Tag: coding

How To Recreate/Restore a Full Game Boy Advance Soundtrack in High Quality – Vincent Dortel – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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How To Recreate/Restore a Full Game Boy Advance Soundtrack in High Quality - Vincent Dortel - ADC 2024
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A new subfield of video game music has recently emerged: some people call it music "restoration" (or recreation). It comes from the desire to preserve and share incredible soundtracks that were cursed by hardware limitations at the time they were composed. For instance, the Game Boy Advance was using sequenced music, associated with sound samples. Those sounds had to be heavily compressed so everything fits on a 8Mb cartridge, and the audio engine had limited processing power, low sample rate, cheap output speakers...

In this talk, I would like to detail how I restored the entirety of the soundtrack from the first two Golden Sun games (2001-2002), by tracking down the original hardware that was used to record the samples, extracting the midi sequences, carefully studying the subtleties for each instrument, applying modern mixing techniques, and even doing a bit of reverse engineering. The whole process was improved by creating python scripts and a custom VST in C++.
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Slides: https://data.audio.dev/talks/2024/how-to-recreate-restore-a-full-game-boy-advance-soundtrack/slides.pptx
---

Vincent Dortel

Vincent is an audio programmer with 12 years experience in the video game industry, he worked for several studios such as Quantic Dream, Rocksteady, Ubisoft and Microsoft. He's now a freelancer, which allows him to split his time between contractor work for game studios and personal projects. He likes to combine his passion for music and games with his programming skills to tackle fun challenges. Sometimes he secretly develops VST plugins when no one's looking.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#adc #audiodev #gameboyadvance #goldensun #goldensun2 #audio #audioprocessing #audioproduction #audioprogramming #music #musictech #soundtech #audiotech #audiotechnology

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Crafting Better Generative Music in Games with Deep Learning – Kyle Worrall – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Crafting Better Generative Music in Games with Deep Learning - Kyle Worrall - ADC 2024
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While the procedural generation of mechanical or visual content is widely adopted within the games industry, procedural music generation is utilised much less. There are a variety of reasons why procedural music has not seen similar levels of adoption, especially in the advent of large language models and Generative AI tools such as ChatGPT and Midjourney, where public opinion on machine learning for creative arts and music is particularly controversial. However, there are ethical, and responsible ways to empower composers and music designers, and even improve procedural music systems with machine and deep learning. The adoption of such technology, if used correctly, could reduce burnout and provide novel experiences for players.

In this talk, I will introduce the audience to the basics of machine learning, before presenting multiple peer reviewed studies from my PhD investigating how deep learning can be used to generate: additional layers for bespoke pre-composed game music; expressive performances of MIDI during game play; and outline ethical and responsible design considerations for AI powered game audio tools.
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Slides: https://data.audio.dev/talks/2024/crafting-better-generative-music-in-games-with-deep-learning/slides.pdf
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Kyle Worrall

Kyle is an audio machine learning consultant and a lecturer in Games Programming at Edge Hill University. As a final-year PhD candidate with the Centre for Doctoral Training in Intelligent Games and Game Intelligence at the University of York, Kyle is at the cutting edge of research in his field. His work delves into the creation of ethical and responsible deep learning-driven music tools, exploring their transformative impact on professional composers and player experiences within video games.

Passionate about blending technology and creativity, Kyle's research has extended to his role as founder of Cocreative Technology, a tech start-up dedicated to developing responsible tools for musicians and sound designers. Cocreative Technology focuses on creating software that assists artists by automating mundane tasks, enabling them to channel their energy into the creative aspects of their work. The start-up is driven by the belief that technology should enhance and support, not replace, human creativity.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#adc #generativeaimusic #generativemusic #deeplearning #videogames #audiodev #audio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Digital Audio Workstation Architecture – Evaluation and Evolution – Ilias Bergström – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Digital Audio Workstation Architecture - Evaluation and Evolution - Ilias Bergström - ADC 2024
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Last year’s “Architecture of Digital Audio Workstations” talk was a broad introduction, followed by an overview of two DAW applications’ architectures, and the decisions behind these. While it covered a great deal of ground, it also had to leave out several important topics.

This talk concentrates on two additional areas:

Evaluating Architecture
Evolving Architecture

We will discuss how requirements, constraints and quality attributes come into play when evaluating architectural decisions. This is needed throughout the design process - definitely while creating the initial architectural design, but equally importantly, continuously while maintaining the software.

The familiar saying bears repeating: “Software is finished when no-one uses it”. Throughout its lifetime, software is bound to evolve. The evolution will be driven by sometimes drastic alterations, making it inevitable that the architecture also changes.

After a general coverage of these two new topics, four concrete example cases will be discussed, connecting practice to theory:

1. On how changing requirements result in architectural changes, and introducing new design decisions, resulting in overall improvement.

2. How an existing architecture allowed adding a complex unpredicted feature, without altering the architecture.

3. How mistaken design choices can create “debt” in the codebase, and when/how to address this.

4. How adding a new feature requires designing around the existing architecture, and finding a good compromise between refactoring, and meeting the new requirements.

Inevitably there will be some overlap with last year’s talk, but that will be kept to a minimum. So while I encourage attendees to watch that talk first, this one will be created so that it can be followed regardless, for an audience with some knowledge of software architecture.

This subject area is vast, but I hope that this introductory coverage of the two additional important topics, of architecture evaluation and evolution, will help further build on the knowledge shared on this very central topic for our community!
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Slides: https://data.audio.dev/talks/2024/digital-audio-workstation-architecture/slides.pdf
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Ilias Bergström

Computer Scientist, Researcher, Interaction Designer, Musician, with a love for all music but especially live performance.

I've worked on developing several applications for live music, audiovisual performance, and use by experts, mainly using C++.

My career spans more than 20 years of developing media technology software, and of working as a researcher on the topic, in equal measure.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#daw #digitalaudioworkstation #digitalaudio #adc #audiodev #softwareengineering #audio #cpp #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Music Hack Day India Winners Presentations – ADCx India 2025

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https://audio.dev/ -- @audiodevcon​
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Music Hack Day India Winners Presentations - ADCx India 2025
--

Music Hack Day India is a gathering of researchers, developers, creative coders, musicians, makers, engineers, audiophiles and more. It was hosted on 17th and 18th Jan 2025, preceding ADCx India 2025 and included many interesting hacks from the participants.

The winners of the hackathon were invited to present their idea on the ADCx India platform.

Team Mewt: A musician’s toolbox for practicing new music

Team The Contrapunks: Realtime accompaniment generator

Team Pann Symphony: Gamification of Classical Music
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADCx India Team:

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

#adc #audiodev #musichacks #dsp #audio #audioengineering #audioproduction #audioprogramming #sound #music #musictech #soundtech #audiotech #audiotechnology

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Wait-Free Thread Synchronisation With the SeqLock – Timur Doumler – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Wait-Free Thread Synchronisation With the SeqLock - Timur Doumler - ADC 2024
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When developing real-time audio processing applications in C++, the following problem arises almost inevitably: how can we share data between the real-time audio thread and the other threads (such as a GUI thread) in a way that is real-time safe? How can we synchronise reads and writes to C++ objects across threads, and manage the lifetime of these objects, while remaining wait-free on the real-time thread?

This talk is the second in a series of talks about thread synchronisation in a real-time context. In the first episode, given at ADC 2022, we focused on the case where the real-time thread needs to read a sufficiently large, persistent object that is simultaneously mutated on another thread. In this second episode, we focus on the reverse case: the real-time thread needs to write the value while remaining wait-free, and while other (non-real-time) threads are reading it.

The traditional solution for this problem in audio processing code today is double buffering. This strategy works well in certain cases, but like every algorithm it has certain tradeoffs. If we look beyond the audio industry, it turns out there is actually another strategy that has more favourable tradeoffs for some use cases: the SeqLock.

We describe the general idea of the SeqLock, discuss the different parts of the algorithm, and show a working reference implementation. It turns out that in order to implement a SeqLock portably and without introducing undefined behaviour, we need to reconcile the algorithm with the C++ memory model, which presents an interesting challenge. In order to make it work and be efficient, we need to be very careful with our use of memory fences, memory ordering, and atomic vs. non-atomic memory accesses. Along the way we will learn useful things about writing lock-free code in Standard C++.

Finally, we compare the tradeoffs between SeqLock and other approaches to this problem, offer some guidelines on which approach to use when, and present a proposal to add the SeqLock algorithm to the C++ Standard.
---

Timur Doumler

Timur Doumler is the co-host of CppCast and an active member of the ISO C++ standard committee, where he is currently co-chair of SG21, the Contracts study group. Timur started his journey into C++ in computational astrophysics, where he was working on cosmological simulations. He then moved into the audio and music technology industry, where he has spent over a decade of his career, worked on projects such as NI Kontakt and the JUCE framework, and co-founded the music tech startup Cradle. In the past, Timur also worked for JetBrains, first as a developer on CLion's C++ parser and later as a Developer Advocate for C++ developer tools. Currently, Timur lives in Finland, where he organises the monthly C++ Helsinki meetup and works as an independent C++ consultant. Timur is passionate about clean code, good tools, low latency, and the evolution of the C++ language.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#adc #cpp #cppprogramming #audiodev #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Guide to C++ ValueTrees – The Secret Weapon of JUCE – Brett g Porter – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Guide to C++ ValueTrees - The Secret Weapon of JUCE - Brett g Porter - ADC 2024
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The JUCE website says "The ValueTree class is JUCE's secret weapon," and it's true. They give you:

- A really easy way to capture and pass around the entire state of your application's data at run time
- A rich mechanism to watch that data at a fine degree of granularity
- Trivially easy persistence of application state

...but at the cost (in comparison to using native POD or class/struct variables) of being:

- slower
- less convenient to use
- less type-safe, since all values are stored in the JUCE var variant type.

This talk will explore the new Cello library to abstract away the underlying API calls in favor of syntax that's more like working with POD data. The original goal was to be able to write code something like the below, but using ValueTrees as the backing data store:

struct MyStruct : public cello::Object
{
cello::Value<int> x;
cello::Value<float> y;
};

MyStruct demo;

// will be executed any time the value of X changes
demo.x.onPropertyChange = [&demo] ()
{
std::cout << "x changed to " <<demo.x << "n";
}

// after executing this line, stdout should print: "x changed to 100"
demo.x = 100;
...and it's surprising how close to that we were able to get.

This project has a set of overlapping goals:

- make working with ValueTrees more like working with C++ objects and less like calling API functions
- add type-safety and type conversions without explicit use of VariantConverter objects
- reduce boilerplate wherever possible
- handle undo/redo management invisibly
- support validation of values when they are accessed
- explore the gray area between compile-time strong typing as in C++ and the kind of runtime dynamic typing that's possible using the ValueTree API
- explore the available methods of reactive programming enabled with this system
- build out new functionality that's implied by the capabilities of ValueTrees but perhaps not obvious, like:
- creating a kind of NoSQL database
- creating an in-process sync mechanism to make ValueTrees thread-safe
- creating a simple IPC implementation
- In general, add support for more complex use cases where the complexity can be hidden inside the framework.
---

Slides: https://data.audio.dev/talks/2024/beyond-valuetrees/slides.pptx
---

Brett g Porter

Brett g Porter is a composer, trombonist, and developer of music software, currently Lead Software Engineer at Artiphon, where he designs strange little electronic musical instruments. He is a frequent speaker on the topic of Music Technology at industry events including SXSW, the Audio Developers Conference, the NAMM Show, and the Audio Engineering Society convention. He also serves on the executive board of the MIDI Manufacturers Association, which defines and maintains the MIDI standards used by electronic instruments, and has been active in several of the working groups tasked with developing the MIDI 2.0 specifications. Brett holds degrees in composition and electronic music from the Frost School of Music at the University of Miami.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#cpp #adc #juce #audiodev #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Auralization and Active Sound Design with Spatial Audio on a Vehicle Simulator – Joshua Chaiphas – ADCx India 2025

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https://audio.dev/ -- @audiodevcon​
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Auralization and Active Sound Design with Spatial Audio on a Vehicle Simulator - Joshua Chaiphas - ADCx India 2025
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With the rise of electric vehicles, autonomous driving, and smart mobility, the contributors to a vehicle's sound are no longer limited to engine and powertrain noise but include synthesized and curated sounds known as Active Sound Design. Modern vehicles act as immersive experiential spaces, where infotainment systems play a key role in shaping driver/passenger experiences. As manufacturers implement advanced spatial audio technologies such as Dolby Atmos and MPEG-H, the in-car audio demands innovative approaches in spatial audio rendering, signal processing, and simulation tools. This talk will explore these challenges and present a design of a spatial audio auralization tool to test immersive audio content, offering applications for engineers, researchers and musicians, bridging the gap between creative and technical development.
---

Slides: https://data.audio.dev/talks/ADCxIndia/2025/auralization-and-active-sound-design-with-spatial-audio-on-a-vehicle-simulator/slides.pdf
---

Joshua Chaiphas

Joshua Chaiphas is an experienced audio engineer with nearly a decade of expertise in the field. He is also an early-stage researcher specializing in acoustics, with a particular focus on spatial audio and NVH (Noise, Vibration, and Harshness) technologies. Currently, he works as a Research Engineer Associate at Siemens Digital Industries Software while pursuing a Ph.D. at KU Leuven in Leuven, Belgium. His doctoral research is conducted as part of the Marie Curie GAP_NOISE project, funded by the European Union.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADCx India Team:

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

#audioengineering #spatialaudio #caraudio #adc #audiodev #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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A Spatial Audio Primer – Emma Fitzmaurice – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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A Spatial Audio Primer - Emma Fitzmaurice - ADC 2024
---

Hearing the only sense that allows us to localise sources from any direction, but how? How does our spatial hearing system work and how can we trick it, how do we define a 3d soundscape? How did we get here? All that and more answered in this talk for all experience levels
---

Slides: https://data.audio.dev/talks/2024/a-spatial-audio-primer/slides.pdf
---

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.
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#adc #audiodev #audio #hearing #spatialaudio #audioprocessing #audioproduction #dolbyatmos #sound #immersivesound #musictech #soundtech #audiotech #audiotechnology

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Debugging Audio Content With Visuals – A Debugger Extension and Other Helpful Tools – Maxime Coutant – ADC 2024

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https://audio.dev/ -- @audiodevcon​
---

Debugging Audio Content With Visuals - A Debugger Extension and Some Other Helpful Tools - Maxime Coutant - ADC 2024
---

A debugger is a crucial tool to any developer. But how much time did you spend on a breakpoint, sitting in front of a hundred of audio samples, with no idea on how to interpret them?

A good way to get information from these samples is to plot a graphical representation : waveforms, spectrograms... but it's not always straightforward to create such visualizations, especially when working with compiled languages like C/C++

In this talk, I would like to first review all the tools I discovered and tried these past years, with the goal of making my life easier when debugging audio.

Then, most importantly, I will present a tool I have started developing myself these last months with the objective to solve this issue. A debugger extension which adds new commands, to display the audio content directly from one's buffer classes. No need to recompile your code, nor to instrument it with macros or custom libraries.
---

Slides: https://data.audio.dev/talks/2024/debugging-audio-content-with-visuals/slides.pdf
---

Maxime Coutant

I'm an audio software engineer in the ADASP group, part of the LTCI public laboratory. Audio enthusiast, hobbyist musician and software addict, I love to share, learn and meet new people !
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADC24 Team:

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

#adc #audiodev #debugging #audio #softwareengineer #softwaredevelopment #audioproduction #audioprogramming #debuggingtips #debug #gdb #cpp #audiotech #audiotechnology

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Spatial Localization & Techniques for Synthesizing Real-Time Binaural Audio for Headphones – ADCx India 2025

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https://audio.dev/ -- @audiodevcon​
---

Spatial Localization and Techniques for Synthesizing Real-Time Binaural Audio for Headphones - Harsha Vardhan Rapeti - ADCx India 2025
---

Spatial audio has become increasingly popular, with new applications emerging in areas like virtual reality (VR), home theatres, and spatial audio headphones. These innovations provide users with more engaging and interactive experiences.
To effectively reproduce binaural signals from sound sources in different locations, it’s essential to grasp how we perceive the origin of sounds. This involves looking at binaural audio signals from various experiments, which helps us grasp how our ears and brain work together to locate sounds in space.

The Talk Covers:

1 Terminology, Meaning and Basic Equations (Pressure wave related).
2 How does spatial localisation work in Free fields and closed fields.
- Static and Dynamic Cues.
- Human Ear anatomy Effecting the pressure waves.
- psychological cues.
3 Reproducing Binaural audio on Headphones.
- Head Related Transfer functions for near field and far field signals, spectrum modifications.
- Delaying channels to replicate Intra-aural delay.
- Replicating the change in the energy level of the audio signal.
- *
4 Implementation problems and overcoming them. Tricks to Interpolating between fixed number of HRTFs for a smooth transition.
5 Q&A
---

Slides: https://data.audio.dev/talks/ADCxIndia/2025/spatial-localization-and-techniques-for-synthesizing-real-time-binaural-audio/slides.pptx
---

Harsha Vardhan Rapeti

Harsha is a c++ programmer, interested in audio and Linux stuff. Checkout more of his stuff at https://github.com/Harsha-vardhan-R
---

ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon

https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
---

Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---

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

Special thanks to the ADCx India Team:

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

#spatialaudio #binauralaudio #adc #audiodev #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #sound #cpp #musictech #audiotech #audiotechnology

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