Tag: programming

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
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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

#adc #audiodev #agileframework #audio #agilescrum #agile #audioproduction #audioprogramming #audiosoftware #audiotechnology #marketcompetition

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Discover The BEST Virtual Conference Experience at ADC25 – The Audio Developer Conference

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https://audio.dev/ -- @audiodevcon
Sign Up For ADCx Gather, our free-to-attend, online only taster event ahead of the main ADC conference. Join us to get a first hand experience of the platforms and content that will be available during the main 3 day event!

Get ready for ADC25! This year features a virtual venue to explore, offering opportunities for virtual conferencing and meetups. Join the live streaming events and connect with others on the Discord server. #adc #audiodev #conferenceaudio

Join us online in our virtual world or in-person in Bristol, UK from November 10th-12th 2025

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 - 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

#adc #audiodev #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #sound #music #musictech #soundtech #audiotech #audiotechnology

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The Intersection of Analog and Digital Audio Processing – An Introductory Guide to Virtual Analog Modelling – Sohyun Im – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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The Intersection of Analog and Digital Audio Processing - An Introductory Guide to Virtual Analog Modelling - Sohyun Im - ADC 2024
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Audio circuits, such as guitar pedals and amplifiers, process input signals to output signals with specific audio effects. The process of replicating the electrical behaviour of these circuits in a digital environment is known as Virtual Analog (VA) modelling. This session aims to provide a basic understanding of VA modelling and explore various methods to achieve it. Finally, using these methods as a foundation, we will look at modelling the circuit of the MXR Distortion+ guitar pedal and examine the process of creating a real-time safe audio plugin that emulates the reference circuit’s behaviour.
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Slides: https://data.audio.dev/talks/2024/an-introductory-guide-to-virtual-analog-modelling/slides.pdf
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Sohyun Im

Sohyun Im graduated with a Bachelor's degree in Sound Engineering from the University of West London and is currently pursuing her Master's in Sound and Music Computing at Queen Mary University of London.

She has a keen interest in audio programming and DSP, having conducted research on Virtual Analog Modelling, which bridges the analog and digital realms, during her undergraduate studies. Additionally, she is deeply interested in the emerging field of generative music AI and is dedicated to advancing her knowledge in this area.

Sohyun is also a lifelong pianist. Regardless of the genre, feel free to invite her whenever you need a pianist. She might already be there, ready to play!
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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 #analog #digitalaudio #audiodev #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #audiosoftware #soundtech #audiotech #audiotechnology

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Rock-Solid Releases – Beginner-Friendly Introduction to CI/CD for Audio Developers – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Rock-Solid Releases - Beginner-Friendly Introduction to CI/CD for Audio Developers - Fernando Garcia de la Cruz - ADC 2024
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Deploying audio web applications and plugins in a production environment demands meticulous attention to detail. Ensuring that software is thoroughly tested, validated, and compiled for various scenarios and platforms is crucial to maintaining quality.

This talk offers a beginner-friendly exploration of how to leverage tools like GitHub Actions to automate the development and deployment processes for audio applications and plugins. We’ll discuss the benefits of integrating CI/CD tools into your projects, whether you’re working solo or within a larger team. By the end, you’ll understand how to enhance both efficiency and reliability in your development pipeline.
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Slides: https://data.audio.dev/talks/2024/rock-solid-releases/slides.pdf
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Fernando Garcia de la Cruz

I’m Fernando! I’m a software engineer, audio developer, data engineer, guitar player, scientific communicator, and music-audio-AI enthusiast. I love learning and building projects. When I’m not coding, you’ll find me immersed in music production or photography.

Currently, I’m pursuing a Master’s in Sound and Music Computing at Universitat Pompeu Fabra in Barcelona, where I’m diving deeper into the intersection of sound, technology, and innovation. I look forward to connecting with fellow enthusiasts and sharing my experiences.
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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 #dsp #audio #audiosoftware #softwareengineer #audioprocessing #audioproduction #audioprogramming #sound #musictech #soundtech #audiotech #audiotechnology

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Perceptual Convolution – Fast and High-Fidelity Combined – Tobias Hienzsch – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Perceptual Convolution - Fast and High-Fidelity Combined - Tobias Hienzsch - ADC 2024
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Convolution plays a crucial role in modern music production, extending beyond classical reverberation to applications with neural networks and hardware emulation. The demand for efficient computation has long constrained real-time capabilities. Perceptual Convolution aims to address this challenge by computing only the segments of the impulse response (IR) that are perceptible to the human ear.

Identifying these acoustically important segments of the IR is the key challenge. In this presentation, we will explore the computational savings achieved, methods for analyzing existing IRs to enhance their efficiency, and the impact on performance and perceived audio quality. By focusing on perceptually relevant data, we can improve both the efficiency and the overall auditory experience.
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Slides: https://data.audio.dev/talks/2024/perceptual-convolution/slides.pdf
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Tobias Hienzsch

Based in Berlin, I am a seasoned developer with a passion for music, audio, and acoustics. My journey began at the age of 8 when I wrote my first computer programs. Over the past decade, I have specialized in the intersection of technology and sound, focusing on advancing the fields of music and audio engineering. Recently, my focus has shifted towards room acoustics and acoustic simulations, where I explore innovative approaches to enhance auditory environments.
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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 #impulseresponse #audioquality #dsp #convolution #audio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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Pipewire: The How, What and Why of Audio on (Embedded) Linux – Daniel Strübig – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Pipewire: The How, What and Why of Audio on (Embedded) Linux - Daniel Strübig - ADC 2024
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Understanding the audio ecosystem on Linux is not straight-forward.

Alsa, who? Pulse-audio, what? And what is this Pipewire everyone keeps talking about?

In this presentation, we want to provide a brief overview of the audio subsystem on Linux, looking at libraries provided by the kernel and how to work with it when writing user-space applications. Our goal is to clarify some of the confusion around the different libraries and tools and empower people to embrace the ecosystem instead of being intimidated by it.

Lastly, we would like to give a hands-on introduction to Pipewire, a new audio server shipped in many Linux distributions. We will cover how Pipewire works and how we use it professionally on our embedded linux platform. We will also show how to configure, introspect and debug the pipewire daemon, all the way to creating DSP chains by simply writing a small config file.
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Slides: https://data.audio.dev/talks/2024/pipewire/slides.pdf
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Daniel Strübig

Embedded Software Developer at Bang and Olufsen.
Graduate from Aalborg University Copenhagen in Sound and Music Computing.
Published libraries and talks on speech quality prediction.
Currently working with alsa, pipewire, jack and all things audio on embedded linux.
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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 #embedded #linux #dsp #audio #conferenceaudio #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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“Engine-Swap” on Two Spatial Audio Plugins Will Be Easy, Right? – Lessons Learned – Domenico Stefani

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https://audio.dev/ -- @audiodevcon​
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“Engine-Swap” on Two Spatial Audio Plugins Will Be Easy, Right? - Lessons Learned - Domenico Stefani - ADC 2024
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Tackling a project that involves swapping the cores of two audio plugins seemed straightforward at first:
Yes, spatial audio is complex, but these are two similar JUCE plugins and I can just swap the core code components, it will be easy, right?
It wasn't, and it uncovered many unexpected challenges and learning opportunities.

In this talk, I will share my experience of improving an existing spatial audio plugin (SPARTA 6DoFConv) by replacing its convolution engine with a more efficient alternative. This process required deep dives into complex and sparsely commented audio DSP code and problem-solving.

The core of this presentation will focus on the general learning points from this endeavor. I will discuss some of the strategies I employed to understand and navigate complex codebases and the practical steps taken to embed a new convolution engine in an audio plugin. Additionally, I will explore the unforeseen issues that arose, such as dealing with the drawbacks of highly optimized algorithms and integrating a crossfade system, compromising between efficiency and level of integration.

This talk aims to provide valuable insights for developers, especially those who are starting out and want to start understanding and customizing other people's code. Join me in exploring the lessons learned, strategies employed, and trade-offs considered in creating a more efficient six-degrees-of-freedom spatial audio plugin.

Key Points:

Addressing challenges with optimized algorithms and accepting tradeoffs;
General lessons learned and best practices when working with other people's plugin code;
Practical knowledge of different multichannel convolution engines for Ambisonics reverberation and 6 degrees-of-freedom navigation for extended reality applications.
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Slides: https://data.audio.dev/talks/2024/engine-swap-on-two-spatial-audio-plugins/slides.pptx
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Domenico Stefani

Postdoctoral researcher at the CIMIL group at the University of Trento, Italy. I received my PhD in early 2024 with a thesis on real-time deep learning on embedded computers for Music Information Retrieval.

In the last 4 years I have been developing audio plugins for embedded computers and PCs, and most of the time these plugins included neural network execution.
The work of these years has been published in the proceedings of conferences such as the International Conference on Digital Audio Effects (DAFx), New Interfaces for Musical Expression (NIME), Audio Mostly, and in journals such as the International Journal of Human-Computer Studies.

Since graduating, I have worked on spatial audio plugins for navigation in VR environments with 6 degrees of freedom.
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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 #audio #spatialaudio #audioprocessing #audioproduction #audioprogramming #sound #music #musictech #soundtech #audiotech #audiotechnology

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Unit Testing in Cpp Like a Lazy Pro – Marcel Roth & Dino Pollano – ADC 2024

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https://audio.dev/ -- @audiodevcon​
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Unit Testing in Cpp Like a Lazy Pro - Marcel Roth & Dino Pollano - ADC 2024
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A lot of people have heard of unit testing. Many developers have added unit testing to their procedures. But not so many have tried test-driven development and understand how to build a rock solid test bed, that eventually allows you to throw your code away and replace it with whatever is more readable, more scalable, less resource intensive or better performing. The ‘lazy tester, lazy developer’ pattern is a fun way to explore this important topic.
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Slides: https://data.audio.dev/talks/2024/Unit-Testing-like-a-Lazy-Pro/slides.pdf
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Marcel Roth

Hello! I’m a Principal Software Engineer at Spitfire Audio with over 18 years of experience in DSP-focused companies across Germany, the Netherlands, and the UK. I studied Signal Processing at the Technical University of Berlin, where I completed my master’s thesis on recognizing musical instruments using a Hidden Markov Model.

Throughout my career, I’ve worked on a range of projects, including developing a parameterized convolution reverb at a small company called zplane.development. My journey in DSP has sparked a strong interest in test-driven development and other agile methodologies. But I’m still my happiest, when applying those skills to the audio buffer.

In my spare time, I play bass with the Cherry Pit Collective.
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Dino Pollano

Fuelled by an obsession with guitars, synths, and music gear—and a budget that couldn’t quite keep up—I decided to learn how to make my own. This journey led me through a degree in Music and Audio Technology at Bournemouth University, then Sound and Music Computing at QMUL. Along the way, I had a stint building programmable guitar pedals (OWL) and eurorack modules for Rebel Technology and kicked off a career at Spitfire Audio, contributing to projects like LABS, BBC Symphony Orchestra, and AIR Convolution Reverb. My time at QMUL sparked an intense curiosity about DSP, leading to a brief internship at L-ISA/L-Acoustics. Rebel Technology introduced me to the wild world of DIY audio electronics, and to this day, I love working with soldering, small-signal electronics, and embedded systems.
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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 #testdrivendevelopment #audiodev #cpp #unittesting #audio #cppprogramming #audioprocessing #audioproduction #audioprogramming #musictech #soundtech #audiotech #audiotechnology

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

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