Writings

  • Procedural Audio On the Web

    This article series was originally meant to be an online talk for ProcJam 2018, I would like to thank Mike Cook for his understanding and support as I converted this talk to an article that took way too long to publish, but here it is. There has never been a better time to create truly interactive multimedia content…

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  • Building a Chrome Extension, Tips and Tricks

    I released my first Chrome Extension last week, Browser EQ. It’s a parametric audio equalizer that enables users to adjust the audio frequency content of the video streams they are watching. While I was building it, I had a chance to learn quite a bit about how to build an extension that uses the Chrome tabCapture API and…

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  • Writing Shaders in VS Code: GLSL Setup

    The Book of Shaders is an online book that teaches you the basics of writing fragment shaders. Not only it is completely free, it also comes with a great online shader programming editor. But, maybe you are like me and want to code along to examples in your favorite code editor (in my case Visual Studio Code) instead,…

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  • Bang on A (Virtual) Can: A Primer on A-Frame Audio

    A-Frame is a web framework for building virtual reality experiences. Ever since its introduction in late 2015, it quickly became a favorite among artists and creators of all backgrounds who want to experiment with WebXR. I am a creative coder with a background in audio. Diving into the sonic possibilities of this new platform was a very…

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  • Critical Listening: A Game Audio Professional’s Dilemma

    As a composer, musicologist and a sound designer who is making a transition to the world of game audio for the last year or so, not only do I have a new level of respect for everyone who works as a game audio professional but I also became aware of various changes I am going…

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