Audio Processing

DSP written for the audio callback.

This is the core of the practice. Filters, dynamics, pitch and time, spatial processing, synthesis, and analysis, written to run inside the audio callback without allocating, locking, or drifting.

The engine behind it is a C++ codebase with 867 passing tests, and a pitch and time engine that moves pitch and transients independently at roughly 9.8 times real time.

What the work involves

Effects and instruments

Equalisation, compression, saturation, reverb, delay, modulation, pitch correction, time stretching, and synthesis. Built new, or drawn from the existing library and shaped to your product.

Analysis and measurement

Onset and pitch detection, loudness and true peak, spectral analysis, and the measurement rigs that tell you whether a change actually improved anything.

Real-time discipline

No allocation, no locks, and no unbounded work on the audio thread. Denormals handled, state properly reset, and parameter changes smoothed so automation does not produce clicks.

Validation

Null tests against a reference, offline regression on a fixed corpus, and listening tests in the DAFx style where the question is perceptual rather than numerical.

What you get

  • DSP modules as clean C++, separate from any framework layer
  • A test suite with regression coverage on real audio
  • Measured latency, CPU cost and quality figures
  • Documentation of the algorithm and its parameters

Questions

Can we license an algorithm rather than commission one?

Yes. Several parts of the engine are available as source under a licence, including the pitch and formant work.

How low can the latency go?

For most processing, one buffer. Where an algorithm needs lookahead we tell you exactly how much and why.

Do you work from a paper?

Often. We implement from the literature and test against the published results where the paper reports any.

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