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How To Shake “I Suck at Math” Mentality

00:00 - 00:00 UTC | Monday 9th November 2026 |
Beginner
Intermediate
Advanced

For software developers in the audio domain who regret not making time earlier in their lives for mathematics and aren't sure where to start, this talk is for you. As author of “Math Fundamentals for Audio”, Leslie Gaston-Bird shares essential mathematical concepts using her highly-effective and entertaining teaching style. You’ll get a foothold of principles from algebra, geometry, trigonometry and even calculus to concepts such as Ohm’s law, FFT, delays, impedance, bandwidth and decibels. Leslie is an audio engineer, Dolby Atmos educator and past-president of AES, with an academic background in the Recording Arts, Audio Technology and Telecommunications. This talk also comes with a cheat-sheet guide to getting ahead with your mathematics journey.

Rebekah Wilson

CEO

Source Elements

As a New Zealand-native living in the northern hemisphere, Rebekah understands very well how important it is to be connected even when separated by oceans; there is no excuse for creativity to suffer just because of where we are in the world. Her background as composer, software and networking programmer, and technology researcher saw her merge those passions when co-creating the industry standard in audio remote-recording software: Source-Connect. As CEO and technical director of Source Elements for twenty years, she promotes network technology in the production and digital arts and advocates for technology access and education, in order to enable economic and social growth and independence. Rebekah is an active participant in the drive towards a more inclusive industry, especially focused on supporting young and underrepresented persons who are looking for career support in music technology. Nothing would make her happier than to see more music tech businesses started by women and other marginalized groups. She also continues her research in the arts and network technology: she imagines a future where internet/music/film/media technologies merge, lessening the distances between time-based creators, artists, educators and students around the world and perhaps even further, to wherever humans will travel.