY through the AMDEK brand, draws on this spirit in a new collaboration with Neutone, a cutting-edge AI audio company. In this session, Roland Future Design Lab and Neutone will share a technology preview that explores the intersection of DIY hardware and trainable AI audio models. Designed to empower hands-on creators, this proof-of-concept reflects a new direction in music technology — one that blends personalization, experimentation, and machine learning. Join us for a behind-the-scenes look at the concept, the collaboration, and what it might mean for the future of music creation.
Year: 2025
Keynote: How Many Heads Do You Need?
'Jam-oriented programming' is the joke name of a new style of audio development that is no joke at all. It adopts the practices and mentalities of an informal jam session to an extreme extent.
In a typical jam, there is no one in charge and anyone can make any sound they want at any time they choose. In jam-oriented programming, it's the same. Anyone can add, edit or delete code without any permission. Everyone is admin, nothing is certain and anything can happen. It sounds like chaos and it is. But it's also surprisingly successful, with entire audio tools appearing overnight out of the multi-headed process and even a published academic paper to accompany it all.
How and why is this even possible? And what does it tell us about the way we collaborate as audio developers?
Workshop 5: Interactive Panel: Accessibility in Audio Tech
As audio production techniques and technologies evolve, so too must the ways we think about accessibility. To improve inclusion in music-making, it is essential that access is evaluated throughout the design of audio technology, not as an add-on or afterthought.
Building on ADC24’s ‘Inclusive Design in Audio Products: Why, Why, How?’ workshop, this symposium comprises a series of sessions that will unpick the systematic barriers to accessibility within audio, and highlight solutions that you can embed into your projects.
Throughout the afternoon, disabled musicians, accessibility consultants, and representatives from organisations driving change will share insights into the opportunities for a more inclusive audio industry. Attendees will help collate a list of inclusive design principles to demystify accessible product development in future.
The concepts covered will be suitable for beginner, intermediate, and advanced audio programmers, though the sessions will not delve too deeply into code examples.
Contributors
- Jay Pocknell (RNIB; Sound Without Sight)
- Liza Bec (Musician; BMV Records)
- Mxshi Mo (Musician)
- Tim Yates (Drake Music)
- Tim Burgess (Accessibility Consultant)
- Tim Adnitt (Native Instruments)
- Sam Prouse (Accessibility Consultant)
- David Shervill (Global Music Visions)
Schedule
Welcome and outline
13:30-13:35 (5 mins)
Jay Pocknell
Introduction to the Social Model of Disability
13:35-13:50 (15 mins)
Liza Bec, Tim Yates
The Social Model of Disability is a set of principles that informs our understanding of disability. It was borne from the disability rights movement, led by disabled people, in the UK. In this presentation we will give an overview of the Social Model, including the key ideas, some of the language used, as well as an insight into how the ideas apply to music making and music technology.
Structural access barriers within the audio industry, and opportunities to be part of the solution
13:50-14:20 (30 mins)
Tim Yates, Liza Bec, Jay Pocknell, Mxshi Mo
It can be incredibly difficult for disabled musicians to navigate the music tech space, find the equipment and instruments that they need, and then get hold of them. In this discussion we will outline some of the barriers people face, and discuss some of the structural solutions that we can collectively put in place to address them. We will also explore Drake Music’s pioneering Accessible Musical Instrument Collection and DMLab initiatives.
Making software talk: screen reader implementation principles
14:20-14:50 (30 mins)
Tim Burgess, Jay Pocknell
What makes software accessible for blind users? What do concepts like ‘focus’ and ‘tab order’ mean in practical terms? This section shares insight into how to look at an app from a blind user’s perspective, and where to start with screen reader accessibility and keyboard navigation, no matter which development framework you are using.
Usability, not just accessibility
14:50-15:00 (10 mins)
Jay Pocknell, Byron Harden (pre-recorded presentation).
Can software really be considered ‘accessible’ if functions could take screen reader users many times longer to access? In this presentation, we explore opportunities for optimising workflows for screen reader users and replicating the glanceability that sighted users often rely upon. We also share opportunities to work with blind community members to get user experience feedback.
First half wrap-up and Q&A
15:00-15:10 (10 mins)
Break
15:10-15:40 (30 mins)
Spotlight: Defining a Framework for Universal Design
15:40-16:10 (30 mins)
Sam Prouse & David Shervill
David Shervill will discuss music education’s role in supporting beginners and those returning to the creative industry, and ways we can all support inclusive development. Sam will present a universal design model for software and hardware. He’ll give an overview of key accessibility standards and how they’ve been adapted from W3C’s Web Content Accessibility Guidelines (A11Y) to broader software contexts. David and Sam will conclude with a preview of their in-depth talk scheduled for Wednesday.
Spotlight: Native Instruments’ Accessibility Helper app
16:10-16:40 (30 mins)
Tim Adnitt
- How Native Instruments’ Accessibility Helper makes NI’s hardware products accessible.
- How it enables Kontrol MK3 keyboards to additionally control non-NKS third-party plug-in and even hardware synths.
- Community-generated MIDI templates for hardware accessibility.
Second half wrap-up and Q&A
16:40-17:00 (20 mins)
Panel: Jay Pocknell, Tim Yates, Liza Bec, Mxshi Mo, Tim Adnitt, Tim Burgess
Workshop 7: Four Plugins in Four Hours (or less)
This workshop provides an immersive, practical introduction to plugin development in C++ using Klang Studio, a plugin-based IDE designed for audio development, supporting live C++ in the DAW, explored the development of four audio plugins: Gain, Distortion, Subtractive, and SuperSaw. Developed by pointblank and nash.audio, and presented in association with The Audio Programmer, the session walks you through the creation of two basic effects, gain and distortion, before looking at subtractive synthesis, culminating in the creation of a JP-8000-style SuperSaw synth. Showcasing the Klang C++ dialect for audio programming, the session will also include instructions on how to transfer your projects to JUCE, using provided templates. The workshop is ideal for beginners, providing a sample of the techniques and technologies on pointblank’s new BSc (Hons) Music Production & Software Engineering (MuSE), but also apt for more seasoned individuals interested in new and faster approaches to prototyping audio processes in C++.
ABOUT THE WORKSHOP
Based on the Basic Audio Programming course, available on Plugin Boutique and The Audio Programmer, the workshop is presented in four parts, covering each plugin, beginning with a grounding in code concepts and digital audio, using the MuSE LE (“muesli”) - a virtual learning environment (VLE), specially developed for teaching audio programming – using visually rich animations of key concepts, as well as C++ exercises and live Web Audio demos in the browser – before moving on to Klang Studio and the development of DAW plugins (for VST/AU compatible hosts). Each part is broken into three ‘byte-size’ lessons that will begin with a demonstration, ahead of hands-on practical exercises. A team of helpers (including MuSE students) will be on hand to help you complete the four plugins within the session, but all attendees will also be given free unlock codes to the online course to continue their development beyond the session. Templates and guidance will also be provided for integrating their Klang C++ code into JUCE effect and synthesis plugin projects.
ABOUT THE TECHNOLOGIES
The Klang/K++ language (http://github.com/nashaudio/klang) is a single header include, compatible with any C++17 enabled platform, transforming C++ into an audio programming language with rich support for audio types, processes, and DSP primitives - notably also adding support for concise, explicit expressions of signal flow, allowing C++ code to more closely mirror block diagrams.
The rapIDE IDE (aka Klang Studio; http://nash.audio/klang/studio) is a suite of cross- platform (Windows/Mac) audio plugins (in VST and AU format) that contain a complete integrated development environment (IDE) based on the LLVM/clang toolchain, supporting live, in-plugin coding, compiling, hot-swapping, analysis, graphing, and debugging without stopping the host (or even playback). Designed for rapid prototyping of C++ audio processes (e.g. synthesisers, effects), rapIDE is designed to integrate with existing workflows, such as desktop, embedded, and web audio development, but also provide a more immediate and immersive way to explore sound with C++.
FURTHER INFORMATION
Both technologies are developed by nash.audio, a non-profit organisation supporting projects in music and technology. Delegates require a Windows or Mac laptop, and are recommended to download and install rapIDE (aka Klang Studio) from nash.audio/klang in advance of the session.
Workshop 6: Programming Music and Synthesizers on-the-fly with Pharo
This creative coding workshop introduces participants to live music programming with Pharo Smalltalk, using two integrated libraries:
Coypu is a domain-specific language for real-time music programming. It allows expressive live coding of rhythms, melodies, and musical structures.
Phausto provides a flexible library of synthesisers and audio effects. It embeds the Faust DSP language into Pharo, offering high-quality sound synthesis through a clean and approachable syntax.
Together, these tools leverage Pharo's unique strengths, its live development environment, immediate feedback, and system introspection, enabling participants to create and manipulate instruments in real-time. No prior experience with Pharo or Faust is required. This workshop is ideal for anyone curious about the intersection of programming, sound, and live performance. Every tool used in this workshop is free to use and fully open source.
● Prerequisites:
○ Basic understanding of synthesisers and audio effects
○ No prior experience with Pharo or Smalltalk required
Hardware & Software Requirements
● Computer running macOS or Windows recommended - Installation of Phausto on Linux machines may require advanced skills. If you are running Windows, please install [ASIO4ALL drivers to enjoy Phausto!
● Pharo 13
● Coypu and Phausto libraries (also provided on local storage media during the workshop)
● TurboPhausto samples can be downloaded separately here.
Workshop Structure
Part 1: Foundations (45 minutes)
● Introduction to live coding: history, philosophy, and the TOPLAP manifesto
● Overview of Pharo and its IDE: browsers, inspectors, live feedback
● Pharo syntax essentials for musical expression
● Installing Coypu and Phausto and testing the environment
Part 2: Rhythms and Melodies (75 minutes)
● Understanding Coypu's architecture: performers, sequencers, and patterns
● Connecting to audio backends and MIDI devices
● Creating rhythmic patterns with Hexbeat notation
● Exploring stochastic and algorithmic composition techniques
● Using Coypu's string notation for musical structures
● Hands-on exercise: building a live-coded rhythm section
Part 3: Sound Design with Phausto (75 minutes)
● Introduction to Phausto’s synthesis components: oscillators, filters, envelopes
● Understanding signal routing and chaining effects
● Building a custom synthesiser from scratch
● Creating and applying audio effects
● Connecting Phausto instruments to Coypu sequences
● Assembling a personal instrument library
Part 4: Performance Preparation (20 minutes)
● Organising instruments into performance-ready classes
● Assigning instruments to Coypu performers
● Performance workflow tips and best practices
● Real-time parameter modulation and group improvisation
Part 5: Visual Interface and Control (25 minutes)
● Introduction to Bloc for creating user interfaces in Pharo
● Building control interfaces for instruments
● Adding mixer controls and visual feedback
● Linking UI elements to musical parameters
Learning Outcomes
By the end of the workshop, participants will have:
● Practical Skills
○ Hands-on experience with Coypu’s pattern language and Phausto’s synthesis toolkit.
○ Live coding practice in both solo and collaborative settings
● Creative Tools
○ A custom set of synthesisers and effects for live performance
● Technical Understanding
○ Concepts in real-time audio, signal processing, and live coding
● Community Engagement
○ An introduction to the live coding community, its collaborative ethos, and its values of openness, inclusivity, and shared creative practice
Download the Pharo Launcher.
Slides and extra links
Download Coypu and Phausto.
Learn Pharo
Workshop 8: DSP in Practice
In this workshop, you will learn the complete process of designing and implementing an audio effect plugin, specifically a flanger.
You will connect the dots between theory and practice: how to reason about musical features of your plugin before implementing it and how to translate a block diagram into a working implementation.
This workshop covers all the essential steps in professional audio effect development.
You will learn:
- the basics of digital signal processing: samples, sample rate, and delay,
- how DSP engineers represent and analyze signal flow,
- how to reason about delay-based effects,
- how to quickly prototype your effects in Python,
- how to set up a C++ audio plugin project using JUCE and CMake,
- how to create reusable DSP “building blocks” and combine them to create more advanced effects from your diagrams,
- how to create user interface controls for your plugin and connect them to your effect,
- how to code, build & test your plugin.
The workshop will include both theoretical and practical components.
Before attending the workshop, please clone the workshop repository and go through the "Getting Started" section.
Workshop 4: From Paper to Plugin
Academic papers are a great resource for audio developers but can often appear intimidating with many equations and limited explanation. In this workshop we will unpack one paper and show how you can extract key elements needed to implement a novel filter function from the paper and put this to creative use in a JUCE plugin.
In the course of the workshop, we will cover:
- Theory of digital filters, how to analyse and implement a range of filters
- Building prototypes in python using Jupyter notebook
- Implementing a C++ version and verifying that it matches the prototype
- Using this filter in a plugin you design.
Workshop Requirements
Due to time constraints and the possibility of issues with Wifi at the conference we ask that you install some requirements ahead of the workshop.
Please navigate to this repository and clone or download it, then follow the instructions there.
Workshop 3: GPU-Powered Real-Time Audio Source Separation
Audio source separation has been a long-standing area of research due to its broad range of real-world applications. This technology allows music producers and sound engineers to repurpose archival recordings, even those captured under suboptimal conditions. In the film industry, it enables the restoration of classic movies—particularly those with mono audio—by enhancing them with modern innovations such as spatial audio. Moreover, it plays a crucial role in assistive technologies, helping individuals with hearing impairments communicate more effectively in noisy environments. Leveraging GPUs to accelerate source separation addresses two key objectives: (1) increasing throughput to process multiple audio files in parallel, which streamlines workflows for music and film professionals; and (2) reducing latency, which is vital for real-time communication systems. The latter is especially relevant in high-demand sectors such as industrial operations and transportation, where phone calls precision and voice or AI assistant clear inputs and commands are essential. In this workshop, we will provide an overview of the GPU AUDIO Platform—its architecture, core features, and how it enables the development of accelerated audio modules. Following this introduction, we will explore how to integrate state-of-the-art, open-source neural network-based source separation models with the GPU AUDIO Platform. Attendees will learn how to build a custom software stack, integrate with virtually any GPU-powered environment, and achieve millisecond-level latencies while running audio compute alongside other GPU workloads.
Participants will receive access to the workshop codebase and development environment, enabling them to replicate the setup on their own machines and continue experimenting with real-time, low-latency audio processing. By the end of the session, attendees will have a solid foundation in GPU-accelerated digital signal processing for modern audio applications.
HOSTED by Chris D, Head of Pro Audio with technical content delivered via video link by Alexander Talashov, CEO and Alexander Prokopchuk, CTO, GPU Audio
Workshop 2: Build your first plugin with JUCE
Writing an audio plug-in can be a daunting task: there are a multitude of plug-in formats and DAWs, all with slightly different requirements.
This workshop will guide you through the process of creating your first audio plug-in using the JUCE framework.
This workshop will cover:
- An introduction to JUCE
- Configuring a plug-in project
- Adding parameters to your plug-in and accessing them safely
- Creating a basic GUI
- Debugging and testing your plug-in
During the workshop, attendees will create a simple audio plug-in under the guidance of the JUCE developers.
Workshop Requirements:
Attendees must be able to compile the projects supplied in the most recent JUCE SDK using the corresponding IDE for their computer: Visual Studio 2022 for Windows, Xcode for macOS, and a Makefile for Linux. This may require installing Visual Studio 2022, Xcode or all of the Linux dependencies. There will not be time to do this within the workshop itself.
You can clone JUCE using git from here https://github.com/juce-framework/JUCE, or download the latest version of JUCE here https://github.com/juce-framework/JUCE/releases/latest.
Windows: Open JUCE\extras\AudioPluginHost\Builds\VisualStudio2022\AudioPluginHost.sln and build in Visual Studio 2022.
macOS: Open JUCE/extras/AudioPluginHost/Builds/MacOSX/AudioPluginHost.xcodeproj and build in Xcode.
Linux: Run make in JUCE/extras/AudioPluginHost/Builds/LinuxMakefile.
The workshop materials are available to download here.
See you there!
Workshop 1: Dynamic Cast: Web UIs for Music Apps
In this workshop we’ll cover the fundamentals of building web UIs for music apps and plug-ins using modern front-end development techniques.
Throughout the worksop we will cover:
- What is meant by Web UIs and how you may benefit from using them in your apps,
- Introduction to the main concepts and technologies used in modern frontend development,
- Build an example plugin which performs string synthesis using Karplus-Strong algorithm in CMajor,
- Connecting the web UI to the plugin,
- Establishing a two-way communication between the web UI and plugin code.
Technologies used at the workshop include:
- CMajor - programming language for audio software,
- HTML/CSS/JavaScript,
- Lit - modern JavaScript library for building web components,
- Node.js - JavaScript runtime.
This will be a self-contained workshop aiming to be accessible to all levels of learning - all elements used in the practical part of the workshop will be thoroughly explained in the introduction.
Dynamic Cast - Who Are We?
Dynamic Cast is a peer-to-peer C++ study group, a safe space for underrepresented groups (women, LGBTQIA+, minority ethnic).
The Dynamic Cast workshop at ADC is designed to create an entry point to the industry for newcomers, everyone is welcome.