Tag: spatial audio

Spectral Audio Modeling: Why Did It Evolve and Do We Need It Now? – Julius Smith – ADC23

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Join Us For ADC24 - Bristol - 11-13 November 2024
More Info: https://audio.dev/
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Spectral Audio Modeling: Why Did It Evolve and Do We Need It Now? - Julius Smith - ADC 2023

This talk summarizes historical developments in spectral audio synthesis and processing, touching on origins in evolution, musical practices, innovations at Bell Labs and CCRMA, and AI approaches today. Our ears continue to feed spectral decompositions to the brain, showing no signs of become vestigial in favor of purely neural processing in the brain. In machine learning, on the other hand, spectral representations are often being omitted in favor of time-domain waveform encodings. How do we reconcile this? Looking at continuing uses of spectral audio processing in AI, we find that AI and spectral processing remain partners and are likely to continue symbiotically for the foreseeable future.
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Julius Smith

Julius O. Smith is a research engineer, educator, and musician devoted primarily to developing new technologies for music and audio signal processing. He received the B.S.E.E. degree from Rice University in 1975 (Control, Circuits, and Communication), and the M.S. and Ph.D. degrees in E.E. from Stanford University, in 1978 and 1983, respectively. For his MS/EE, he focused largely on Stanford's superb curriculum in statistical signal processing. His Ph.D. research was devoted to improved methods for digital filter design and system identification applied to music and audio systems, particularly the violin. From 1975 to 1977 he worked in the Signal Processing Department at ESL, Sunnyvale, CA, on systems for digital communications. From 1982 to 1986 he was with the Adaptive Systems Department at Systems Control Technology, Palo Alto, CA, where he worked in the areas of adaptive filtering and spectral estimation. From 1986 to 1991 he was employed at NeXT Computer, Inc., responsible for sound, music, and signal processing software for the NeXT computer workstation. After NeXT, he became a Professor at the Center for Computer Research in Music and Acoustics (CCRMA) at Stanford, with a courtesy appointment in EE, teaching courses and pursuing/supervising research related to signal processing techniques applied to music and audio systems. At varying part-time levels, he was a founding consultant for Staccato Systems, Shazam Inc., and moForte Inc. He is presently a Professor Emeritus of Music and by courtesy Electrical Engineering at Stanford, and a perennial consultant for moForte Inc. For more information, see http://ccrma.stanford.edu/~jos/.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

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

#adc #audiodev #dsp #audio #ai

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The Current State of Spatial Audio Tools and Formats – Guillaume Le Nost & Olivier Petit – ADC23

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https://audio.dev/ -- @audiodevcon​

The Current State of Spatial Audio Tools and Formats - Guillaume Le Nost & Olivier Petit - ADC 2023

In the past few years, “spatial audio” (or rather object-based audio) has made its way from the movie theatre to the home cinema and is now reaching about a 100 million potential pairs of ears through major streaming services. For artists, space is a whole new creative dimension they can start exploring, but creative-focused tools are currently lacking. For mixing engineers, 3D panning is a new tool joining EQ and compression to achieve their goal: a clear mix where each element has its own place and contributes to a great overall result. Mastering engineers are facing unique challenges as on-device rendering of spatial audio makes it extremely difficult to control the final result.

In this talk we will look at the tools and formats currently available for music production, mixing in the studio or mixing for a live show. This includes DAWs, media engines, live renderers. We will focus on their specificities, the challenges for interoperability, as well as the missing bricks required to enable smoother and more enjoyable workflows.

Link to Slides: https://data.audio.dev/talks/2023/industry-standards/slides.pptx
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Guillaume Le Nost

Shaping the future of live sound with immersive audio technologies and innovative Sound Experiences. Interests in spatial audio, object-based audio, creative technologies, music technology and live sound. Keen musician (flute, bass, piano).
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Olivier Petit

After an MSc in Integrated Circuit design, I have joined the Creative Technologies department of L-Acoustics in 2018 as a C++ software engineer. I have been taking an active part in developing innovative technologies to bring immersive audio to live performances, striving to better connect the artists with their audiences. I love the challenge of deploying audio solutions at large scales with high sound quality and (of course) reliability. Making sure our products are as intuitive and easy to use is also a priority for me. Unlike most of my peers I don’t play any instrument, I love climbing though!
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC23 Team:

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

#adc #dsp #audio #spatialaudio

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Leveraging JUCE for Developing Spatial Audio Plugins – Scott Murakami – ADCx SF

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Join Us For ADC23 - London - 13-15 November 2023
More Info: https://audio.dev/
@audiodevcon

Leveraging JUCE for Developing Spatial Audio Plugins - Scott Murakami - ADCx SF

With the increased availability of immersive sound experiences through headphones and speakers, spatial audio has gained popularity in recent years. In this talk, we will present our experience utilizing JUCE for building spatial audio plugins, particularly as it pertains to virtualizing real world acoustic environments. We will discuss the benefits of using JUCE from both an engineering and team management perspective, providing practical tips and best practices for leveraging the framework to create immersive and realistic spatial audio experiences. By sharing our insights, this talk aims to provide valuable information for developers interested in building spatial audio plugins using JUCE, including both experienced and novice developers alike.

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Scott Murakami

I am passionate about audio in all its forms and approach it from different angles. I am both and engineer and an artist who has been focused on audio for many years from both perspectives, the technical and the artistic.

Currently, I work as a Software Developer for Embody making spatial audio tools for musicians, engineers, and the like. In my free time I enjoy tinkering with synthesizers and computers to create electronic music & sound art.

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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Special thanks to the ADC Team:

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

#audiodevcon #audiodev #logging

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