VolumetricCondensed

Valentin Ackva

Audio Software Developer

INSONE

About Me

I am an audio programmer and electronic musician based in Berlin. With a background in computer science, I'm currently working towards my master's degree in Audio Communication and Technology at the Technische Universität Berlin. My passion lies at the intersection of music, programming, and technology, especially where artistry meets innovation.

For the last 4 years, I have been working as an audio software developer at a speech processing startup in Leipzig. At my position there, I am responsible for the development of audio effects for speech enhancement. This role includes research into the real-time implementation of state-of-the-art neural networks for tasks such as denoising, audio super-resolution, and dereverberation.

Last year, I have co-founded a collective that combines the fields of DSP and AI, bringing together a group of audio programmers, machine learning engineers, and artists based in Berlin. In March, we released our first software, "Scyclone". An audio plugin that utilizes neural timbre transfer technology, introducing a new approach to automatic layering. Scyclone's innovative design and interaction of DSP and AI led to it winning the Audio Plugin Competition organised by the Audio Programmer.

Sessions

  • Real-Time Inference of Neural Networks

    A Practical Approach for DSP Engineers – Part II
    14:00 - 14:50 UTC | Wednesday 13th November 2024 | Bristol 3
    Intermediate

    Continuing our exploration of implementing neural network inference for real-time audio applications, we have expanded from our initial plugin example to a comprehensive library that simplifies the deployment and integration of neural networks in audio applications. In this talk, we discuss various aspects of our implementation. Since it is crucial to know whether inference engines exhibit real-time violations, we first quantify real-time violations within inference executions. Subsequently, we explore the integration of these engines in real-time audio environments, specifically addressing the challenges of running multiple instances simultaneously. To accomplish this, we use a static thread pool and, when available, host-provided […]