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ANATOMY OF A BARE-METAL SYNTH, PART 6
The final part in the Daisy synth series, covering the (optional) external codecs and audio amplification.
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ANATOMY OF A BARE-METAL SYNTH, PART 5
A post covering the audio codec on the Daisy synth.
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ANATOMY OF A BARE-METAL SYNTH, PART 4
A post about the application portion of the Daisy synth.
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ANATOMY OF A BARE-METAL SYNTH, PART 3
A post about the UART driver in a Daisy synth.
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ANATOMY OF A BARE-METAL SYNTH, PART 2
A post about the MIDI input circuitry on a Daisy-based synthesizer.
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ANATOMY OF A BARE-METAL SYNTH, PART 1
The first in a six part series about the components of a simple bare metal synth using the Daisy platform.
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DEVELOPING AUDIO PROGRAMS FOR EMBEDDED LINUX, PART 2
The second in a two part series about cross-compiling an ALSA program for an ARM board and hooking up an external I2S DAC.
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EMBEDDED LINUX AUDIO BOARD BRINGUP
Discusses writing an embedded Linux image designed for audio development with Buildroot and Raspberry Pi.
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DEVELOPING AUDIO PROGRAMS FOR EMBEDDED LINUX, PART 1
The first in a two part series about cross-compiling an ALSA program for an ARM board and hooking up an external I2S DAC.
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HOW TO GET INTO AUDIO CODING AS A MUSICIAN
Audio coding can be a rewarding field for musicians, and this post gives an overview of the field and how to get started.
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A USE OF VARIADIC TEMPLATES THAT I CAN STILL UNDERSTAND NEXT WEEK
This post discusses a case in which a dash of variadic templates resulted in more elegant library code.
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GETTING STARTED WITH SIMD INTRINSICS
This post enumerates some of the considerations for writing SIMD intrinsics in C++.
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CONVOLUTION REVERB PART 3 - FAST CONVOLUTION
Third part in a series about convolution reverb.
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CONVOLUTION REVERB PART 2 - DIRECT-FORM CONVOLUTION
Second part in a series about convolution reverb.
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CONVOLUTION REVERB PART 1 - OVERVIEW
First part in a series about convolution reverb.
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C++ GAME AUDIO ENGINE PART 4 - HASHING OBJECTS
How to encode an identifier for an object as a unique hash to avoid expensive string compares throughout an engine.
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C++ GAME AUDIO ENGINE PART 3 - TIMELINE DRIVEN ARCHITECTURE
How to create an event driven sound implementation system.
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CONTROLLING UNITY PHYSICS PARAMETERS WITH SOUND
An example of tying sound implementation to physics rather than player input.
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C++ GAME AUDIO ENGINE PART 2 - FACTORIES AND POOLS
A useful optimization technique for systems that generate many small objects.
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C++ GAME AUDIO ENGINE PART 1 - MULTITHREADED ARCHITECTURE
The first in a short series about designing game audio engines in C++.