Thank you to everyone who came for the July Audio Programmer Meetup, and apologies for the delay in getting these videos up.  I’ve been in the middle of a move and they’re taking over a month to set my internet up!

Themes for the meetup included audio programming on the Gameboy Advance, the architecture of an open source DAW, talking reverb algorithms with Valhalla DSP, and using locks in real-time audio processing.  Enjoy!

Evan Murray (Student, Georgia Tech University)

“Audio Programming on the Gameboy Advance”

Nintendo gaming consoles were a huge part of my childhood, and I never thought of programming one of their devices myself when I was young. However, things have changed between now and then.

The thought popped into my head when my brother re-discovered his Gameboy Advance in a box of childhood collections a couple months ago.

At my school, the Georgia Institute of Technology, there happens to be a class which teaches C and assembly by having students create their own Gameboy Advance games using a library called Tonc.

As a person who studies music technology, I thought it would be a good idea to make sound and music programs with the help of this tool.

This talk will explore both the technological and musical approaches I took towards learning audio programming on the Gameboy Advance. Furthermore, I will talk about various reasons why retro music is valuable in the current age of music, as well as the steps I am planning to take to integrate it with newer technology

Sean Costello (Creator, Valhalla DSP)

“Q&A with Valhalla DSP” 

If you’re a music producer, chances are that you know about Valhalla DSP, which is reknowned for some of the best sounding reverbs and delays on the market.

We will speak with Sean Costello, the creator of Valhalla, about his journey into DSP, what separates a good sounding reverb from a bad one, how he has found his success as an indie developer, and more.

Jean-Michaël Celerier (Software Engineer, Ossia Score)

“Under the Hood of Ossia Score, a Digital Art Workstation”

This talk will give an overview of the ossia score software, a multimedia sequencer for live shows, art installations and performance art in general, and discuss its development process.

The first part will give a presentation and demonstration of the software, its history, and its common usage contexts. 

The modular audio engine architecture and its current pitfalls will be discussed, as well as the integration with a separate graph for creating live visuals through modern graphics API.

Then, we will delve more deeply into its software architecture, both in terms of high-level patterns, and of its use of modern C++, Qt, Boost and other libraries to be able to minimize development time. In particular, we will have a retrospective on the impact of trying to adhere to the latest released C++ standards, where that had to be backtracked and where that led to code improvements.  

Timur Doumler (Software Engineer)

“Using locks in real-time audio processing, safely”

When writing audio software in C++, we are taught that we shouldn’t lock a mutex on the real-time thread. But what should we do instead? Some developers use try_lock, while others use spinlocks. We will discuss the problems with both approaches, and show a better solution.


About the Audio Programmer Meetups

We host monthly presentations from those looking to share their discoveries in music tech and software development. Some example topics include:

Exploring cutting edge technologies for audio development
Best practices for real-time programming
Music information retrieval
Game audio
and more!

If you are interested in presenting a talk or demo, please submit a proposal at

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