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PROJECTS

Mangrove City VR Learning App For Middle Schoolers

Part of a multi-disciplinary team that worked on a VR-based education learning experience focused on teaching middle-school children about the importance of Mangrove forests and utilizing nature against Climate Change.

My primary role as an Audio Engineer saw me implement every audio experience and interaction including but not limited to - recording voiceovers, sound designing, audio programming, spatial and immersive audio implementation, and environment design. I transitioned into a lead developer for this project over the summer of 2023, also building some game mechanics, overseeing game design, project visualization, utilizing agile methodology, optimization and performance profiling along with small tasks like graphic editing. We are scheduled to launch a tethered version of the app in late November 2023.

This project won the prestigious Auggie Award for the XR Prize Challenge: Educate category at the Augmented World Expo '23, the premier convention for Extended Reality.

Skills: Unity, C#, Interactive and Spatial Audio, Wwise, Game Development and Design, Performance profiling

VinSynth (Monophonic Synthesizer)
 

A monophonic synthesizer with MIDI input, an interpolated delay effect, a lo-fi style bitcrusher with a speed control that affects how fast the bitcrushing happens, and a low/high pass filter.

The names of the individual components and the synth is a wordplay of the characters in Pulp Fiction. GitHub link.

 

Skills: C++, JUCE, DSP

DelayedMehndi (Delay VST)
 

For my final project in Digital Signal Processing 2 Audio Effects class, I made a delay plugin using the JUCE Framework. This project helped me understand circular buffers and memory management in JUCE.

 

Skills: C++, JUCE, DSP

Drums in VR

A starter VR project in Unity that features a drum set that the user can play with. The loudness of the drums will depend on how fast or slow the user hits them.

The purpose of this project is to get comfortable with development in VR along with sound design in Unity. Further developments planned are the abilities to choose a drum kit, initialize loops, and have a metronome.

Skills: Unity, C#

Generative Ambient Music Using PureData

I made this patch to really get going with generative music in PureData so I can use them in live performing, or better yet, in Game Audio engines! The patch is made using simple math in every eighth bar, the bass will change to a random note from four notes, and in every fourth bar, the melody pad will change to a random note from the C Major scale. You can also see me play with the *bang* objects of the bass and the midi message objects of the notes from the C Major scale.

I apply a lush reverb to the melody sound (using Valhalla Supermassive) to really make it sound, well, a m b i e n t.

Then I try to (not so successfully) play with my generative beat sequencer alongside the ambient music.

Skills: PureData

Compressure (MATLAB Audio Plugin)
 

A Lookahead compressor with a Soft/Hard knee toggle. This was my official entry to the AES New York 2023 MATLAB Audio Plugin Hackathon. GitHub link.

Skills: MATLAB, DSP

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AR Based Gallery - B.E. Final Project

Augmented Reality based gallery made using Unity 3D, IBM Watson SDK Speech to Text tool, and Google API.

The application returns images in AR format when the user gives a query for a search, ideally in the application's database. This demo uses Google API for a custom search, and the images are selectively shown according to the query.

📝CLICK HERE FOR THE REPORT.

Skills: Unity, C#, .json

Reverb VST

A convolutional reverb using the JUCE framework and JUCE DSP.

This project allowed me to understand the DSP behind JUCE, and how to go over designing the GUI elements using the framework.

Skills: C++, DSP, JUCE

Generative Sequencer Using PureData

Using PureData, this step sequencer generates random 4/4 kick and snare patterns, with a controllable HiHat pattern.

The kick will fall on the first and third beat 100% of the time, and second and fourth for the snare. For the rest, there is a random chance that the sequencer edits the kick and the snare step every 16 bars.

Skills: PureData

PureData + Arduino - Generative Synth

Building up from my previous PureData patch - the generative ambient synth.

Hooked PureData up with Arduino and some knobs, got them talking, and now I can control parameters inside PureData using electronics! Fun.

Really wanted to use my Electronics engineering degree as I complete my Master's in Music Engineering, and well, here I am. It is entirely possible I'm thinking of making a box that I can use to perform music using PureData.

Ps. Might want to turn the volume up, I kept it low in case I destroyed my ears while making these patches.

Skills: PureData, Arduino, Electronics

DelayLah (Chorus Plugin)
 

A modulated delay chorus effect I made for my audio software class. GitHub link.

Skills: MATLAB, DSP, JUCE, C++

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