Tag: ADC23

Recent Updates to MIDI 2.0 & the MIDI 2.0 APIs in Apple, Google, Linux & Microsoft Operating Systems – by Florian Bömers

https://audio.dev/ -- @audiodevcon​

Recent Updates to MIDI 2.0 and the newest MIDI 2.0 APIs in the Apple, Google, Linux and Microsoft operating systems - Florian Bömers - ADC23

Members of the MIDI Association will provide a high-level overview of the latest updates to MIDI 2.0 specifications and the brand new MIDI 2.0 APIs in the Apple, Google, Linux, and Microsoft operating systems.

There will be an overview of specifications being worked on, including the Piano, MPE, Orchestral Articulation, and Camera Control Profiles, and the Network Transport specifications all of which are nearing completion.

We will briefly explain the MIDI Association MIDI 2.0 logo licensing program.

Most importantly, we will explain how developers can get access to the MIDI 2.0 tools and open-source code that the MIDI Association and our members are making available to both MIDI Association members and the larger MIDI development community.
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Florian Bömers

Florian Bömers has been using MIDI since the mid-80s and started programming audio and MIDI applications already in his childhood. Now he manages his company Bome Software, which creates standard software and hardware solutions for MIDI networking and MIDI translation. In the MIDI Association, Florian chairs the MIDI 2.0 Transport Working Group and is a member of the Technical Standards Board.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #dsp #audio #midi

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NO MORE CODE: New Graphical Programming Language for Audio Research and Developers – ChangHun Sung

https://audio.dev/ -- @audiodevcon​

NO MORE CODE: Introducing a New Graphical Programming Language for Audio Research and Developers - ChangHun Sung - ADC 2023

Audio software development is rapidly moving towards incorporating machine learning-based processing. While research scientists are continuously presenting us with inventive results in the field of AI, there is a lack of software engineering tools to utilize these results.

We are introducing a new development framework to bridge the gap between AI researchers and software engineers, allowing both fields to work together seamlessly.

By borrowing some concepts from functional programming languages, we designed a new node-based graphical programming language for audio software development, which is capable of handling a variety of data types including audio, multi-dimensional tensors and MIDI. Furthermore, the system is designed to support looping and branching logic using only nodes and node connections. This allows the implementation of highly flexible data processing algorithms.

Finally, as an AI voice technology company, we will present a demonstration of the plug-ins developed using our new programming language, showcasing its adaptability and advanced capabilities.

Link to Slides: https://data.audio.dev/talks/2023/no-more-code/slides.pdf
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ChangHun Sung

Chang Hun is a Software Engineer at Supertone, Inc. He previously worked in the game industry and used to develop game engines. Chang Hun now develops high performance C++ frameworks to accelerate the process of productizing ML models. He is also the principal clarinetist in an amateur orchestra in Seoul.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #dsp #audiosoftware #audio

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Accelerated Audio Computing: From Problem to Solution – Alexander Talashov & Alexander Prokopchuk

https://audio.dev/ -- @audiodevcon​

Accelerated Audio Computing: From Problem to Solution - Alexander Talashov & Alexander Prokopchuk - ADC 2023

Last year, we shared the vision of accelerated audio computing: from technology overview, first product reveals, and Beta testing to fields of application / verticals and some promises on the emerging trend.

In this talk, we'd like to cover our year of incredible progress:

- Technology traction. New platforms support, new features, LTS release;
- Use cases and scenarios. From plugins running locally to the fully GPU-powered products in the cloud or embedded;
- SDK vision. One extendible platform that covers it all. Code things CUDA-style once and get it working anywhere you want;
- SDK release. From problems of making public releases to the technical proposal to the Plugin Industry Standards VST, AU, AAX, CLAP etc.

Throughout this session, we encourage you to engage with us. We want to hear your thoughts, your ideas, and your vision for what our SDK can achieve. During the Q&A session, please share your insights on the functionalities you might seek in our SDK and the use cases you envision for it. Your input is invaluable as we shape the future of accelerated audio computing, powered by GPUs!

Let's get on this exciting journey together!
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Alexander Talashov
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Alexander Prokopchuk
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #gpu #audio

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Audio Technology Industry Standards – the Agony and the Ecstasy – Angus Hewlett – ADC23

https://audio.dev/ -- @audiodevcon​

Audio Technology Industry Standards - the Agony and the Ecstasy - Angus Hewlett - ADC 2023

The music technology ecosystem is reliant on interoperability mediated via standards.

But have you ever really considered the implications? What are the implications of building projects and environments out of plug-ins? Why are we still stuck with the MIDI protocol from 1983? Where's it all going next?

In this talk I'll cover a brief history of standards in our industry, consider what features you should look for when evaluating plug-in APIs, and provide a quick overview of where it may be going next with emerging technologies like MIDI 2.0 and Web Audio Modules.
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Angus Hewlett
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #audiotechnology #audio

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Legacy Code in C++ for the Learning Engineer – José Díaz Rohena – ADC23

https://audio.dev/ -- @audiodevcon​

Legacy Code in C++ for the Learning Engineer - José Díaz Rohena - ADC 2023

Legacy code is code that works. But sometimes, it could work better. We want it to behave a little differently or be more perfomant. Maybe it could be easier to understand and maintain. Whatever the reason, making changes to a legacy system can be daunting, as doing so is almost always more complex than writing something new. The challenge is increased when unfamiliar with the code base, or inexperienced with these kinds of projects. It might be a slog. Do we still want to change the code? Probably!

In this talk, I explore what we can learn about our codebases and engineering practices by working with legacy code. I present a large refactoring project I undertook in Ableton Live's 20+ year old codebase as a case study. Why did I do it? What did I learn? How did it turn out? What would I do differently next time? These questions are explored with emphasis on doing better work as well as evaluating when doing that work is right for you and your team.

Link to Slides: https://data.audio.dev/legacy-code/slides.pdf
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José Díaz Rohena

I've been working on audio software for about 4 years, first making audio plugins at Newfangled Audio—now working at Ableton on Live. I got into all of this as a musician, which I still am, but these days I'm more interested in making tools for others than I am in making music.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #cpp #audio

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Music Rendering in Unreal Engine: The Harmonix Music Plugin for MetaSounds – Buzz Burrowes – ADC23

https://audio.dev/ -- @audiodevcon​

Music Rendering in Unreal Engine: The Harmonix Music Plugin for MetaSounds - Buzz Burrowes - ADC 2023

MetaSounds is Unreal Engine's graphical audio authoring system. It provides audio designers the ability to construct powerful procedural audio systems that offer sample-accurate timing and control at the audio-buffer level. Harmonix, the game studio behind the rhythm action games Rock Band and Dance Central, and the music mashup games Drop Mix and Fuser, joined Epic Games in the winter of 2021. Since the acquisition, the Harmonix audio development team has been hard at work building music specific plugins for MetaSounds that add tight musical synchronization and rendering.

In this session, the technical lead of this team will give an overview of the problem space (tightly coupled audio/visual/gameplay synchronization in single-player and multi-player games), describe the ways in which they have been able to extend the MetaSounds system with a set of custom plugins, and demonstrate the functionality these plugins add to MetaSounds and the Unreal Engine.
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Buzz Burrowes

Buzz was an audio recording engineer in Los Angeles, CA in the late 80s and early 90s. In 1995 he joined Sony Computer Entertainment America prior to the North American launch of the first PlayStation. Originally hired as the Chief Audio Engineer, responsible for for overseeing the construction of recording studios and a hiring a staff of sound designers and composers, he ultimately took on the additional responsibility of designing and developing Sony's proprietary audio engine. He is credited on over 50 of Sony's first party titles. In 2009 he left Sony to join Harmonix Music Systems, the original creator of the Guitar Hero and Rock Band franchises. At Harmonix he again took on the role of Audio System Architect, building the low level software systems that empowered Harmonix game designers to create musical experiences like the "auto-mashup/remixing" games DropMix and Fuser. Buzz is now at Epic games, with the title "Distinguished Audio Programmer". He is currently focused on porting the Harmonix music technology to Unreal Engine's MetaSound system.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
_

Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #unrealengine #audio

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A More Intuitive Approach to Optimising Audio DSP Code – Gustav Andersson – ADC23

https://audio.dev/ -- @audiodevcon​

A More Intuitive Approach to Optimising Audio DSP Code - Guiding the Compiler Through Optimising Your Code for You - Gustav Andersson - ADC 2023

As audio developers we all want our code to be blazingly fast, DSP code in particular. But when reading up on how to optimise audio DSP code, it is easy to get sucked into a world of counting divisions, vector instructions, compiler intrinsics and inline assembly, and think: this is impossible. These are techniques with a very steep learning curve and that require deep technical knowledge of how CPUs and compilers work. The resulting code is also often difficult to read, maintain, and possibly less flexible, as direct inline assembly or intrinsics are often tied to specific cpu architectures.

This talk will present a completely different approach to optimising, one that is more intuitive and accessible, and doesn’t trade speed for readability and maintainability of the code - Simply let your compiler do the hard work for you!

Compilers today are immensely good at optimising code. The difference between an optimised and un-optimised build of the same code can be an order of magnitude, if not more. Still there are things we as programmers can do when we write our code, that affects the level to which the compiler can optimise it.

In this talk we will talk about techniques compilers use to optimise code, and how to write code in a way that enables the compiler to optimise it as efficiently as possible. We will show useful patterns, and anti-patterns, that facilitate or hinder optimisation respectively. We will discuss how to benchmark and measure code and different kinds of bottlenecks, i.e. cpu/memory/pipeline bound code, and how to get the compiler to tell us when it is not able to optimise efficiently.

We will go through a few case studies comparing the performance and generated assembly code, before and after optimisation techniques have been employed. We will also take a look at how using functions from the c++ standard library compares to writing your own functions.

The main focus will be on optimising small, tight loops of audio DSP code that generally run directly from cache. The focus will not be on optimising higher level architecture, memory layout or cache-friendliness.

The talk will come with a companion repository posted on github.
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Gustav Andersson

Will code C++ and python for fun and profit. Developer, guitar player and electronic music producer with a deep fascination with everything that makes sounds in one form or another. Currently on my mind: modern C++ methods, DSP algos, vintage digital/analog hybrid synths.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
_

Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #dsp #audio #cpp

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Writing Elegant DSP Code in Rust – Chase Kanipe – ADC23

https://audio.dev/ -- @audiodevcon​

Writing Elegant DSP Code in Rust - Chase Kanipe - ADC 2023

Rust has become an exciting alternative to C++ for audio programming. This talk will explain how Rust's unique type system can be leveraged to create elegant DSP code, with an emphasis on conciseness, clarity, and safety.

The talk will show that many features of audio programming DSLs can be achieved using advanced features of the Rust type system, and how Rust's zero-cost abstractions can be used to create DSP elements that are flexible, composable, and don't compromise performance. It will also show how to instantiate and implement audio processing graphs in imperative, functional, and declarative styles.

Link to Slides: https://data.audio.dev/elegant-dsp-with-rust/slides.pdf
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Chase Kanipe
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #dsp #audio

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Making It Good (the Principles of Testing Hardware and Software) – Emma Fitzmaurice – ADC23

https://audio.dev/ -- @audiodevcon​

Making It Good (the Principles of Testing Hardware and Software) - Emma Fitzmaurice - ADC 2023

You take a great idea, work out the details, make it and everything is lovely. Except no. Be it hardware or software, seeing an idea through to a high-quality product requires constant vigilance. This session offers a look into the principles and techniques of testing and quality assurance.
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Emma Fitzmaurice

Emma Fitzmaurice is a QA engineer on the Novation team at Focusrite, sticking her fingers into as many parts as the hardware development pie as possible in an effort to make cool gear. She is charming, beautiful, wise and the proud author of her own bio.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
_

Organized and produced by JUCE: https://juce.com/
_

Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #audiodev #softwaretesting #audio

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Reactive Embedded Programming – Tom Waldron – ADC 2023

https://audio.dev/ -- @audiodevcon​

Reactive Embedded Programming - Tom Waldron - ADC 2023

An alternative approach to embedded programming suited to real-time and audio systems whereby the usual background polling is replaced with an entirely reactive structure.

How can we leverage a microcontroller's hardware for predictable scheduling? What would it look like to turn convention on its head and run our entire application in interrupts?

Link to Slides: https://baremetaldev.github.io/reactive-embedded-programming/
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Tom Waldron
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

#adc #cppprogramming #embedded #audio

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