https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- How I Learned to Love the Docs - Documentation As Design Process for Music Tech Products - Astrid Bin - ADC 2025 --- Product documentation is often seen as a ""nice-to-have"" that comes at the end of...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
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How I Learned to Love the Docs - Documentation As Design Process for Music Tech Products - Astrid Bin - ADC 2025
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Product documentation is often seen as a ""nice-to-have"" that comes at the end of the design and implementation process, and something that few small teams have time for. But for audio products - notoriously complex, serving a multitude of styles and purposes, usually with a conceptual model that isn't obvious to newcomers - communicating what a product does and how it works is crucial. So what do you do if there's no one to produce documentation?
I'm a music tech designer who has learned to love the docs. In this talk I'll share why I think documentation is so important (to you as well as your customers), how I learned to get good at writing it, and why I think it's a vital aspect of design. I'll explain how I think about docs (and some good examples), and through a case study of my first big user manual, I'll describe why I think documentation is secret the superpower design skill. In case you want to go straight home and write some documentation, I'll also prodvide suggestions of how to approach docs, when to start them, some tools I've found useful, and how to leverage the power of documentation to improve your products while they're still being developed.
---
Slides: http://data.audio.dev/talks/2025/how-i-learned-to-love-the-docs.pdf
---
Astrid Bin
Astrid Bin is an artist and designer who specialises in making complex things useful, beautiful and understandable. Alongside her history of working as an announcer for international Lego robot competitions and explaining rocket science to children, she's also worked as a music technology researcher across academia and industry. Most recently she was the founding designer of Bela, and is currently working in e-textiles research for musical interacton and freelancing on interesting projects. She lives in Berlin.
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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://twitter.com/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 ADC25 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
#blender3d #gamedev #3danimation Did you know Blender 5.2 now comes with built-in essential assets? In this beginner-friendly tutorial, we look at how to use Blender’s free built-in Asset Browser library, including materials, models, and HDRIs to make 3D modeling faster and...
#blender3d #gamedev #3danimation
Did you know Blender 5.2 now comes with built-in essential assets? In this beginner-friendly tutorial, we look at how to use Blender’s free built-in Asset Browser library, including materials, models, and HDRIs to make 3D modeling faster and easier.
We’ll cover how to drag and drop assets directly into your scene, how to apply and switch materials instantly, and how to unpack packed library data blocks in the Shading workspace so you can fully edit coat weight, roughness, and parameters.
If you’re just starting out in Blender or want a faster workflow, this is a feature you don't want to miss!
My Complete Blender Creator single course only $15
https://www.gamedev.tv/courses/complete-blender-creator?ref=ywqzmjc
My Mega Pathway Course - build your own asset packs $60: https://www.gamedev.tv/bundles/blender-pathway?ref=ywqzmjc
SOCIALS:
Substack for Articles & Written Tutorials: https://grantabbitt.substack.com/
Gumroad For Free Beginners Booklet: https://grantabbitt.gumroad.com/
My Website: http://www.gabbitt.co.uk
Discord: https://discord.gg/uwF2fcm
Buy Me a Coffee: https://ko-fi.com/M4M21GGIWE
OTHER USEFUL YOUTUBE TUTORIALS:
Learn the basics of Blender 5: https://www.youtube.com/playlist?list=PLn3ukorJv4vv9_e-htADGsPX9TMaQpHV8
Get good at blender series: https://www.youtube.com/playlist?list=PLn3ukorJv4vvv3ZpWJYvV5Tmvo7ISO-NN
Learn Sculpting playlist: https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
https://audio.dev/ -- @audiodevcon --- How to Write Scalable, Deterministic Audio Engines - Janus Lynggaard Thorborg - ADCx Copenhagen 2026 --- Does it sound familiar to have the UI responsiveness drop as audio load increases, or have audio stuttering under intensive UI...
https://audio.dev/ -- @audiodevcon
---
How to Write Scalable, Deterministic Audio Engines - Janus Lynggaard Thorborg - ADCx Copenhagen 2026
---
Does it sound familiar to have the UI responsiveness drop as audio load increases, or have audio stuttering under intensive UI operations?
That an audio track sounds different every time it’s rendered?
And that you end up with a system that seems very hard to test without instabilities or generous timeouts and tolerance?
In this talk we’ll take a brief look at the technology, approaches and architecture you can employ to improve the lives of your own engineering department and build better software for your users!
We’ll identify common pitfalls like atomic variables (!), performance mitigation strategies that may end up hurting and why it could make sense to take a page from graphics architecture in terms of how you may want to structure your interprocess communication. A suggested approach will be evaluated for benefits and tradeoffs.
---
Janus Lynggaard Thorborg
Janus Thorborg is a musician, sound designer and audio programmer developing open source audio plugins primarily catering to engineering analysis and experimental R&D.
As a long-tenured staff engineer at Unity, he oversees R&D and architecture of the audio engine in authoring- and realtime contexts.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC Team:
Bence Kovacs
Martin Swanholm
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
Start creating with Gemini Omni Flash below: https://bit.ly/3JitBUW In this video, I'll show you 5 Premiere Pro effects I use in almost every project to instantly add more depth, and a professional finish to my videos. These are the exact effects I rely on to make graphics,...
Start creating with Gemini Omni Flash below:
https://bit.ly/3JitBUW
In this video, I'll show you 5 Premiere Pro effects I use in almost every project to instantly add more depth, and a professional finish to my videos. These are the exact effects I rely on to make graphics, text, logos, and screen recordings look more dynamic without using any plugins.
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Business Contact denykingclothing@gmail.com
0:00 Intro
0:10 3D Screen
1:50 Light Effect
3:08 Artlist (Sponsored Segment)
5:30 Shine Effect
6:41 Glow Effect
7:32 Shadow
#PremierePro #VideoEditing #VFX #PremiereProTutorial #VideoEffects #EditingTutorial
In this Blender 5.2 tutorial we wilk learn how to use the sample sound frequencies node in blender 5.2 geometry nodes. We will learn how to extract the audio and be able to view it in values. then we will make a flat audio waveform + audio spectrum, and a circular audio...
In this Blender 5.2 tutorial we wilk learn how to use the sample sound frequencies node in blender 5.2 geometry nodes.
We will learn how to extract the audio and be able to view it in values. then we will make a flat audio waveform + audio spectrum, and a circular audio waveform + audio spectrum in geometry nodes. and lastly we will be able to view the audio waveform + audio spectrum in the shader editor.
-----------------------------------
Patreon - https://patreon.com/user?u=9011118&utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator&utm_content=join_link
-----------------------------------------------
🌐 Connect with me:
- ducky3d.com
- Instagram: https://www.instagram.com/ducky3d/
- Twitter: https://twitter.com/Ducky3d
-----------------------------------
0:00 Intro
02:27 set up sample sound frequencies node
07:00 flat audio waveform + spectrum
10:27 circular audio waveform + spectrum
13:54 view audio spectrum in the shading editor
#blender3d #gamedev #3danimation Learn how to scatter realistic grass and vegetation in Blender using the free GeoScatter addon and Biome Reader! In this tutorial, we’ll set up free plant biomes and scatter detailed grass across landscapes with just one click. GeoScatter...
#blender3d #gamedev #3danimation
Learn how to scatter realistic grass and vegetation in Blender using the free GeoScatter addon and Biome Reader! In this tutorial, we’ll set up free plant biomes and scatter detailed grass across landscapes with just one click.
GeoScatter makes environment design fast and easy in Blender. We’ll cover downloading the free Biome Reader, installing asset packs, and scattering biomes onto your meshes.
GeoScatter / Biome Reader Addon: https://geoscatter.com/
Master Environment Creation in Blender (My Full Course): https://gamedev.tv/courses/blender-environment-artist-5?ref=ywqzmjc
SOCIALS:
Substack for Articles & Written Tutorials: https://grantabbitt.substack.com/
Gumroad For Free Beginners Booklet: https://grantabbitt.gumroad.com/
My Website: http://www.gabbitt.co.uk
Discord: https://discord.gg/uwF2fcm
Buy Me a Coffee: https://ko-fi.com/M4M21GGIWE
OTHER USEFUL YOUTUBE TUTORIALS:
Learn the basics of Blender 5: https://www.youtube.com/playlist?list=PLn3ukorJv4vv9_e-htADGsPX9TMaQpHV8
Get good at blender series: https://www.youtube.com/playlist?list=PLn3ukorJv4vvv3ZpWJYvV5Tmvo7ISO-NN
Learn Sculpting playlist: https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
Key Topics Covered:
Installing the GeoScatter Biome Reader addon
Setting up free grass and foliage asset libraries
1-click biome scattering workflow in Blender
Tweaking density and foliage settings for realism
#Blender #Blender3D #GeoScatter #3DModeling #BlenderTutorial #EnvironmentArt
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Modernizing Legacy Audio Plugin Codebases - Lessons from FL Studio’s Plugin Suite - Tomas Medek - ADC 2025 --- Join us for an in-depth look at transforming thirteen legacy audio plugins developed for...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Modernizing Legacy Audio Plugin Codebases - Lessons from FL Studio’s Plugin Suite - Tomas Medek - ADC 2025
---
Join us for an in-depth look at transforming thirteen legacy audio plugins developed for FL Studio. This talk will take you through the journey of modernizing these plugins for cross-platform compatibility, supporting multiple formats (VST2, FL, AU).
Key topics include:
- Project Phasing: Backlog triage and consolidation, breaking down the modernization effort into manageable phases. This structured approach enabled efficient prioritization, clear milestones, and incremental delivery of improvements across the plugin suite.
- Codebase Refactoring: Adoption of C++17, strict compiler settings. Replacement of deprecated APIs with modern system calls. Source code management strategies. MSVC and Xcode project management.
- Debugging and Logging Strategies: Available Tools, Automated Validation, Logging.
- Vectorial GUI Modernization: Pitfalls of integrating a new GUI editor with legacy engine.
- CI/CD and Nightly Builds: Implementation of continuous integration and delivery pipelines, supporting nightly builds and automated testing and installer generation for all platforms.
This talk is designed for audio developers interested in best practices for transforming legacy codebases, modernizing plugins, and leveraging automation and CI/CD in audio software development. Whether you are a student, a new developer, or an industry expert, you will gain practical insights into the challenges and solutions involved in audio plugin modernization.
---
Slides: https://drive.google.com/file/d/148yhk5sjEHx5RP4_rfWAWut6aeMX9A0b/view?usp=sharing
---
Tomas Medek
Tomas Medek is an audio software developer at Image Line, where he works on plugins and maintains the build system for FL Studio. Tomas holds a master’s degree from the Faculty of Applied Sciences at the University of West Bohemia. His background includes roles at Audified, where he worked on a customizable, network-controlled audio engine framework and its GUI. He also contributed to life-critical medical software for Medtronic, gaining experience with rigorous safety and security development processes.
Tomas is part of the core organizing team for Composers Summit Prague. As a musician, Tomas has performed music on keyboards with orchestras across Europe. He has also composed music for independent movies and created orchestral arrangements for live performances.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon
---
PolyBLEP & PolyBLAMP Demystified - Nis Wegmann - ADCx Copenhagen 2026
---
In this presentation from the Audio Developer Conference, Nis Wegmann demystifies the mathematical concepts behind PolyBLEP (polynomial band-limited step) and PolyBLAMP (polynomial band-limited ramp) techniques used to suppress aliasing in virtual analog oscillators. Geometric waveforms such as square, sawtooth, and triangle waves naturally produce harsh digital aliasing due to infinite harmonics folding back over the Nyquist frequency. Wegmann demonstrates the audible difference between naive signal generation and alias-free synthesis using these DSP correction methods.
Rather than relying on computationally heavy oversampling and filtering, the BLEP and BLAMP algorithms resolve aliasing by localizing corrections directly at the discontinuities of the waveform. Wegmann breaks down the relationship between these functions, tracing their roots back to the integration of a band-limited impulse. To transition these theoretical concepts into a highly efficient runtime implementation, the session explains how to approximate the infinite sinc function using cubic Catmull-Rom Hermite splines.
The talk concludes with a fully functional, self-contained C++ code walkthrough demonstrating a real-time anti-aliased oscillator. Wegmann outlines the step-by-step logic of tracking sub-sample discontinuities, shifting the correction polynomial, and applying it directly to a running sample buffer. This presentation provides audio developers and virtual analog designers with a clear, practical roadmap to deriving and programming efficient polynomial-based oscillators.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC Team:
Bence Kovacs
Martin Swanholm
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
A live coded improvisation performed in the Art Gallery at the University of Texas at San Antonio, part of the 2026 SEAMUS Conference, which took place during May 20-23.
A live coded improvisation performed in the Art Gallery at the University of Texas at San Antonio, part of the 2026 SEAMUS Conference, which took place during May 20-23.
If you are an avid viewer of mind you know I have been begging blender to make a bevel node in geometry nodes. They finally did it! Today we will be using geometry nodes to make a motion graphic wit the goal of using the new bevel node in Blender 5.2....
If you are an avid viewer of mind you know I have been begging blender to make a bevel node in geometry nodes. They finally did it! Today we will be using geometry nodes to make a motion graphic wit the goal of using the new bevel node in Blender 5.2.
-----------------------------------
Patreon - https://patreon.com/user?u=9011118&utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator&utm_content=join_link
-----------------------------------------------
🌐 Connect with me:
- ducky3d.com
- Instagram: https://www.instagram.com/ducky3d/
- Twitter: https://twitter.com/Ducky3d
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Workshop: Programming Music and Synthesizers on-the-fly with Pharo - Domenico Cipriani - ADC 2025 --- This creative coding workshop introduces participants to live music programming with Pharo...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Workshop: Programming Music and Synthesizers on-the-fly with Pharo - Domenico Cipriani - ADC 2025
---
This creative coding workshop introduces participants to live music programming with Pharo Smalltalk, using two integrated libraries:
Coypu is a domain-specific language for real-time music programming. It allows expressive live coding of rhythms, melodies, and musical structures.
Phausto provides a flexible library of synthesisers and audio effects. It embeds the Faust DSP language into Pharo, offering high-quality sound synthesis through a clean and approachable syntax.
Together, these tools leverage Pharo's unique strengths, its live development environment, immediate feedback, and system introspection, enabling participants to create and manipulate instruments in real-time. No prior experience with Pharo or Faust is required. This workshop is ideal for anyone curious about the intersection of programming, sound, and live performance. Every tool used in this workshop is free to use and fully open source.
● Prerequisites:
○ Basic understanding of synthesisers and audio effects
○ No prior experience with Pharo or Smalltalk required
Hardware & Software Requirements
● Computer running macOS or Windows recommended - Installation of Phausto on Linux machines may require advanced skills. If you are running Windows, please install [ASIO4ALL drivers to enjoy Phausto!
● Pharo 13
● Coypu and Phausto libraries (also provided on local storage media during the workshop)
● TurboPhausto samples can be downloaded separately here.
Workshop Structure
Part 1: Foundations (45 minutes)
● Introduction to live coding: history, philosophy, and the TOPLAP manifesto
● Overview of Pharo and its IDE: browsers, inspectors, live feedback
● Pharo syntax essentials for musical expression
● Installing Coypu and Phausto and testing the environment
Part 2: Rhythms and Melodies (75 minutes)
● Understanding Coypu's architecture: performers, sequencers, and patterns
● Connecting to audio backends and MIDI devices
● Creating rhythmic patterns with Hexbeat notation
● Exploring stochastic and algorithmic composition techniques
● Using Coypu's string notation for musical structures
● Hands-on exercise: building a live-coded rhythm section
Part 3: Sound Design with Phausto (75 minutes)
● Introduction to Phausto’s synthesis components: oscillators, filters, envelopes
● Understanding signal routing and chaining effects
● Building a custom synthesiser from scratch
● Creating and applying audio effects
● Connecting Phausto instruments to Coypu sequences
● Assembling a personal instrument library
Part 4: Performance Preparation (20 minutes)
● Organising instruments into performance-ready classes
● Assigning instruments to Coypu performers
● Performance workflow tips and best practices
● Real-time parameter modulation and group improvisation
Part 5: Visual Interface and Control (25 minutes)
● Introduction to Bloc for creating user interfaces in Pharo
● Building control interfaces for instruments
● Adding mixer controls and visual feedback
● Linking UI elements to musical parameters
---
Slides: https://data.audio.dev/workshops/2025/programming-music-with-pharo.pdf
---
Domenico Cipriani
Domenico Cipriani (aka Lucretio) is a minimalist dance music producer and sound researcher with over 100 vinyl releases and performances at iconic clubs including Berghain, Tresor, Rex, and Fabric. He is co-founder of the influential label Restoration, a key player in the vinyl resurgence of the late 2000s.
Domenico is also the creator of Coypu and Phausto. With Coypu, he has performed at the International Live Coding Conference in Shanghai (2024) and Barcelona (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://twitter.com/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 ADC25 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
#blender3d #gamedev #3danimation LIFETIME MEMBERSHIP SALE https://gamedev.tv/bundles/lifetime-membership?ref=ywqzmjc Get lifetime access to every single one of my 3D modeling and game art courses, plus the entire GameDev.tv library! 🚀 For 1 week only, GameDev.tv is opening up...
#blender3d #gamedev #3danimation
LIFETIME MEMBERSHIP SALE
https://gamedev.tv/bundles/lifetime-membership?ref=ywqzmjc
Get lifetime access to every single one of my 3D modeling and game art courses, plus the entire GameDev.tv library! 🚀
For 1 week only, GameDev.tv is opening up their Lifetime Membership Sale. This includes all of my past courses, covering Blender, character creation, low-poly modeling, environment building, stylized asset creation, and animation, plus every future course I release with them.
👉 Grab the GameDev.tv Lifetime Membership here: https://gamedev.tv/bundles/lifetime-membership?ref=ywqzmjc
What’s Included in the Lifetime Pass?
🎨 All My 3D Art Courses: Character creation, environments, stylized assets, animation & more.
🎮 Full GameDev.tv Library: Complete access to Unity, Unreal Engine, Godot, Blender, and 2D art courses.
🔮 All Future Releases: You get every new course added to the platform for life.
💬 Exclusive Community: Access to private Lifetime Member Discord channels & special events.
🏷️ Extra Perks: Heavy discounts on non-course products, workshops, and asset packs.
Try out my free course -
Learn the basics of Blender 5: https://www.youtube.com/playlist?list=PLn3ukorJv4vv9_e-htADGsPX9TMaQpHV8
SOCIALS:
Substack for Articles & Written Tutorials: https://grantabbitt.substack.com/
Gumroad For Free Beginners Booklet: https://grantabbitt.gumroad.com/
My Website: http://www.gabbitt.co.uk
Discord: https://discord.gg/uwF2fcm
Buy Me a Coffee: https://ko-fi.com/M4M21GGIWE
OTHER USEFUL YOUTUBE TUTORIALS:
Get good at Blender series: https://www.youtube.com/playlist?list=PLn3ukorJv4vvv3ZpWJYvV5Tmvo7ISO-NN
Learn Sculpting playlist: https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Mind the Spike - Benchmarking for Worst-Case Execution Time in Realtime Code - Christian Luther - ADC 2025 --- What’s the longest your audio callback will ever take? On modern CPUs, execution time is...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Mind the Spike - Benchmarking for Worst-Case Execution Time in Realtime Code - Christian Luther - ADC 2025
---
What’s the longest your audio callback will ever take?
On modern CPUs, execution time is anything but consistent. Cache misses, pipeline stalls, thread contention, and OS jitter introduce variability—and occasionally, catastrophic outliers. These rare spikes are exactly what can break realtime audio, yet they’re nearly impossible to capture with conventional benchmarking. After all, how do you know the longest time you saw… really was the longest?
This talk introduces Extreme Value Theory (EVT) as a practical framework for analyzing the worst-case execution time of realtime-critical code. We’ll look at how to apply EVT to benchmark data, how to interpret the results, and how this method can reveal serious system-level issues that may only surface once in a million callbacks.
Attendees will leave with actionable techniques for measuring, analyzing, and reasoning about the statistical edge cases of their code’s timing behavior—gaining stronger confidence in the robustness of their audio systems.
---
Slides: https://data.audio.dev/talks/2025/mind-the-spike.pptx
---
Christian Luther
Christian is the founder of Playfair Audio and a seasoned audio software developer from Hannover, Germany. With a background in electrical engineering and years of experience at companies like Kemper Amps and Sennheiser, he’s spent his career building tools that make audio production more intuitive. Through Playfair Audio, he focuses on solving the technical challenges so others can focus on being creative.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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"
#3dart #graphicstablet #xppen An honest, in-depth review of the new XP-Pen Artist Pro 24 Gen 2 display tablet. looking at general performance, pen pressure sensitivity, parallax, and driver stability while testing it across Blender, Photoshop, and Krita. Is it really...
#3dart #graphicstablet #xppen
An honest, in-depth review of the new XP-Pen Artist Pro 24 Gen 2 display tablet. looking at general performance, pen pressure sensitivity, parallax, and driver stability while testing it across Blender, Photoshop, and Krita.
Is it really comparable to premium brands like Wacom, and is it worth the price tag? Let’s find out.
🎁 Use 30% DISCOUNT CODE: GRABBI30
👉 Product link: https://bit.ly/3RpSp1A
(Valid until September 30th. Not an affiliate link, just the best available price!)
MY COURSES:
My Complete Blender Creator single course only $15
https://www.gamedev.tv/courses/complete-blender-creator?ref=ywqzmjc
My Mega Pathway Course - build your own asset packs $60: https://www.gamedev.tv/bundles/blender-pathway?ref=ywqzmjc
SOCIALS:
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Discord: https://discord.gg/uwF2fcm
Buy Me a Coffee: https://ko-fi.com/M4M21GGIWE
OTHER USEFUL YOUTUBE TUTORIALS:
Learn the basics of Blender 5: https://www.youtube.com/playlist?list=PLn3ukorJv4vv9_e-htADGsPX9TMaQpHV8
Get good at Blender series: https://www.youtube.com/playlist?list=PLn3ukorJv4vvv3ZpWJYvV5Tmvo7ISO-NN
Learn Sculpting playlist: https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- When Code Writes Back: Making AI Coding Agents Actually Work - Tobias Baumbach - ADC 2025 --- What happens when software starts to write software? As coding agents evolve from assistants to autonomous...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
When Code Writes Back: Making AI Coding Agents Actually Work - Tobias Baumbach - ADC 2025
---
What happens when software starts to write software? As coding agents evolve from assistants to autonomous creators, a new engineering discipline emerges. This talk explores what it means to build and steer these systems, where context shapes behaviour, guidance replaces direct control, and environment design becomes a core skill. We’ll examine the mindset shift required when code starts reasoning autonomously.
---
Slides: https://data.audio.dev/talks/2025/when-the-code-writes-back.pdf
---
Tobias Baumbach
Tobias is the CTO at Arturia, where he leads engineering across software and hardware. With nearly 20 years in music technology, he has built teams and products that bridge musical creativity and technical innovation. His focus is on developing multidisciplinary R&D environments where new technologies can inspire the next generation of musicians and creators.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon --- Real-Time Raytraced Acoustics for Games: Dynamic Reverb with IR Synthesis & Time-Varying Convolution - Anton Lundberg - ADCx Copenhagen 2026 --- Real-time acoustics in games is often a trade-off: either dynamic, geometry-driven systems...
https://audio.dev/ -- @audiodevcon
---
Real-Time Raytraced Acoustics for Games: Dynamic Reverb with IR Synthesis & Time-Varying Convolution - Anton Lundberg - ADCx Copenhagen 2026
---
Real-time acoustics in games is often a trade-off: either dynamic, geometry-driven systems with limited detail, or high-quality impulse responses (IRs) that are static and precomputed.
This session presents a hybrid GPU-CPU approach that bridges that gap by synthesizing spatial IRs at runtime from scene geometry, and using them for time-varying convolution in a real-time audio pipeline. In particular, the approach combines raytraced IR synthesis on the GPU with real-time convolution on the CPU, and continuously updates IRs using hybrid time- and frequency-domain crossfading.
Beyond physical modeling, the talk also covers GPU-accelerated post-processing techniques that shape raytraced IRs into perceptually dense and controllable reverberation, and how this enables a flexible authoring model for sound designers.
The approach enables physically grounded acoustics to be used in dynamic game worlds without sacrificing creative control. It is currently integrated into the development of an upcoming open-world title at Elemental Games, using Elias Audio middleware.
---
Anton Lundberg
Anton Lundberg is a software engineer and audio programmer specializing in high-performance real-time audio systems and game engine architecture. He develops next-generation game audio middleware at elias.audio and leads development of the audio technology stack at Elemental Games, including GPU-accelerated acoustics for their unannounced open-world debut title.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC Team:
Bence Kovacs
Martin Swanholm
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
Mix Studio is here! A free, open-source app that runs optimized ComfyUI workflows locally on your machine (or from your phone) — minus the node spaghetti. In this video I'll show you how to swap yourself, anyone, or anything, into any video using SCAIL 2 motion transfer. ⬇️...
Mix Studio is here! A free, open-source app that runs optimized ComfyUI workflows locally on your machine (or from your phone) — minus the node spaghetti. In this video I'll show you how to swap yourself, anyone, or anything, into any video using SCAIL 2 motion transfer.
⬇️ Download Mix Studio (free):
https://github.com/BlackMixture/Mix-Studio
Mix Studio runs SCAIL 2, image gen (Krea 2), video gen (LTX 2.3, Wan 2.2, and more) — all local, all free, powered by ComfyUI under the hood. Connect with Tailscale to access anywhere.
Chapters:
0:00 - Intro: a free, open-source AI studio (desktop + phone)
0:49 - Installing Mix Studio
1:18 - First launch: ComfyUI connect + GPU setup
2:57 - UI tour & tutorial
3:30 - SCAIL 2 motion swap examples
5:11 - SCAIL 2 workflow: video model + driving video
6:32 - Editing the first frame (edit mode)
8:06 - Video settings & generating
9:29 - Upscale, frame interpolation & side-by-side
10:22 - Patreon beta features + outro
🔗 Links:
Patreon (workflows, beta features & resources): https://www.patreon.com/BlackMixture
Instagram: https://www.instagram.com/blackmixture
Website: https://www.blackmixture.com
#MixStudio #SCAIL2 #ComfyUI #AIVideo #dell #dellproprecision
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- A Sine By Any Other Language - David Su - ADC 2025 --- To paraphrase Shakespeare, "That which we call a sine / By any other language would sound just as sweet". As a de facto "Hello, World!" of audio...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
A Sine By Any Other Language - David Su - ADC 2025
---
To paraphrase Shakespeare, "That which we call a sine / By any other language would sound just as sweet". As a de facto "Hello, World!" of audio programming, the sine wave as implemented through various programming languages can serve as a fruitful lens through which we're able to look at the tools and technologies we use.
This talk describes a journey through implementing sine wave playback using 50 different programming languages, ranging from general-purpose programming languages (such as C++, JavaScript, and Python) to audio-specific environments (such as Max/MSP, Pure Data, and SuperCollider) to, yes, even SQL. We'll use each language's built-in types and functions as well as standard libraries wherever we can, avoiding the use of external libraries as much as possible.
Along the way we'll look at some of the commonalities and differences among the languages, comparing our implementations along axes such as programming paradigms, audio abstraction, real-time vs. offline, and performance (with a grain of salt). Through this process we'll get a sense of the history, motivation, and current landscape of audio programming languages.
---
Slides: https://docs.google.com/presentation/d/16RSv1HQ6A1ZcU8R2HzQMtPC-diBQpnAF/edit?usp=drive_link&ouid=113567137566359619653&rtpof=true&sd=true
---
David Su
David Su is an audio programmer, game developer, musician, sound designer, and researcher interested in creating new musical experiences through technology. He is currently the lead audio and systems programmer at Brass Lion Entertainment, working on Wu-Tang: Rise of the Deceiver. He is also an adjunct assistant professor at the University of Southern California, teaching a course on sound design for games. Previously David did audio programming on music software at Output, Sunhouse, and Amper Music. His game credits include One Hand Clapping, NFL Endzone, Trolls Music Stars, and Evergreen Blues. David has spoken at conferences such as the Game Developers Conference, GameSoundCon, and the International Computer Music Conference, and his work has been featured in outlets such as Rolling Stone, NPR, and The Guardian. He received his MS from the MIT Media Lab and his BA from Columbia University.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
In this episode, Max Shafer, founder of Just 4 Noise, walks us through building an AI sample-generation model from scratch, why he recorded drum machines across four cities to beat open-source, and the raw reality of raising $1M for a music-tech startup. 🔗 Resources...
In this episode, Max Shafer, founder of Just 4 Noise, walks us through building an AI sample-generation model from scratch, why he recorded drum machines across four cities to beat open-source, and the raw reality of raising $1M for a music-tech startup.
🔗 Resources mentioned:
Just 4 Noise: https://just4noise.com
Sound Hub Denmark: https://soundhub.dk
00:00 Welcome — Max Shafer & Just for Noise
01:07 Origin story: from LA to Berlin
04:24 The jam-session "aha" moment behind Just for Noise
06:48 Why generate samples instead of searching for them
07:20 Designing the interface (the video-game spider graph)
10:33 First beta testers came from the TAP Discord
11:55 Product-first vs. tech-first thinking
13:56 Real users over celebrity testimonials
15:45 Going grassroots instead of chasing the top
19:15 Raising a round — and whether to take the VC path at all
20:25 Why they decided to take investment
23:16 Licensing the foundation model (the B2B angle)
25:51 Choosing the right investors
27:56 Inside the raise: 170 meetings, 7 yeses
30:31 Venture funds vs. angel investors
32:37 Fixing the pitch: storytelling & the "moat"
35:02 The model — the quality ceiling and the data problem
36:37 Building their own dataset in studios across the world
39:19 The state of music tech & AI tools
41:44 Functional AI that supports the creative process
43:17 Wrap-up
====
📚 Learn Audio Programming
https://theaudioprogrammer.com/books
🎤 Join our Community
https://theaudioprogrammer.com/community
💼 Hire Audio Programmers & Music Tech Professionals
https://theaudioprogrammer.com/recruitment
🏭 Create Your Own Audio Plug-in with Our Experienced Team
https://theaudioprogrammer.com/development
Stay connected with us
Instagram: https://www.instagram.com/theaudioprogrammer
Facebook: https://www.facebook.com/theaudioprogrammer
Twitter: https://www.twitter.com/audioprogrammer
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Enumerate and Extract Audio Buffers When Debugging C++ Applications - Henning Meyer - ADC 2025 --- We show a method to add introspection capabilities to any C++ application by combining DWARF debug...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Enumerate and Extract Audio Buffers When Debugging C++ Applications - Henning Meyer - ADC 2025
---
We show a method to add introspection capabilities to any C++ application by combining DWARF debug information with simulated execution. For example, we simulate execution of the begin() and end() methods of C++ containers to enumerate all elements of a container. Applying this method recursively to all local and global variables allows us to iterate over all C++ objects in a live process or core dump. Combining this with user-provided information about which types own audio buffers and how the samples are encoded allows us extraction of audio buffers.
---
Slides: https://audiodeveloperconference.b-cdn.net/wp-content/uploads/2025/07/Henning-Meyer-enumerate-12.pdf
---
Henning Meyer
Henning is a software developer with a PhD in algebraic geometry and five years of professional experience in real-time spatial analysis of radio signals on embedded platforms in C++. He is currently working on legacy enterprise applications that inspired him to write new debugging tools for C++.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- A History of FLAC - The Free Lossless Audio Codec - Josh Coalson - ADC 2025 --- In the 25 years since the first public release of FLAC, it has become a widely supported format for the storage,...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
A History of FLAC - The Free Lossless Audio Codec - Josh Coalson - ADC 2025
---
In the 25 years since the first public release of FLAC, it has become a widely supported format for the storage, transmission, and playback of digital audio, but its story has never been told. This talk will trace FLAC's journey from conception to the present. We'll cover the initial motivation for the codec, the design goals and how they shaped the format, and factors that drove its success. We'll also see how online communities, network effects and early adopters like Phish, Metallica and the Beatles accelerated its usage, and take some lessons for how a small open source project can overcome competition from major industry players.
---
Slides: https://data.audio.dev/talks/2025/history-of-flac.pdf
---
Josh Coalson
I am an engineer and have been developing software and hardware for several decades, at tiny startups to large tech companies, from board and ASIC design to embedded to web-scale services. In 2000 I invented FLAC and ran the open source project for 13 years, and continue to hack on audio- and music-related projects.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
#blender3d #gamedev #3danimation In this video, we're making realistic trees. We'll cover the full asset pipeline, modeling, unwrapping, texturing, and baking. This tutorial is a great way to get comfortable with the sculpting workflow. Get the Slower-Paced Version (Members...
#blender3d #gamedev #3danimation
In this video, we're making realistic trees. We'll cover the full asset pipeline, modeling, unwrapping, texturing, and baking. This tutorial is a great way to get comfortable with the sculpting workflow.
Get the Slower-Paced Version (Members Area on this channel)
🌿 Resources & Links:
Download the Tree Assets: https://gamedev.tv/assets/tree-asset?ref=ywqzmjc
Build Your Custom RTX System: https://pcspeciali.st/grant-abbitt
Get a £40 Discount on eligible orders using code: GABBITT40
Get my Blender 5 - Detailed Environment Course (on sale now):
https://gamedev.tv/courses/blender-environment-artist-5?ref=ywqzmjc
How to Make Custom Rock Brushes: https://youtu.be/uFTtmjOfTfY
💻 Sponsored By PC Specialist & NVIDIA:
A massive thank you to PC Specialist and NVIDIA for making this video possible!
Build Your Custom RTX System: https://pcspeciali.st/grant-abbitt
Get a £40 Discount on eligible orders using code: GABBITT40
SOCIALS:
Substack for Articles & Written Tutorials: https://grantabbitt.substack.com/
Gumroad For Free Beginners Booklet: https://grantabbitt.gumroad.com/
My Website: http://www.gabbitt.co.uk
Discord: https://discord.gg/uwF2fcm
Buy Me a Coffee: https://ko-fi.com/M4M21GGIWE
OTHER USEFUL YOUTUBE TUTORIALS:
Learn the basics of Blender 5: https://www.youtube.com/playlist?list=PLn3ukorJv4vv9_e-htADGsPX9TMaQpHV8
Get good at blender series: https://www.youtube.com/playlist?list=PLn3ukorJv4vvv3ZpWJYvV5Tmvo7ISO-NN
Learn Sculpting playlist: https://www.youtube.com/playlist?list=PLn3ukorJv4vvJM7tvjet4PP-LVjJx13oB
Recommended graphics tablet:
I use a graphics tablet to paint & sculpt
My recommendations would be Ugee, they are a great budget brand with the best price for beginners and intermediates
https://shopugeecom.sjv.io/X4oE7y
Ultimate Buyers guide - https://youtu.be/IfC6mTMiaDA
Chapters:
00:00 - Intro
01:03 - 1 - Base Model
02:13 - 2 - skin modifier
03:33 - 3 - Adding Detail
04:35 - 4 - sculpting lvl1
07:35 - 5 - Sculpting lvl 2
08:30 - 6 - Retopology
10:13 - 5b - QuadRemesher
11:25 - 6 - Mulitres Modifier
12:19 - Nvidia and PC Specialist
13:35 - 7 - Sculpting Details
17:10 - 8 - Baking Prep.
18:20 - 9 - Unwrapping
21:16 - 10 - Baking textures
30:52 - 11 - Colour Texture
33:13 - 12 - Leaves
36:00 - 13 - Branches
38:01 - 14 - Placing Branches
39:51 - 15 - Lighting & Rendering
Sometimes it can be hard to come up with project ideas when it comes to making motion graphics in blender. And sometimes you just wanna sit at your computer and make something that is enjoyable to create. In this video I’m going to show you 10 different projects that I...
Sometimes it can be hard to come up with project ideas when it comes to making motion graphics in blender. And sometimes you just wanna sit at your computer and make something that is enjoyable to create. In this video I’m going to show you 10 different projects that I continue to do that are powerful tricks you can learn cool things from and that are enjoyable to make as you do them.
#geometrynodes #blender3d #tutorial
-------------------------------------
Watch the tutorials here - https://youtube.com/playlist?list=PLQYSKadY_iPk&si=CK2oDXDrLJziDgf6
-------------------------------------
Patreon - https://patreon.com/user?u=9011118&utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator&utm_content=join_link
-----------------------------------------------
🌐 Connect with me:
- ducky3d.com
- Instagram: https://www.instagram.com/ducky3d/
- Twitter: https://twitter.com/Ducky3d
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Analog Filters for Realtime Audio - George Gkountouras - ADC 2025 --- What makes different analog filters tick? Why does one circuit topology growl and another scream when driven? Is distortion an...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Analog Filters for Realtime Audio - George Gkountouras - ADC 2025
---
What makes different analog filters tick? Why does one circuit topology growl and another scream when driven? Is distortion an inherent part of each design, and if so, how can audio programmers incorporate it into their DSP? In this talk, we will demystify analog filters, providing audio developers with a foundational understanding of their behavior, implementation, and potential for creative sound design.
We begin with an introduction to the basic building blocks of filter circuits. These include Passive Components, Operational Amplifiers, and Integrators. Then, we combine them into a full circuit that implements a musical filter.
Next, we show you how to prototype these circuits using interactive simulations. This encourages experimentation, while allowing those without a background in electrical engineering to participate in crafting unique sonic processors.
However, simulations can only go so far when it comes to understanding a circuit. Thus, we will demonstrate how to build the filter you designed in reality. You will be able to measure it, verify that it works and fix any problems that appear along the way.
The next part will focus on more advanced topics, such as Feedback Paths, incorporating Distortion elements (e.g. Transistors) and adding Voltage Control to your filters.
Finally, there will be a realtime audio plugin demo featuring different analog models of classic filter circuits.
---
George Gkountouras
George Gkountouras (MSc ECE) is a software engineer, researcher and entrepreneur in the audio software industry. He believes that AI will enable the creation of state-of-the-art music technology products. He has previously given talks at ADC. During his academic career, George regularly taught DSP to undergraduate students. He's worked on compilers, circuit simulators and audio plug-ins. He is also interested in Android audio applications, embedded systems (MCUs, FPGAs, FPAAs), GPU processing, discrete analog circuits, automatic differentiation and julialang.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon --- Capturing and Transferring Expressive Microtiming in Drumming - Eemi Fagerlund - ADCx Copenhagen 2026 --- While computer-generated drum beats play perfectly on a grid, they often sound lifeless and robotic. This talk introduces Project...
https://audio.dev/ -- @audiodevcon
---
Capturing and Transferring Expressive Microtiming in Drumming - Eemi Fagerlund - ADCx Copenhagen 2026
---
While computer-generated drum beats play perfectly on a grid, they often sound lifeless and robotic. This talk introduces Project Humu, a research initiative from Tampere University that aims to bring the natural feel and groove of human drummers to digital music production.
By utilizing the Wing-Kristofferson mathematical model for discrete motor responses, the project captures both human microtiming and expressive variations, allowing producers to dynamically generate and transfer human-like feel back to digital audio tracks.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC Team:
Bence Kovacs
Martin Swanholm
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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- PSD to DAW - Building a Pixel-Perfect UI Pipeline - Bence Kovács - ADC 2025 --- Designers hand off beautiful mockups—but somewhere between Photoshop and the final build, subtle inconsistencies emerge....
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
PSD to DAW - Building a Pixel-Perfect UI Pipeline - Bence Kovács - ADC 2025
---
Designers hand off beautiful mockups—but somewhere between Photoshop and the final build, subtle inconsistencies emerge. Assets shift slightly, edges lose sharpness, and layering doesn’t always behave as intended. Why does translating static visuals into production-ready UIs remain so challenging?
This session outlines a practical approach to building native UIs in audio software, with a focus on automating asset export and layout implementation. We’ll look at techniques for maintaining visual fidelity across a range of display types, including strategies for intelligent image resampling. The session also addresses common challenges in component ordering and layering, offering tips that help ensure interfaces are rendered exactly as intended.
---
Slides: https://docs.google.com/presentation/d/1Z91UuA1wCUi3zR9ylCIkjqZXBWPViMn8wDHYC034nqs/view
---
Bence Kovács
Bence is a software developer specializing in audio and game development, with a focus on creating efficient, scalable solutions. Over the years, he has contributed to diverse projects, including audio plugins, games, and VR experiences. Bence is particularly interested in optimizing both runtime performance and development workflows. His work often involves designing modular architectures that enhance code reusability and facilitate the rapid development of complex audio software.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
#blender3d #gamedev #3danimation Want to make your 3D models look weathered and organic? It's much easier than you think! 🛠️ In this quick video, I break down the 3 main sculpting brushes I use to add realistic wear, tear, and deep cracks to an object. We'll look at the...
#blender3d #gamedev #3danimation
Want to make your 3D models look weathered and organic? It's much easier than you think! 🛠️
In this quick video, I break down the 3 main sculpting brushes I use to add realistic wear, tear, and deep cracks to an object. We'll look at the Scrape Fill, Trim, and Crease Sharp brushes, plus a few key settings to get the most out of your strokes.
Huge thanks to PC Specialist for powering this high-poly workflow with the new RTX 50 series laptop—handling high-detail geometry in real-time makes a massive difference!
What’s your go-to brush for adding damage to a mesh? Let me know in the comments! 👇
#Blender3D #3dSculpting #GameArt #Shorts
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Building Inclusive Audio Tools - Accessibility with ARIA, WCAG, and Real-World Projects - Samuel John Prouse & David Shervill - ADC 2025 --- In this talk, I will demonstrate how accessibility is not a...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Building Inclusive Audio Tools - Accessibility with ARIA, WCAG, and Real-World Projects - Samuel John Prouse & David Shervill - ADC 2025
---
In this talk, I will demonstrate how accessibility is not a feature, but a foundation—especially in audio software. Using a mature front-end toolkit and WAI-ARIA (Accessible Rich Internet Applications) attributes, I’ll show how developers can build interfaces that are both powerful and inclusive, without compromising on complexity or creativity.
Drawing from a range of audio projects I’ve built—synthesizers, sequencers, and sound design tools—I’ll walk through how ARIA roles, properties, and states can be applied effectively. I’ll share practical examples of making sliders, dropdowns, mod matrices, and other complex UI components screen reader–friendly. The aim is to demystify accessibility and prove it can be integrated from the ground up with thoughtful markup and interaction design.
In addition to implementation, I’ll touch on the broader accessibility landscape, including guidelines from WCAG (Web Content Accessibility Guidelines) and standards from ETSI (European Telecommunications Standards Institute). These provide essential frameworks that help ensure our tools can be used by everyone—including blind and low vision users, keyboard-only users, and others with diverse needs.
Whether you're building DAWs, plugins, or experimental instruments, this talk will equip you with the knowledge and mindset to make your audio software accessible by design.
Who It’s For:
Audio developers working on web or native interfaces, tool designers, and anyone interested in creating more inclusive audio tech.
Takeaways:
- How to apply ARIA attributes to real-world UI components
- Common accessibility pitfalls and how to avoid them
- Overview of WCAG and ETSI standards relevant to audio interfaces
- Techniques for testing and validating accessibility in practice
---
Slides: https://data.audio.dev/talks/2025/building-inclusive-audio-tools.odp
---
Samuel John Prouse
I'm a music technologist with a lifelong passion for sound and synthesizers, shaped by the energy of the 1980s. After years of DJing, building rigs, and performing, I made the leap into formal study in 2008. Around the same time, I was diagnosed with multiple sclerosis and registered visually impaired, which brought unexpected challenges but also shaped my focus on accessibility in music technology.
Through my academic journey—earning a BA Hons and MSc—I explored the intersection of sound, design, and inclusion. I've developed skills in C++ and interface design, particularly around visual accessibility, and continue to contribute ideas through the Music Accessibility Standard group. My aim is to help shape a more inclusive future for music-making tools and technologies.
David Shervill
I am David Shervill a Sound Producer, with an Extended National Diploma in Music Technology. I have also studied Music Technology and Sound Engineering at the Royal National College for the Blind, Hereford, and a Fellow of the School for Social Entrepreneurs Hampshire. I am the founder of Global Music Visions C.I.C. We facilitate inclusive music workshops for people of all ages and abilities. This could be 1to1 or small group sessions, and can include recording, editing and creating sounds, all within participant led projects and activities. I also work with people who would like to bring their ideas to life through sound and music, including creating soundscapes and music for videos and working with local authorities, aligning sessions to the National Curriculum. I am passionate about making music, music production and the creative process accessible and inclusive for all.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Real-Time Audio in Python: Introducing the asmu Package - Felix Huber - ADC 2025
---
Thanks to recent improvements in Python’s interpreter performance, real-time multichannel audio in Python is no longer just a curious experiment - it's a viable option across domains like research, arts, and education - without requiring low-level programming. While Python can’t promise hard real-time guarantees, with right design decisions supported by profiling, you can get surprisingly far.
This talk introduces asmu, a modular Python package designed for real-time audio applications. We'll explore its modular architecture, show real-world use cases - from precise audio measurements to interactive sound sculptures - and share lessons learned on writing efficient Python code. Expect practical insights, optimization tips, and a fresh take on what Python can really do in the audio world.
---
Slides: https://audiodeveloperconference.b-cdn.net/wp-content/uploads/2025/07/real-time_audio_in_python_felix.pdf
---
Felix Huber
Felix is a developer and researcher with a focus on acoustics and open-source technology. He is currently a PhD candidate at TU Wien, where he develops tools and methods for acoustic measurement and simulation. With a background in Mechanical and Electrical Engineering, he enjoys turning complex research into practical solutions. His work often extends to musical and artistic contexts, mostly in collaborations with other creatives. An active contributor to open-source hardware and software, Felix works primarily in Python and is committed to making his work accessible and reusable by the community.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Bugs I’ve Seen in the Wild - From Confusion to Amazement - Olivier Petit - ADC 2025 --- Join me as we go through a list of bugs I’ve curated over the past few years as a C++ audio developer. From the...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Bugs I’ve Seen in the Wild - From Confusion to Amazement - Olivier Petit - ADC 2025
---
Join me as we go through a list of bugs I’ve curated over the past few years as a C++ audio developer. From the simplest flawed math expression to obscure C++ name resolution rules and bugs in mainstream compilers, this talk will cover a wide range of defects.
This talk will be useful to any C++ developer regardless of their expertise level. If you are starting out, this will hopefully save you hours of debugging hell. If you are more experienced, this will give you new things to pay attention to when designing software or doing code reviews.
---
Slides: https://data.audio.dev/talks/2025/bugs-ive-seen-in-the-wild.pptx
---
Olivier Petit
After an MSc in Integrated Circuit design, I have joined the Software and Creative department of L-Acoustics in 2018 as a C++ software engineer. Since then, I have been part of our mission to better connect the world’s best artists with their audiences, ensuring everyone gets the sound quality they deserve. Every day we are tackling the challenge of finding ways to deploy audio solution at the largest scale without any compromise on sound quality and system reliability. We are always putting the audience and our users in the centre, making sure all our products, from hardware to software, are as intuitive and easy to use as possible.
Unlike most of my peers, I’m ashamed to reveal that I don’t play any instrument... Instead you will find me on a climbing wall, or riding my Brompton folding bicycles outside of its comfort zone!
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
Want to speed up your sculpting workflow? Here is how to quickly set up custom texture brushes in Blender using PBR heightmaps for instant, high-quality details. 👇 Watch the full, detailed tutorial linked right here on this Short! Resource used in this video: freepbr.com...
Want to speed up your sculpting workflow? Here is how to quickly set up custom texture brushes in Blender using PBR heightmaps for instant, high-quality details.
👇 Watch the full, detailed tutorial linked right here on this Short!
Resource used in this video: freepbr.com
#Blender3D #BlenderTutorial #3DModeling #3DSculpting #BlenderArt
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- An Open Toolkit for Real-Time Audio Descriptors - Valerio Orlandini - ADC 2025 --- In modern audio applications, from music production and interactive installations to scientific analysis, there is...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
An Open Toolkit for Real-Time Audio Descriptors - Valerio Orlandini - ADC 2025
---
In modern audio applications, from music production and interactive installations to scientific analysis, there is growing demand for real-time insight into the characteristics of sound. The Informer is a comprehensive open-source solution for real-time audio feature extraction and distribution. The system consists of a VST3/AU/LV2 plugin, a standalone application and a VCV Rack module that compute a wide range of time-domain and frequency-domain sound descriptors, broadcasting results via Open Sound Control (OSC) protocol. This makes it ideal for driving visual systems, lighting, generative graphics, or responsive environments in real time.
An accompanying C++ header-only library (with Python bindings) makes the underlying algorithms easily accessible to developers, allowing them to embed its analysis engine directly into custom software, interactive installations, or multimedia frameworks. Moreover, a Max for Live device facilitates its usage within Ableton Live, enabling sound-driven modulation, generative setups, and beyond.
Built on open source frameworks and distributed under free software licenses, The Informer bridges technical audio analysis with creative applications in music production, audiovisual performance, interactive installations, and scientific research.
---
Valerio Orlandini
Valerio Orlandini is a composer, sound designer, and researcher based in Florence, Italy, whose work explores the evolving relationships between sound, technology, and perception. Active since the mid-2000s in the ambient and industrial scenes, his practice has steadily shifted toward a more exploratory fusion of electroacoustic composition, field recording, and experimental sound design.
With a background in biology and informatics, Valerio brings a transdisciplinary lens to sound. His research bridges artistic intuition with scientific method, focusing on how technology can deepen our understanding of musical structures, emotional response, and multimedia interaction.
Graduated in Biology and in Music and New Technologies, he is currently pursuing a PhD on the intersection of music, perception, and AI. Parallel to his artistic practice, he works as a software developer and researcher in the fields of music technology and interactive systems, creating tools and environments where machines listen, respond and sometimes even compose.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Workshop: Audio Plugin DSP in Practice - Jan Wilczek & Linus Corneliusson - ADC 2025 --- In this workshop, you will learn the complete process of designing and implementing an audio effect plugin,...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Workshop: Audio Plugin DSP in Practice - Jan Wilczek & Linus Corneliusson - ADC 2025
---
In this workshop, you will learn the complete process of designing and implementing an audio effect plugin, specifically a flanger.
You will connect the dots between theory and practice: how to reason about musical features of your plugin before implementing it and how to translate a block diagram into a working implementation.
This workshop covers all the essential steps in professional audio effect development.
You will learn:
- the basics of digital signal processing: samples, sample rate, and delay,
- how DSP engineers represent and analyze signal flow,
- how to reason about delay-based effects,
- how to quickly prototype your effects in Python,
- how to set up a C++ audio plugin project using JUCE and CMake,
- how to create reusable DSP “building blocks” and combine them to create more advanced effects from your diagrams,
- how to create user interface controls for your plugin and connect them to your effect,
- how to code, build & test your plugin.
The workshop will include both theoretical and practical components.
Before attending the workshop, please clone the workshop repository and go through the "Getting Started" section.python,
---
Slides: https://data.audio.dev/workshops/2025/dsp-in-practice.pdf
---
Jan Wilczek
I am an audio programming consultant and educator, the creator of TheWolfSound.com blog and YouTube channel dedicated to audio programming.
I am the author of ""DSP Pro,"" an online course on digital audio signal processing, and a co-author of the official JUCE audio plugin development course.
I offer coaching and software development services related to audio plugins and audio software.
I work from home in Katowice, Poland.
Linus Corneliusson
With a background in heavy metal production, mixing and editing at Fascination Street Studios, I have recently transitioned to plugin and instrument development at Bogren Digital.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon --- Driving Chaos - Virtual Analog Modelling of a Chaotic Circuit with Wave Digital Filters - Francisco Bernardo - ADC 2025 --- What happens when analog circuits behave unpredictably, or even chaotically? This talk dives into the...
https://audio.dev/ -- @audiodevcon
---
Driving Chaos - Virtual Analog Modelling of a Chaotic Circuit with Wave Digital Filters - Francisco Bernardo - ADC 2025
---
What happens when analog circuits behave unpredictably, or even chaotically? This talk dives into the fascinating world of non-linear dynamical systems and their applications in audio circuit modelling. You'll be introduced to key concepts like chaos, bifurcations, and attractors through intuitive explanations and classic examples such as the Lorenz attractor and the Chua circuit—the simplest known circuit to exhibit chaotic behaviour.
We'll then explore how to apply Wave Digital Filters (WDFs)—a technique for virtual analog modelling of analog circuits—to the real-time simulation of the Chua circuit, and make it a valuable tool for creating unique sonic textures and virtual analog effects.
No background in chaos theory or advanced maths is required, just curiosity and an interest in audio DSP modelling. Whether you're into experimental sound design or exploring modelling techniques, this session offers a practical starting point to the chaotic side of audio circuits.
---
Francisco Bernardo
Hi, I'm Francisco Bernardo, and I'm interested in computational audio and music systems, acoustics, and human-computer interaction design:
I am a Postdoctoral Research Associate in Digital Musical Instrument Design at the Augmented Instrument Lab, part of the Dyson School of Design Engineering at Imperial College London.
Previously, I worked at the Multi-Sensory-Devices Lab at University College London, where I developed acoustic metamaterials and ultrasonic phased arrays for futuristic haptic interfaces.
At the Experimental Music Technologies Lab at University of Sussex, I developed Web-based audio engines and a compiler for livecoding environments for music and machine learning.
My PhD in Computer Science from Goldsmiths, University of London, focused on the design of interactive machine learning toolkits for music technologists and audio developers.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Perfect Oscillators in Less Than One Clock Cycle - Angus Hewlett - ADC 2025 --- A sequel, of sorts, to my 2024 talk, "Branch-Free Oscillators for fun and profit" -...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Perfect Oscillators in Less Than One Clock Cycle - Angus Hewlett - ADC 2025
---
A sequel, of sorts, to my 2024 talk, "Branch-Free Oscillators for fun and profit" - https://www.youtube.com/watch?v=5Les61Hh46w
An implementation of analog-style oscillators in C++ which, by taking maximum advantage of modern processor SIMD architectures, can generate high-quality band-limited waveforms at a cost of less than one clock-cycle per sample on consumer-grade AMD Zen5 CPUs.
The techniques covered are more widely applicable to a range of algorithms and CPUs and include a high-level view of branch-free stream programming and modern SIMD concerns. Intermediate-level C++ and basic knowledge of microprocessor architecture topics are recommended. Basic to intermediate maths/DSP.
---
Angus Hewlett
Technologist, Founder, Product Designer, Engineer, Manager and Mentor.
Founded FXpansion at the turn of the millennium and built software drum machines, synths and utilities for 16 years - work that is still loved and used today by leading artists.
Exited to ROLI in 2016 and joined their team as VP Engineering, managing a cross-disciplinary team of dozens of engineers and designers across software, embedded, hardware, web applications and R&D.
CTO at Image-Line from 2021-2023, spearheading efforts to future-proof their tech stack.
Now a technology and product development consultant engineer, helping companies of all shapes and sizes realise their audio dreams.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC26 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
#blender3d #3dgamedevelopment #gameart How to Turn Low Poly Models into AAA Game Assets | Blender Sculpting & Baking Tutorial Want to give your low-poly models a high-end, AAA look without killing your game's performance or poly count? In this tutorial, we’re transforming a...
#blender3d #3dgamedevelopment #gameart
How to Turn Low Poly Models into AAA Game Assets | Blender Sculpting & Baking Tutorial
Want to give your low-poly models a high-end, AAA look without killing your game's performance or poly count? In this tutorial, we’re transforming a basic, flat-shaded stone pillar into a highly detailed, production-ready game asset using Blender's Multi-Resolution modifier!
We’ll cover the entire workflow: setting up your base mesh for sculpting, working comfortably with millions of polygons, hand-sculpting realistic edge wear and cracks, and cleanly baking those high-res details onto a lightweight low-poly model using Normal and Displacement maps.
🔗 Links Mentioned in the Video:
Customize your own RTX System with PC Specialist: https://pcspeciali.st/grant-abbitt
Use Code GABBITT40 for £40 off
Get my Blender 5 - Detailed Environment Course (on sale now):
https://gamedev.tv/courses/blender-environment-artist-5?ref=ywqzmjc
How to Make Custom Rock Brushes: https://youtu.be/uFTtmjOfTfY
🕒 Timestamps:
0:00 - Introduction & Low Poly vs. AAA Assets
0:28 - Setting up the Base Mesh & Topology Tips
1:10 - Understanding the Multi-Resolution Modifier
1:45 - Optimizing Blender for High Poly Counts (NVIDIA OptiX)
2:00 - Sculpting Realistic Edge Wear & Scrape Brushes
2:38 - Adding Cracks & Heavy Damage
3:02 - Using Custom Rock Brushes for Surface Weathering
4:45 - UV Unwrapping & Setting Up Textures for Baking
5:50 - Conforming the Base Mesh
6:00 - Baking Normal Maps from Multi-Res
6:50 - Baking Displacement Maps (The "Shading Hack")
7:30 - Combining Maps for the Final Low-Poly Asset
If you found this tutorial helpful, don't forget to Like, Subscribe, and hit the notification bell for more Blender tips, tricks, and 3D art workflows!
My PC Specs -
Desktop
Processor AMD Ryzen 9 5950X 16-Core Processor (3.40 GHz)
RAM 128 GB
Graphics card NVIDIA GeForce RTX 4090 (24 GB)
Storage 2.96 TB of 3.68 TB used
Laptop
Chassis & Display: Recoil Series: 16" Mini-LED QHD+ 300Hz, 1250nits, DCI-P3 100% (2560x1600)
Processor (CPU): Intel® Core™ Ultra 9 24 Core Processor 275HX (Up to 5.4 GHz) 36MB Cache
Memory (RAM): 64GB Corsair 5600MHz SODIMM DDR5 (2 x 32GB)
Graphics Card: NVIDIA® GeForce® RTX 5090 - 24GB GDDR7 Video RAM - DirectX® 12.2
Liquid Series® Laptop Cooling: Recoil 16 Laptop Cooler V2.5
1st M.2 SSD Drive: 2TB SAMSUNG 9100 PRO M.2 PCIe 5.0 NVMe SSD (Up to 14,700MB/s Read, 13,400MB/s Write)
We're really excited to have special guest mod.cycadia join us for another excellent Office Hours. https://modcycadia.bandcamp.com https://www.instagram.com/marko_prsa/
We're really excited to have special guest mod.cycadia join us for another excellent Office Hours.
https://modcycadia.bandcamp.com
https://www.instagram.com/marko_prsa/
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Database Synchronisation for Audio Plugins, Part Two - Here's One I Made Earlier - Adam Wilson - ADC 2025 --- Need to sync presets or user data between desktop, web and mobile? Want users to share a...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Database Synchronisation for Audio Plugins, Part Two - Here's One I Made Earlier - Adam Wilson - ADC 2025
---
Need to sync presets or user data between desktop, web and mobile? Want users to share a document or preset with a friend without emailing files around?
After years of trying options that were expensive, deprecated, or just didn’t work well in plugins, I gave in and made my own.
Introducing Replicant: An open-source library written in Rust for syncing JSON documents between desktop apps, mobile apps, and audio plugins.
---
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.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon --- Beyond iLok: Advanced Code Protection and Cryptography for the Next Generation - Protecting the Next Generation of Applications, Plug-ins, and AI Models - Neal Michie, Ryan Wardell & Bob Brown - ADC 2025 --- You may know PACE...
https://audio.dev/ -- @audiodevcon
---
Beyond iLok: Advanced Code Protection and Cryptography for the Next Generation - Protecting the Next Generation of Applications, Plug-ins, and AI Models - Neal Michie, Ryan Wardell & Bob Brown - ADC 2025
---
You may know PACE Anti-Piracy as “the iLok company,” as well as the parent company of JUCE and ADC, but behind iLok lies four decades of world-class software security. Celebrating our 40th anniversary, PACE continues to evolve its mission: building trust between developers and users through advanced cryptography, anti-reverse engineering technology, and white-box protection.
In this session, we’ll take you behind the scenes of PACE’s security architecture — from the foundations of White-Box Works and Fusion to the upcoming Fusion 6 release. We’ll explore new advancements in native code hardening, obfuscation, and anti-tamper defenses, along with a look at Fusion AI, our latest innovation for protecting embedded AI models.
Join us for a deep dive into how PACE’s suite of tools helps developers secure applications, plug-ins, and AI systems — ensuring your software is used exactly as you intended. We’ll wrap up with a live Fusion Insight demo and a Q&A on practical approaches to modern software protection.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
https://audio.dev/ -- @audiodevcon --- Contrapunk - From Palestrina's Rules to Real-Time MIDI Harmony - Vibhav Bobade - ADCx India 2026 --- Contrapunk started as a 48-hour hackathon project at ADCx India 2025 Music Hack Day, where it won by turning a MIDI keyboard into a...
https://audio.dev/ -- @audiodevcon
---
Contrapunk - From Palestrina's Rules to Real-Time MIDI Harmony - Vibhav Bobade - ADCx India 2026
---
Contrapunk started as a 48-hour hackathon project at ADCx India 2025 Music Hack Day, where it won by turning a MIDI keyboard into a real-time counterpoint partner. What began as a Python prototype quickly hit a wall and scaling from simple diatonic intervals to full voice leading demanded performance, type safety that led to a complete rewrite in Rust.
Today Contrapunk encodes centuries of harmony rules into a constraint scoring engine that evaluates hundreds of candidate notes per incoming MIDI event with zero-allocation hot paths. The system spans Palestrina-era strict counterpoint, Bach chorale voice leading to Jazz harmony, all switchable in real time. A type-driven scale and mode system covers 28+ modes, while the counterpoint engine tracks interval history, melodic contour, and suspension state to enforce rules that took composers lifetimes to codify.
This talk walks through the journey from hackathon win to a harmony engine. How voice leading becomes constraint scoring, how Rust's ownership model maps naturally onto music theory invariants, and what audio developers can take from this approach when encoding domain-specific rules into real-time systems. Live MIDI demos throughout.
---
Slides: https://data.audio.dev/talks/ADCxIndia/2026/contrapunk-from-palestrinas-rules-to-real-time-midi-harmony/slides.pdf
---
Vibhav Bobade
I am an open-source developer who enjoys containers, audio, and running. I work at Red Hat as a Senior Software Engineer.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC 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
In this Blender motion graphics tutorial we will learn how to loop movements that are made my the vector math mapping node. This node moves textures in XYZ space and we will learn how to make the movement seamlessly loop! ----------------------------------- Patreon -...
In this Blender motion graphics tutorial we will learn how to loop movements that are made my the vector math mapping node. This node moves textures in XYZ space and we will learn how to make the movement seamlessly loop!
-----------------------------------
Patreon - https://patreon.com/user?u=9011118&utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=creatorshare_creator&utm_content=join_link
-----------------------------------------------
🌐 Connect with me:
- ducky3d.com
- Instagram: https://www.instagram.com/ducky3d/
- Twitter: https://twitter.com/Ducky3d
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Why Do People Actually Buy Music Software, Anyway? - James Russell - ADC 2025 --- Every DAW today comes packed with enough instruments and effects to create just about any kind of music. So why does a...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Why Do People Actually Buy Music Software, Anyway? - James Russell - ADC 2025
---
Every DAW today comes packed with enough instruments and effects to create just about any kind of music. So why does a thriving market for third-party plugins still exist?
Developers tend to be aware of the technical differences between a DAW’s stock plugins and most third-party plugins, but the average music producer is far less likely to be making decisions with these in mind. Few plugins offer a clear, measurable return on investment, yet people continue to buy them. Why?
This talk explores the deeper, often non-rational motivations behind why producers buy music software, beyond mere Gear Acquisition Syndrome. It offers to reframe product concepts from a buyer-centric perspective, challenging assumptions that developers might have about what drives plugin sales.
Attendees will leave with practical insights that can inform product design, messaging, and long-term strategy, and perhaps a renewed understanding of why they make music software in the first place.
---
Slides: https://data.audio.dev/talks/2025/why-do-people-actually-buy-music-software-anyway.pdf
---
James Russell
I've been part of 'the plugin industry' since 2012, first at Computer Music and FutureMusic magazines, then as part of my own company, Egg Audio, which is a marketing agency and consultancy working only with plugin developers. I specialize in an industry rather than a type of service, so I and my freelancers provide everything from blog and video content to influencer marketing – all to music software companies including Sonible, Plugin Boutique, Waves, Rhodes, and many more. I'm always on the lookout for new developers and startup companies to work with, so if you're working on the next big thing, get in touch!
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC25 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
We're really excited to have special guest Lewis Keller join us for another excellent Office Hours. https://lewiskeller.com https://www.instagram.com/lewiskeller/
We're really excited to have special guest Lewis Keller join us for another excellent Office Hours.
https://lewiskeller.com
https://www.instagram.com/lewiskeller/
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Building Smartphone Instruments from Commodity Hardware - HID Controllers, Embedded Audio, and Modular Design - Calvin McCormack - ADCx India 2026 --- Smartphones are by far the most popular computing...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Building Smartphone Instruments from Commodity Hardware - HID Controllers, Embedded Audio, and Modular Design - Calvin McCormack - ADCx India 2026
---
Smartphones are by far the most popular computing platform, yet audio and music applications are still disproportionally developed for traditional computers, limiting overall access and scalability. This talk presents a modular framework for building digital musical instruments on mobile devices by pairing commodity HIDs with embedded audio on Android and iOS. This paradigm segments input handling, mapping, and the DSP engine, allowing each to be custom designed and configured. The talk surveys embedded audio options including libpd, JUCE, and Chunity (ChucK in Unity), in particular focusing on Chunity as a cross-platform development environment for integrated audio and graphics. This system is further expanded by 3D-printed augmentations, which can be used to turn standard HIDs into highly personalized controllers at low cost. Examining a recent field deployment at a nonprofit in Uttarakhand as a case study, this talk highlights how this approach enables scalable and affordable instrument building with components that can be shared, modified, and reproduced anywhere.
Slides: https://data.audio.dev/talks/ADCxIndia/2026//building-smartphone-instruments-from-commodity-hardware/slides.pdf
---
Calvin McCormack is an MA student at the Center for Computer Research in Music and Acoustics (CCRMA) at Stanford University, his research interests include accessible musical interfaces, auditory perception, and spatial audio.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC 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
Custom knobs are one of the most-asked-about parts of building a plugin, and the secret is that you don't draw them at all. In Part 5 we build real custom knobs from an image filmstrip and a JUCE LookAndFeel, then wire them to the Decay and Reverb parameters of our sampler. ⏰...
Custom knobs are one of the most-asked-about parts of building a plugin, and the secret is that you don't draw them at all. In Part 5 we build real custom knobs from an image filmstrip and a JUCE LookAndFeel, then wire them to the Decay and Reverb parameters of our sampler.
⏰ Timestamps:
00:00 - Introduction: why pro knobs aren't "drawn"
01:41 - Prerequisites & the GitHub branch
01:55 - Adding the PNG strip (assets + CMake)
03:05 - Getting the knob from binary data
03:50 - How JUCE LookAndFeel works
04:35 - Building the KnobLookAndFeel class
07:02 - Moving the implementation into a .cpp
08:32 - Finding & overriding drawRotarySlider
11:26 - The frame-index math (value → frame)
15:10 - Drawing the frame (and the retina trick)
17:31 - Suppressing warnings with [[maybe_unused]]
18:06 - Why we build a reusable Knob component
19:14 - Creating the Knob class
23:00 - Implementing the constructor & styling
28:08 - Layout with resized()
29:01 - Wiring the Decay knob in the editor
31:44 - Adding the Reverb knob (the payoff)
32:55 - Recap & what's next
Project code: https://github.com/TheAudioProgrammer/JuceSamplerAudioPlugin
====
📚 Learn Audio Programming
https://theaudioprogrammer.com/books
🎤 Join our Community
https://theaudioprogrammer.com/community
💼 Hire Audio Programmers & Music Tech Professionals
https://theaudioprogrammer.com/recruitment
🏭 Create Your Own Audio Plug-in with Our Experienced Team
https://theaudioprogrammer.com/development
Stay connected with us
Instagram: https://www.instagram.com/theaudioprogrammer
Facebook: https://www.facebook.com/theaudioprogrammer
Twitter: https://www.twitter.com/audioprogrammer
Try Sonilo here: https://sonilo.com/?utm_source=kol&vsource=ytbdenyking260622 Learn how to create two awesome transitions using masks in CapCut! In this tutorial, I'll show you step-by-step how to make a Cut-Out Transition and a Flash Transition. For the music, I used...
Try Sonilo here:
https://sonilo.com/?utm_source=kol&vsource=ytbdenyking260622
Learn how to create two awesome transitions using masks in CapCut! In this tutorial, I'll show you step-by-step how to make a Cut-Out Transition and a Flash Transition.
For the music, I used Sonilo's Video-to-Music feature, which analyzes your footage and generates custom soundtracks designed to fit your video. It's a fast way to find music that works with your edit without spending hours searching through music libraries.
Follow
Instagram: https://www.instagram.com/denyking_/
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Business Contact denykingclothing@gmail.com
0:00 Intro
0:34 Cut-out Transition
3:11 Flash Transition
4:38 Sonilo
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- Demystifying std::memory_order - Timur Doumler - ADC 2025 --- Atomic variables are an important tool for low-latency and real-time audio processing as they are essential to implementing any kind of...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
Demystifying std::memory_order - Timur Doumler - ADC 2025
---
Atomic variables are an important tool for low-latency and real-time audio processing as they are essential to implementing any kind of lock-free algorithm or data structure. In C++, atomic variables are readily available in the Standard Library through std::atomic. However, in order to use std::atomic not only correctly, but also efficiently and performantly, it is crucial to pick the correct memory order for the atomic operation at hand depending on the requirements of the algorithm. This can be accomplished via the std::memory_order parameter that every atomic operation in C++ accepts. Yet memory order in C++ is notoriously hard to reason about and often misunderstood.
In this talk, we give a brief overview over the C++ memory model, why it is needed, and how it maps to what happens in actual hardware. We explain the differences between relaxed, consume, acquire, release, and sequentially consistent memory order, and give practical guidelines for which to use when for working with atomic reads, writes, read-modify-write operations, and memory fences.
---
Slides: https://data.audio.dev/talks/2025/demystifying-std-memory-order.pdf
---
Timur Doumler
Timur Doumler is the co-host of CppCast and an active member of the ISO C++ standard committee, where he is currently co-chair of SG21, the Contracts study group. Timur started his journey into C++ in computational astrophysics, where he was working on cosmological simulations. He then moved into the audio and music technology industry, where he has spent over a decade of his career, worked on projects such as NI Kontakt and the JUCE framework, and co-founded the music tech startup Cradle. In the past, Timur also worked for JetBrains, first as a developer on CLion's C++ parser and later as a Developer Advocate for C++ developer tools. Currently, Timur lives in Finland, where he organises the monthly C++ Helsinki meetup and works as an independent C++ consultant. Timur is passionate about clean code, good tools, low latency, and the evolution of the C++ language.
---
ADC is an annual event celebrating all audio development technologies, from music applications and game audio to audio processing and embedded systems. ADC’s mission is to help attendees acquire and develop new audio development skills, and build a network that will support their audio developer career.
Annual ADC Conference - https://audio.dev/
https://www.linkedin.com/company/audiodevcon
https://twitter.com/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 ADC25 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
https://audio.dev/ -- @audiodevcon ADC Bristol - 9th - 11th November --- From DAW to Game Engine - Unfiltered Creativity - Nikhil Dahake - ADCx India 2026 --- Previously, I worked purely as a sound designer, creating assets in a DAW and handling recording, editing, and...
https://audio.dev/ -- @audiodevcon
ADC Bristol - 9th - 11th November
---
From DAW to Game Engine - Unfiltered Creativity - Nikhil Dahake - ADCx India 2026
---
Previously, I worked purely as a sound designer, creating assets in a DAW and handling recording, editing, and mixing. Later, I had the opportunity to work as a Game Audio Designer, where I quickly noticed that programmers often took a long time to integrate SFX and sometimes struggled to understand the intended audio direction.
For example, when working on weapon sounds, my goal was to achieve more dynamic and realistic behavior. However, after discussions with the developer, it became clear that this approach seemed technically difficult or even impossible within the existing implementation. Similarly, for example, for enemy footsteps, I wanted the audio to be fully directional so the player could accurately perceive where the sound was coming from.
To solve these issues, I took efforts to work through the problem myself. Using some mathematical concepts and a few lines of code, I was able to implement the desired behavior and ultimately crack the solution.
Audio engineering itself is a very hard thing, which has a lot of technical terms such as ADSR Envelope , Sidechaining, etc. but I don’t know why we, as audio guys, are always worried about technical terms in programming or game engines. In my experience, it has been quite simple. And that’s what I want to share with you. It isn’t binary whether we understand programming or not, there’s a way to learn it in small phases. And that’s the practical knowledge I’d like to share with you - beginner (understanding integration), intermediate (sound events, mixing, etc.) and advanced (attend and find out!).
If you understand technicalities and design, the audio in your game can be made much more powerful and high-quality. There are a lot of things I achieved in our game - Indus: Battle Royale - to push the quality of our game audio and I want to share some of these advanced techniques with you. With just a little bit of extra effort, you too can add a lot of dynamicness to your game audio and improve overall soundscape.
Slides: https://data.audio.dev/talks/ADCxIndia/2026/daw-to-game-engine-unfiltered-creativity/slides.pdf
---
Nikhil Dahake
Nikhil is a Game Developer and Audio Engineer with experience in gameplay programming, performance optimization, and sound design, focused on creating smooth, fun, and immersive gaming experiences.
---
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
---
Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
---
Organized and produced by JUCE: https://juce.com/
---
Special thanks to the ADC 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