About
I'm Can — a senior audio software engineer in London, building where real-time systems meet AI.
Over the past decade I've shipped production audio software in C++, Rust, and Zig: most recently PAM, a hybrid sampler/sequencer for MAP Audio, and earlier FL Studio at Image-Line. My research on generative and hierarchical composition interfaces has been published at NIME and ICMC.
These days I work mostly on machine learning for audio, agent orchestration, and generative systems. The same discipline that keeps DSP glitch-free under a 64-sample deadline is what I bring to building reliable AI.
- Real-time & Low-latency DSP
- Audio Plugins — VST3 / AU / CLAP
- C++ / Rust / Zig
- JUCE & Elementary Audio
- AI/ML for Audio
- Agent Orchestration & Tool Use
- Web Audio & WebAssembly
- Generative Music Systems
- TypeScript / React
- Creative Coding
Projects
PAM by MAP Audio
A hybrid sampler and sequencer with feedback routing and modulation mapping. Available as VST3, AU, CLAP, and Standalone.
- C++
- Rust
- JavaScript
Image-Line Software
Senior engineer — research and development of audio and web technologies across FL Studio and other Image-Line products.
Lunacy Audio
Lead developer at Lunacy Audio, a creative music software and plugin company in Los Angeles.
Arpeggi Labs
A digital audio workstation that runs on-chain, where musicians compose and mint their songs as NFTs.
Siren: An Ecosystem for Musical Patterns
A tracker interface and event sequencer for live coding, built as a JavaScript web application: a Node.js back end that interfaces with GHC and a React front end. The work was published at ICMC 2017 and NIME 2018, and Siren appears in the crowd-sourced instrument book Push Turn Move alongside SuperCollider, Pure Data, and TidalCycles.
- NodeJS
- ReactJS
- MobX
- TidalCycles
Cadenzabox
Cadenzabox is a catalogue-management platform that helps music publishers find and license tracks for sync placements across advertising, TV, film, and radio.
ununu
ununu helps musicians host their projects and manage collaborations with multiple producers. I developed the front-end architecture and application logic as part of the Mozilla MVP Lab.
Audileum
Audileum is a multiplayer interface that maps trigger areas in 3D space to build live platforms for performance, sound design, composition, and storytelling. Productions can be re-staged and experienced through VR and the web. The project received an Arts Council grant and Sound and Music funding for its R&D stage, which culminated in a week-long residency at the Barbican's Pit Theatre. A NewToy production.
- C++
- Unity
- SuperCollider
Chorus
Chorus is a native iOS and Android app for generative music. It records up to three audio channels and processes them through an embedded sound engine built in Pure Data using libpd; the algorithm analyses the recorded frequencies and generates material that harmonises with the other channels.
- Objective-C
- Pure Data
Max/MSP Sampler
A polyphonic sampling system built in Max/MSP for my bachelor's thesis, with filter and DSP design in gen~ and multi-dimensional OSC mappings.
- Max/MSP
- C++
3D Generative Game
Final project for a computer graphics course, built with Three.js. Key features include procedural generation, collision detection, and reactive shaders.
- JavaScript
- ThreeJS
DailyZone
An app that combines binaural beats, atmospheric sounds, and effects into a per-listener soundscape.
Patchwork
Patchwork is a computer-controlled acoustic drum machine I built with a visual artist for a Physical Computing final project. I handled the technical development: a Max/MSP sequencer that uses Cycling '74's Mira to drive an Arduino and five solenoid motors, which strike two acoustic hi-hats and a snare drum.
- Arduino
- Max/MSP
Writings
Get in touch
I like talking to people building at the edge of real-time systems and AI — audio, voice, agentic tooling. If you're working on something hard there, get in touch.