Tag: programming

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
---

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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Synchronised Data for Audio Plugins – Adam Wilson – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Synchronised Data for Audio Plugins - Adam Wilson - ADC 2024
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Have you ever wanted to have your plugin presets show up on different devices? For example, on an iPad, and in your DAW. Or even on the web?

A brief history of a search for a synchronised database solution that works across plugins, mobile apps and the web.

An introduction to methods and libraries that can be used to store preset and other data for plugins, automatically synchronised across devices. Both for general data as well as user-specific data or presets.
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Slides: https://data.audio.dev/talks/2024/synchronised-data-for-audio-pligins/slides.pdf
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Adam Wilson

A seasoned music producer and programmer turned audio developer, with a passion for microtonality.

Adam got into audio software development in 2014, when he first became aware of microtonality. Realising the lack of intuitive software to aid with microtonal composition, he pivoted from server-side web development into audio. This also allowed him to fuse his two lifelong passions into one career path: music production and programming.

Adam founded Node Audio initially to release his first iOS app, "Entonal Tuner" and it has since become both an audio software consultancy and a platform for releasing audio plugins. Entonal Studio was released in 2022.
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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 #audioplugins #dsp #audio #audiosoftware #audioprocessing #audioproduction #audioprogramming #sound #musictech #soundtech #audiotech #audiotechnology

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Atmospheric Audio Plugin Design – Syl Morrison – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Atmospheric Audio Plugin Design - Syl Morrison - ADC 2024
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A headfirst swandive into designing plugins to evoke atmospheres and emotional responses, and the creative potential that approach can unlock, through the lens of interpreting Dante Alighieri's Inferno as an a multifx plugin.

This talk hopes to inspire and encourage experimentation, and celebrate and nurture the often-overlooked creative side of audio programming, rather than focussing on pre-established effects, while also touching on the decisions, ups and downs, and actual development process for "Inferno".
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Slides: https://data.audio.dev/talks/2024/atmospheric-plugin-design/slides.pdf
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Syl Morrison

A self-taught audio software developer fascinated by abstract and unconventional effects, based in Dublin, Ireland.
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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 #audiosoftware #audioplugins #audiodev #dsp #audio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology #dantesinferno

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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
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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 #convolution #audioengineering #dsp #audio #audioprocessing #audioproduction #audioprogramming #cpp #cplusplus #soundtech #audiotech #audiotechnology

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