Tag: coding

KEYNOTE: Sonic Cartography – Navigating the Abstract Space-Time of Sound – Carla Scaletti – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Keynote: Sonic Cartography - Navigating the Abstract Space-Time of Sound - Carla Scaletti - ADC 2024
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From the chemotaxis of single-celled organisms to human exploration of the solar system, it seems that terrestrial brains are exquisitely tuned for navigating in 3-d space. There is evidence that we use our navigation brains, by way of conceptual metaphors, to reason about even the most abstract concepts. But what about when that space is infinite? How do we navigate within a virtual space that does not even exist until we generate it? This is the domain that audio developers inhabit and explore on a routine basis. And we’ve developed strategies that have analogs in biological evolution, anthropology, physics, computational equivalence, assembly theory and emergence. Audio developers are the under-appreciated protagonists of this story (but there is a happy ending).
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Slides: https://carlascaletti.com/words/talks/sonic-cartography/
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Carla Scaletti

Co-founder of Symbolic Sound Corporation (https://kyma.symbolicsound.com/), Carla Scaletti is the creator of the Kyma language, a sound design environment used extensively in film, games, music, and scientific research.
In addition to her work as a software developer, Scaletti composes experimental electronic music for live performance, contemporary dance, and virtual reality. Since 1990, she has been one of the pioneers helping to establish the field of data sonification: using sound to explore, interpret, and communicate complex scientific data.
At the University of Illinois, she earned a doctorate in music composition with a minor in psychoacoustics, alongside a master's degree in computer science. Among her composition professors was Salvatore Martirano, creator of the hybrid digital-analog composing machine known as the Sal-Mar Construction (https://distributedmuseum.illinois.edu/exhibit/sal-mar_construction). Her computer science advisor, Ralph Johnson, was one of the ""Gang of Four"" who revolutionized software development with their book on design patterns for object-oriented programming (https://en.wikipedia.org/wiki/Design_Patterns).
During her time as a graduate student and post-doctoral researcher at the University of Illinois, Dr. Scaletti was a member of the CERL Sound Group, where she collaborated with a group of fellow students who would go on to notable careers in audio signal processing, among them:
• Kurt J. Hebel: Co-founder of Symbolic Sound and designer of Kyma's audio processing units.
• Lippold Haken: Founder of Haken Audio and inventor of the Continuum Fingerboard.
• Charlie Q. Robinson: Dolby researcher and winner of a 2024 technical Oscar for the Atmos audio format.
• Kelly Fitz: Principal DSP Algorithm Engineer at Eargo.com and developer of the Loris open source sound modeling & processing software
• Richard G. Baraniuk: Rice University Professor of Electrical & Computer Engineering and Founder of the open education initiative OpenStax
Explore more of her work at https://carlascaletti.com
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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
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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 ADC24 Team:

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

#kyma #adc #audiodev #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #sound #soundtech #audiotech #audiotechnology #cartography

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Current Approaches and Future Possibilities for Inter Audio Plugin Communication – Janos Buttgereit – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Current Approaches and Future Possibilities for Inter Audio Plugin Communication - Janos Buttgereit - ADC 2024
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End of 2021 we launched smart:EQ 3 which featured an Inter-Plugin-Communication approach for the first time that allows finding other instances of the plugin in the project and define groups of plugins. End of 2023 smart:EQ 4 was released which took the concept even further and allows to fully remote control each instance of smart:EQ 4 in the project from the Editor of any instance.

Based on the experience collected during the implementation of smart:EQ 3 we started creating an entire in-house abstraction framework focused on the idea of Inter-Plugin-Instance-Communication, which became the backbone of our most recent plugin releases and revealed its full potential with the release of smart:EQ 4.

As of today, Inter-Plugin-Instance-Communication is no built-in feature to any of the popular plugin formats. So we had no chance but implementing our own workarounds, which make great things possible, but also come with their downside. The goal of this talk is to start an open discussion with the industry about how this could be integrated into some kind of extension or companion API to existing plugin format standards. During the talk, we want to reflect our journey of how we made inter-plugin-communication and plugin group management work, including the challenge of instance discovery and abstraction of data channels, why a strict processor/view separation helped us a lot making all the functionality work and how we recently started to extend the framework to build a proof-of-concept ARA plugin with it.

We also want to talk about the challenges involved, which are reliable detection of plugin instances in a project and management of an plugin group state with plugin APIs that only allow saving per-plugin state information. Since we believe that great plugins could be made if Inter-Plugin-Instance-Communication was easier, we want to present a proposal of how an Inter-Plugin-Instance-Communication API could work on a high level from our point of view and hope for a lively discussion at the conference. Host developers are especially welcome!
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Slides: https://data.audio.dev/talks/2024/what-the-world-would-look-like-if-plugin-instances-could-simply-talk-to-each-other/slides.pdf
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Janos Buttgereit

I am a plugin developer with a passion for audio and all the deep details of the C++ language. I've been working at sonible for a few years now and particularly enjoy maintaining the cross-product internal codebase and frameworks and optimizing performance-critical DSP code. In addition to being a software developer, I also work as a live sound engineer, which helps me stay connected to what audio plugins should be all about: Making music sound as good as possible.
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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 #audioplugins #cpp #cppprogramming #audiodev #dsp #audio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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FREE TO ATTEND! ADCx Gather 2025 – Online Audio Dev Conference – Sept 26th

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https://audio.dev/adcx-gather-info/ -- @audiodevcon
https://conference.audio.dev/
ADCx Gather takes place on the 26th of September, 2025 starting at 11:00 UTC.
Register For To Attend For Free Here: https://docs.google.com/forms/d/e/1FAIpQLSeg0twh4PbYqCqcoPpl5cnFBeU6y5Ea3921V2kl3F7Wy03umw/viewform
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The ADC Team is pleased to announce the return of ADCx Gather 2025. ADCx Gather is an online version of our ADCx in-person one-day conference meet-ups. Programming for ADCx uses a shorter 18 min. talk format allowing for the presentation of a variety of topics for all audiences.

The ADCx Gather one-day online event is free and open to everyone in the audio developer community (registration required). ADCx Gather is hosted in Gather Town, a browser-based virtual online platform that allows attendees to interact and collaborate in real-time.

ADCx Gather also includes a full day of audio developer 18 min. talks. Attendees will have the option of attending these sessions live or they can watch a livestream of the day for free on YouTube where you will also be able to catch up on any talks that you miss.

If you are thinking about attending ADC 2025 online, then ADCx Gather is an excellent way to preview the experience you can expect for ADC 2025.

Any attendees who do register will be able to access exclusive content in Gather Town including poster sessions and meetups from community sponsors.

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://twitter.com/audiodevcon
https://facebook.com/audiodevcon
https://instagram.com/audiodevcon
https://www.reddit.com/r/audiodevcon/
https://mastodon.social/@audiodevcon
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Streamed & Edited by Digital Medium Ltd - online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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#adc #audiodev #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #sound #music #musictech #soundtech #audiotech #audiotechnology

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A Fast, Open-Source C++ Loop Classifier and Tempo Estimator: New Tempo Detection Feature in Audacity – Matthieu Hodgkinson – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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An Efficient, Open-Source C++ Loop Classifier and Tempo Estimator - The Algorithm Behind Audacity’s Brand New Tempo Detection Feature - Matthieu Hodgkinson - ADC 2024
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An efficient, offline C++ algorithm for loop classification and tempo estimation is presented, alongside its evaluation framework. The framework provides the area under the ROC curve (AUC) of the classifier, facilitating regression-free development and tuning of the algorithm. The AUC is now 0.93 when evaluated against the set of files (publicly available on freesound.org under the Creative Commons license) listed in the framework's source code. By providing computation time measurement, the framework has also been useful for optimizing the algorithm, which is now typically over 2500 times faster than real-time (measurement made on a Windows laptop with a 12th Gen Intel Core i7-12800HX processor and 32 GB of RAM). Furthermore, the framework can be used to set the target false positive rate according to the requirements of your application. Algorithm and evaluation framework are open source, and care has been taken to keep the algorithm easily reusable.

The algorithm can be seen as a "classical" algorithm and reuses ideas described elsewhere in the literature. However, the idea behind the classifier is original. A set of loosely plausible numbers of tatums (or ticks) fitting in the duration of the provided audio file is taken. The likelihood of each tatum count hypothesis is evaluated by measuring the distance of each onset to its closest tatum and using the onset's strength in the weighted average of all distances. The average is then compared to a threshold, and, if below, a disambiguation step is carried out, where the number of tatums is reused to determine the most likely tempo (BPM) and time signature.

As implied above, the input audio must be a loop for its tempo to be detected. This limitation was not deemed critical for the application the algorithm was intended for. On the other hand, it opened possibilities to improve the discriminant factor of the classifier, allowing a higher success rate while keeping the false positive rate low. This choice may explain the originality of the approach despite its simplicity.
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Slides: https://data.audio.dev/talks/2024/an-efficient-open-source-cpp-loop-classifier-and-tempo-estimator/slides.pdf
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Matthieu Hodgkinson

Passionate about music, I pursued a Bachelor's degree in Musicology at the Université Jean Monnet. I completed the final year of this degree at the National University of Ireland, as an Erasmus student, where I delved into computer music. I continued my studies there, earning an MA in Music Technology, and later completed a PhD in Computer Science, focusing on DSP.

My PhD thesis developed mathematical models for the vibration of plucked and struck strings. These models could be used to separate transients from more stable frequency components (predominantly harmonics) in recorded samples.

Following my PhD, I spent over 10 years working in the video conferencing industry, contributing to the development of GoToMeeting at Citrix, LogMeIn, and later GoTo. Working on the endpoint and the server, the backend and the frontend, in C++ and Javascript, my work primarily focused on the audio processing chain and the network transport of audio packets. I developed a patented algorithm for jitter buffer control that utilizes a perceptual model that considers packet late loss and conversational interactivity to determine the optimal buffer size on the receiver’s endpoint.

Since April 2023, I have been working for the Muse Group as part of the Audacity team. As the DSP specialist, I have the privilege of tackling some of the most engaging tasks – at least from my point of view… These often offer opportunities for creativity, and it was while working on the problem of tempo detection that I discovered the approach I will present at ADC 2024.
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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 #audacity #musicloops #audiodev #daw #dsp #audio #audioprocessing #audioprogramming #audiosoftware #soundtech #audiotech #cppprogramming

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Symphony of a Thousand – GPU Synthesis With Massively Parallel Oscillators – Cecill Etheredge – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Symphony of a Thousand - GPU Synthesis With Massively Parallel Oscillators - Cecill Etheredge - ADC 2024
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In the last few years, there has been an increasing interest in GPU DSP research. While the GPU brings highly parallel processing to the mix, the problems in implementing the real-time requirements and data flow of a GPU audio pipeline are well known. There are other challenges that stand out, such as the complexities of running GPU apps on consumer hardware, as well as identifying "killer apps" for GPU audio: desirable use cases where the GPU really shines and outclasses a classical CPU implementation for the everyday musician.

The aim of this talk is to cover the design, implementation, tradeoffs and compromises needed to build and run a basic GPU synthesizer on consumer hardware. This talk will be hands-on and suitable for audio developers that are relatively fresh to GPU applications in particular. We will present an algorithm implemented in NVIDIA CUDA that is based on straightforward wavetable synthesis and leverages the GPU's parallelism to outclass an equivalent CPU implementation. We will show how to integrate this algorithm and its CUDA kernels with JUCE to create a proof-of-concept synthesizer app.

The usual real-time challenges such as CPU-GPU copying, latency and buffering are addressed, and more hands-on issues such as interopability with 3D graphics running on the same GPU as well as real-time scheduling and persistent kernels will be covered as well as needed.

We purposely target lower-end hardware to explore the feasibility of a GPU synthesizer on consumer hardware, and to possibly enable a path towards a more extensive standalone "GPU hardware synthesizer" in the future.
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Slides: https://data.audio.dev/talks/2024/symphony-of-a-thousand/slides.pdf
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Cecill Etheredge

In daily life, Cecill serves as the Technical Director of KoalaDSP, a European startup focused on whitelabel DSP, middleware and audio plugin development for major industry players. In the remaining hours, Cecill channels his engineering skills and artistic flair into tackling challenging and complex problems, driven by a classic hacker ethos and curiosity. With a lifelong passion for technology and music, and over 20 years of experience in areas involving hardware, games, graphics, audio and algorithms, Cecill is still on a never-ending journey to learn, to create impactful innovations, and to share the lessons learned with others.

Cecill's experience with GPGPU began in 2008 during the early days of NVIDIA CUDA and Cg with the development of custom graphics rasterization and voxel raytracing algorithms at the University of Twente. This led to a more prominent role in researching and creating mass-spring physics algorithms in CUDA for medical systems with sub-millisecond real-time haptics. The drive to explore new uses for GPGPU has never left ever since. Today, with GPGPU technology more relevant than ever, the integration of GPGPU and audio has become particularly significant and personally relevant.
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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 #gpu #dsp #nvidia #audio #juce #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Real-Time Inference of Neural Networks: A Guide for DSP Engineers – Part II – Fares Schulz & Valentin Ackva – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Real-Time Inference of Neural Networks: A Guide for DSP Engineers - Part II - Fares Schulz & Valentin Ackva - ADC 2024
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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 threads. We also focus on strategies for achieving the lowest possible latency, presenting techniques we have implemented, and open a dialogue on a controversial approach to further reduce latency. Moreover, we share our findings on the performance impact of various factors on inference runtimes. To this end, we have extensively benchmarked different neural network architectures across different inference engines, and can show how differences in input buffer size and model size, as well as previously executed inferences, affect the overall performance.
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Slides: https://data.audio.dev/talks/2024/real-time-inference-of-neural-networks/slides.pdf
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Fares Schulz

I am a researcher in the Computer Music and Sound Synthesis Team, part of the Audio Communication Group at the Technische Universität Berlin. At present, my particular interest lies in the exploration of novel applications of neural networks for creative audio effects and synthesis, especially in the real-time and mixed-signal domains. Considering neural networks as a tool rather than a one-size-fits-all solution, I am researching how to make them available alongside long-established methods such as DSP algorithms and analog circuitry. I am also working on spatial audio (multi) systems, which require clustered audio servers due to their high computational cost.

Currently in the final stages of my Master's degree in Audio Communication and Technology, my educational background includes two Bachelor's degrees in Physics and Audio Engineering. Throughout this time, it is my passion for electronic music production that has taken me from theoretical mathematical equations and abstract artistic concepts to their development as algorithms and analog circuits. I am always looking for new ways to combine my interests in music, technology, and science, and love to chat with others who share these passions.
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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 #neuralnetworks #deeplearning #multithreading #dsp #audio #audioprocessing #audioproduction #audioprogramming #inference #soundtech #audiotech #audiotechnology

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Going Deeper with CLAP – Alexandre Bique & Urs Heckmann – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Going Deeper with CLAP - Alexandre Bique & Urs Heckmann - ADC 2024
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Alexandre Bique of Bitwig and Urs Heckmann of u-he join the stage to present updates on CLAP (CLever Audio Plugin API). A lot has happened since CLAP was presented at ADC 23. Alexandre and Urs will briefly focus on industry adoption and give an overview of latest extensions, roadmap and goals. Then they’ll be digging deeper by showing example implementations of some of CLAPs core features, such as Polyphonic Parameter Modulation and Voice Info.
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Slides: https://data.audio.dev/talks/2024/going-deeper-with-clap/slides.pdf
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Alexandre Bique

Alexandre Bique is a senior software engineer interested in low-level programming and audio processing. Since 2015, he has been part of the development team at Bitwig. Bique has also worked for u-he and spearheaded the project of porting their plug-ins to Linux. He is the lead developer behind the new plug-in standard CLAP.
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Urs Heckmann

Urs Heckmann is the founder and CEO of u-he, a leading developer of high-quality audio software and virtual instruments for music producers, sound designers, and artists. With a background in industrial design and a deep passion for sound synthesis, Urs has become a prominent figure in the music technology industry. His products, including Zebra, Diva, and Hive, have set benchmarks for software synthesizers, known for their sonic excellence and innovative design.
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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 #audioplugins #audiodev #audioengineering #audio #audiosoftware #conferenceaudio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Real-Time FFT Convolution – History and Review – Selim Sheta – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Real-Time FFT Convolution - History and Review - Selim Sheta - ADC 2024
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This presentation traces the evolution of real-time FFT convolution algorithms over the 60-year timeline spanning the original Cooley-Tuckey FFT algorithm and today’s sophisticated techniques. We will explore four pivotal advancements: Overlap-Add and Overlap-Save, Uniform Partitioned Convolution, and Non-Uniform Partitioned Convolution. We will discuss these method’s background and situate them in a historical context, before delving into their mathematical foundations and practical implementation considerations. Attendees will gain insights into the comparative advantages and limitations of each algorithm, alongside a comprehensive understanding of their historical significance.
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Slides: https://data.audio.dev/talks/2024/real-time-fft-convolution/slides.pdf
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Selim Sheta

Selim Sheta is an audio processing engineer with a strong passion for electronic music production and creative DSP. He currently works at L-Acoustics, designing, maintaining and optimizing real-time immersive audio algorithms, such as multi-channel reverb and compression. His past experience also include web-based sound design, and game audio.
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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 #convolution #audioengineering #dsp #audio #audioprocessing #audioproduction #audioprogramming #cpp #cplusplus #soundtech #audiotech #audiotechnology

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PANEL: What Is the Future of Immersive Music? – Ruth Farrar, Andrew Scheps, Hans-Martin Buff, Adrian Utley & Theo Kozlowski – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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What Is the Future of Immersive Music? - Ruth Farrar, Andrew Scheps, Hans-Martin Buff, Adrian Utley and Theo Kozlowski - ADC 2024
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There is a dramatically increasing demand for artists and audio professionals to create content specifically for 3D-immersive listening on headphones and at home plus new audio experiences as demonstrated by venues such as Lightroom (London), Dareshack (Bristol) and Sphere (Las Vegas).

Most immersive music content, however, is re-purposed stereo productions never intended to be heard outside the two-speaker stereo environment with resulting output feeling disconnected and unfulfilling.

Record companies and artists want to avoid paying for post-production immersive audio mixes of original stereo recordings. They are increasingly requesting music studios deliver cost-effective ways for recording music from the outset in both stereo and immersive formats.

In this panel talk, the makers of 'Flow', Real World Studios, Dr Ruth Farrar from Bath Spa University and Adrian Utley from the band Portishead will share knowledge gained during this immersive music project. They will share insights from their trial to develop new immersive audio processing workflows to overcome current challenges of moving between stereo and immersive formats. They will also discuss their process for developing equipment set-up and sound capture approaches to create novel immersive audio compositions, elevating production processes from traditional stereo to being truly immersive.

Panel members include Hans Martin-Buff, Andrew Scheps, Adrian Utley, Theo Kozlowski and Ruth Farrar.
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Ruth Farrar

Dr Ruth Farrar is a sound artist, practice-based researcher and Reader in Creative Media and Enterprise at Bath Spa University. Ruth Farrar is the Co-Director of the Centre for Cultural and Creative Industries (CCCI) research centre.

Her current immersive audio research has led to co-creating an audio-first approach to making immersive experiences collaborating with industry partners such as the Roman Baths. Listening to industry and community needs, she recently founded the Immersive Audio Network in the West of England.
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Andrew Scheps

Andrew Scheps has engineered and mixed some of the biggest bands in the world: Green Day, Red Hot Chili Peppers, Weezer, Audioslave, Black Sabbath, Metallica, Linkin Park, Hozier, Kaleo and U2. He’s worked with legends such as Johnny Cash, Neil Diamond and Iggy Pop, as well as indie artists such as Low Roar, My Brightest Diamond, Motorpsycho, Rancid, Manu Chao, Tinariwen, Farao, CRX, Cass McCombs and Blood Red Shoes.

Andrew has been awarded Grammys for his work with Adele, Red Hot Chili Peppers and Ziggy Marley, nominated for Best Engineered Album, Classical for his work on The Blue Hour as well as garnering over 20 nominations in categories such as Best Rock Song, Best Rock Album and Best Hard Rock Performance. In addition, Andrew was named International Engineer of the Year Award by the UK’s Music Producers Guild.
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Hans-Martin Buff

Since 2018, Hans-Martin has explored the subject of 3D-Audio, especially for headphones. Hans-Martin is now considered an industry expert, and he is proud to help artists lift their immersive adventures to the next musical level.
Hans-Martin is affiliated with msm-studios in Munich and Berlin, Germany, and with Real World Studios in Box, England, where he shaped the Dolby Atmos versions of Peter Gabriel’s latest release i/o.
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Adrian Utley

Adrian Utley is an English musician and producer, and a member of the band Portishead. During his career, Utley has worked with artists as diverse as Jeff Beck, Patti Smith, Jarvis Cocker, Massive Attack, Perfume Genius, Alain Bashung, and Marianne Faithfull.
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Theo Kozlowski

Theo Kozlowski is a Psychology PhD and working research technician with a background in computer science, engineering, music distribution and performance.
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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
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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 ADC24 Team:

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

#adc #audiodev #musicproduction #audio #immersivemusic #audioprocessing #audioproduction #audioprogramming #sound #music #musictech #soundtech #audiotech #audiotechnology

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How Long Will It Take? Using the Cynefin Model and Probabilistic Forecasting in Software Projects – Simon Holt & Ross Chisholm – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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How Long Will It Take? Using the Cynefin Model and Probabilistic Forecasting in Software Projects - Simon Holt & Ross Chisholm - ADC 2024
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In this talk we explore forecasting for software projects, particularly at longer range when scope and specifications may not yet be fully known.

We look at the Cynefin model, to help assess whether a project or piece of work is Complex or Complicated, and why it matters.

From that assessment we look at which of the many Agile framework methodologies and tools are right for the job at hand.

- How do Business, Operations, Hardware and Software efforts interact, and how do our burn up/down charts work together with Waterfall planning?
- How to estimate backlogs (Scrum or Kanban), especially early in the project?
- What are the other factors in our delivery strategy to consider?

Key takeaway:- We look at probabilistic forecasting, as part of Actionable Agile, and how important this has become at Focusrite for helping us forecast “How long will it take?”

Background

Whatever the size and nature of your company or day to day work, if you have customers and perhaps also competitors, you will probably have encountered a situation where someone depended on something you were doing.

In a larger company, perhaps with investors, a competitive market, sales channels and a customer base, the level of confidence you have in your development approach becomes quite important. In a smaller company or start up, you still have to eat and pay rent, there is effort and cost for marketing and product launches, with holiday season(s) and trade shows to hit. If you’re also making hardware things of any kind, you have to physically build them (lots) and get them to people (all over the place). The importance of quality, reputation and brand may vary a bit, but beyond the early adoption phase of a product, customer trust is important, and we can’t compromise there too much for too long.

Devices and workflows are increasingly inter-connected, with more features and functionality meaning that products and technologies are increasingly more complicated. To keep the workflow and UI simple, it usually belies the amount of technology and complexity under the hood and at work in the background.

So in a world where market competition is often increasing, customers increasingly expect more, and any changes to a plan you had will create extra effort and knock on impact … How can we increase our confidence when answering the question “How long will it take?”
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Slides: https://data.audio.dev/talks/2024/how-long-to-clean-your-kitchen/slides.pdf
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Simon Holt

Simon is Engineering Director at Focusrite, supporting the engineering teams and communities across the Focusrite and Novation brands.

With an early career background in electronics and manufacturing, he has since worked across a range of engineering companies and disciplines, helping teams grow and deliver exciting new products.

The love of music tech has always been his passion, with personal interests in music production and DJ’ing. He’s also a fan of the great outdoors, enjoying walking, running, cycling, and generally looking for an adventure!
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Ross Chisholm

Ross is currently the Head of Embedded Software at Focusrite, responsible for the teams developing embedded software, automation, and DSP for Focusrite and Novation brands.

Ross graduated from the Music and Sound Recording Course at the University of Surrey back in 2011, initially focusing on hardware and firmware development of both MIDI Controllers and Audio Interfaces before eventually moving solely to focus on embedded software development. He now focuses on helping to develop engineering teams to deliver amazing products as well as volunteering as a mentor for The Access Project to help promote STEM subjects for the next generation.

Outside of work, Ross is a keen runner completing several half marathons and marathons.
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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 #agileframework #audio #agilescrum #agile #audioproduction #audioprogramming #audiosoftware #audiotechnology #marketcompetition

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