Most Recent



Lock- and heap-free threadpool for the VAS library

I added a lock- and heap-free thread pool to the VAS library for parallel realtime audio. An usage example in the form of a parallel, non-equal-partitioned convolution object for Pure Data has also been added to the library.


Immersive Audio Guiding System - IAGS

The IAGS is an Innosuisse-funded project in collaboration with the iart AG and Idee & Klang. It combines a precise, centimeter-accurate indoor tracking system with a geometry-based, dynamic binaural synthesis. Its first use-case - Pissarro Sounds - was realized together with the Kunstmuseum Basel and the sound artist Moritz Fehr.


Software Development



RWA - Real World Audio

Around 2015 I started with the development of the Real World Audio (RWA) environment. RWA is a middleware for creating interactive binaural soundwalks. It includes a Desktop "Creator" Software, an iOS client and a ESP32-based head tracking device for dynamic binaural synthesis. The RWA Creator is a cross-platform application written in C++/Qt and can be extended with Pure Data patches. Besides location-based audio playback it facilitates mechanisms for implementing more complex game logic without the need for writing code. Once audio files, Pd patches and other assets are placed on the map, the corresponding RWA game can be exported to the iOS client. The first use-case realised with the RWA engine was the H.E.I. Guide, created in colaboration with Atelier Hauert-Reichmuth. The RWA project is part of my PhD thesis "Applications and optimisation strategies for binaural-synthesis-based, real world audio". Since the first H.E.I. Guide, numerous H.E.I. spin-offs have been created, including H.E.I. Wohlen (a project in cooperation with the Kantons-Schule Wohlen), H.E.I. Tinguely, and H.E.I. Köln - Acht Brücken, which will be launched this spring (2022). A colleague of mine, Rupert Jaud, developed "Garten der Träume" with the RWA engine.


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Virtual Acoustic Spaces (VAS) - Library

VAS is a cross-platform DSP library written in C for convolution-based applications such as binaural synthesis, reverberation and filters. Example implementations for Pure Data, Max/MSP and Unity are included. It is optimised for iOS, OSX, Android and Windows using SIMD instructions. It also includes a pthread-based, lock-free thread pool for parallel processing. Most of the audio rendering of RWA is realised with the VAS library. The geometry-based realtime synthesis developed for the Immersive Audio Guiding System has also been developed on basis of the VAS library.


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note~ for Max

note~ for Max is a collection of (GUI) sequencer and notation objects for Max/MSP developed in C. Among other things it provides a microtonal piano roll and a score object. note~ sends a sample-accurate clock and thus can be synchronised to other objects in the Max universe. It has been used in many productions and live performances, among others by the artist Philippe Olivier (visit links to the right).


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Demo App for binding Qt, libPd and Port Audio together

A Qt application, that can be used as a template for Qt based audio applications in combination with libPd. .pro file is OSX only, but it should be easy to adjust for Windows and Linux.


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Irmat & Irmat Cells

Irmat Cells is a step sequencer based app with a new, innovative interface. I ported it from the original Irmat table by José Navarro and Amadis Brugnogni (for which I also did some backend programming) to iOS. Due to some new store rules, it is currently not available in the App-Store anymore, I hope find the time to do an update soon.


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Prepared piano sound synthesis for Max/MSP

A Max/MSP external based on Stefan Bilbao's prepared piano sound synthesis. I did this during my year as a visiting student at the University of Edinburgh. Be careful, it's a physical modell and not 100% stable:)


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Projects



H.E.I. Guide

The H.E.I. Guide is an interactive, binaural sound walk taking place in Basel, developed and produced in collaboration with Atelier Hauert-Reichmuth. It was the first public use-case produced with the RWA engine. The H.E.I. Guide was successfully running for 3 1/2 years, in 2019 it was also part of the Zeiträume Festival Basel. Since its start in 2018, many spinoffs in different locations have been realised, the most recent one being the H.E.I. Köln at the Acht Brücken Festival in Cologne. The H.E.I. Wohlen project was realised in collaboration with the Kantonsschule Wohlen an won the "Funkenflieger"-Award, Fachstelle Kulturvermittlung Kanton Aargau. A follow-up project with the Kantonsschule is already in the planning stage and will start in autumn 2022.


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Lasercoustics

Lasercoustics - a colaboration of the Institute of Geomatic and the Hochschule für Musik FHNW - was an feasibility/evaluation study for efficient virtualisation techniques of room acoustics for Virtual Reality. The Demo of the Grosser Saal (link to the left) is rendered with the IAGS, geometry-based, binaural realtime renderer developed by me and Hannes Barfuss.


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Myosotis

In the Myosotis project, an interdisciplinary team from the FHNW from the fields of art and design, music, psychology and computer science developed and researched the game platform Myosotis-Garden. This consists of several mini-games that support social interaction between elderly people and their relatives in an entertaining way. Among other things I was responsible for music and sounddesign of Myosotis Souvenirs and the sound design for Myosotis Buchstabensuppe.


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Authenticity in Music Production

The Hochschule für Musik FHNW is concerned with the preservation of musical pieces. This idea was transferred to modern times, which raised the question of how to preserve electronic musical instruments for future generations. Restoration of hardware is often not possible because necessary spare parts are no longer available. Precise software simulations are not fast enough to be applied in real time. In this project, different approaches for hardware simulation (convolution-based, FPGA, algorithmic) were tested and evaluated.


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Open Signal Processing Workstation - OSPW & OSPW 2.0

The original OSPW was an Innosuisse-funded project in collaboration with the swiss traditional company Studer. OSPW is a rapid prototyping engine for digital signal processing running on the Linux-based Studer DSP platform "Infinity Core". Unfortunately, in 2018 Samsung decided to close the last Studer site in Switzerland and OSPW never went into production. OSPW 2.0 is losely based on the orignal idea, but realised using Opens Source components only.


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Large Scale Indoortracking in transitorischen Räumen & Lautlots

In the Large-Scale Indoor Tracking in transitorischen Räume project, the research institutes of the FHNW were joining forces to develop new tracking methods for an interactive artwork. The result was the production "Lautlots" by Atelier Hauert-Reichmuth, an interactive radioplay/soundwalk through the German railway station in Basel.


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Publications and articles



VAS Objects - A Toolbox for (dynamic) convolution-based Applications for Pure Data and Max/MSP

H. Barfuss, T. Resch, „VAS Objects - A Toolbox for (dynamic) convolution-based Applications for Pure Data and Max/MSP”, in Proceedings of the 47. Jahrestagung für Akustik DAGA, Vienna, Austria, (2021).



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Combining High-Fidelity Visuals and Spatial Acoustics in Virtual Reality – Auralization of a Virtual String Quartet

M. Droste, J. Letellier, C. Böhm, T. Resch: „Combining High-Fidelity Visuals and Spatial Acoustics in Virtual Reality – Auralization of a Virtual String Quartet“, in Kultur und Informatik - Extended Reality, (2020), 179-192.


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OSPW 2.0 - An Open Source Linux-based DSP server for audio applications

C. Fiechter, T. Resch, „OSPW 2.0 - An Open Source Linux-based DSP server for audio applications“, in Proceedings of the Linux Audio Conference LAC, (2020).


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VAS - A cross platform C-library for efficient dynamic binaural synthesis on mobile devices

T. Resch, C. Böhm, S. Weinzierl, „VAS - A cross platform C-library for efficient dynamic binaural synthesis on mobile devices“ in AES, Proceedings of the International Conference on Headphone Technology, San Francisco, USA,(2019).


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The Virtual Acoustic Space Unity Spatializer with custom head tracker

T. Resch, M. Hädrich, „The Virtual Acoustic Space Unity Spatializer with custom head tracker”. In Proceedings of the International Spatial Audio Conference, Ilmenau, Germany, (2019).


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OSPW (Open Signal Processing Workstation) - Development of a Stand-Alone Open Platform for Signal-Processing in AV-Networks

H. Stenschke, T. Resch, P. Glaettli, R. Riedl, C. Fiechter, “OSPW (Open Signal Processing Workstation) - Development of a Stand-Alone Open Platform for Signal-Processing in AV-Networks“, in Proceedings of the 142th AES Convention, Berlin, Germany,(2017).


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A location-based polyphonic binaural playback engine for recorded audio and text- to-speech for iOS

T. Resch, “A location-based polyphonic binaural playback engine for recorded audio and text- to-speech for iOS“, in Proceedings of the 42. Jahrestagung für Akustik DAGA, Aachen, Germany, (2016).




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Controlling complex virtual instruments: A setup with note ~ for Max and prepared piano sound synthesis

T. Resch, S. Bilbao, “Controlling complex virtual instruments: A setup with note ~ for Max and prepared piano sound synthesis“, in Proceedings of the International Conference on New Interfaces for Musical Expression NIME, Brisbane, Australia, (2016).


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RWA - A Game Engine for Real World Audio Games

T. Resch, “RWA - A Game Engine for Real World Audio Games“, in Proceedings of the International Conference on New Interfaces for Musical Expression NIME, Baton Rouge, LA, USA,(2015).


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A Simple Architecture for Server-based (Indoor) Audio Walks

T. Resch, M. Krebs, “A Simple Architecture for Server-based (Indoor) Audio Walks”, in Proceedings of the International Conference on New Interfaces for Musical Expression NIME, London, UK, (2014).


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Large-Scale Indoor Tracking

M. Krebs, T. Resch, C. Stamm, “Large-Scale Indoor Tracking“, in IMVS Fokus Report, (2013).


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note~ for Max - An extension for Max/MSP for Media Arts & music

T. Resch, “note~ for Max - An extension for Max/MSP for Media Arts & music“, in Proceedings of the International Conference on New Interfaces for Musical Expression NIME, Soul, South Korea, (2013).


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note~ for Max

T. Resch, “note~ for Max”, in Proceedings of the Mensch &Computer Conference 2012, Konstanz, (2012).




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Sound and music



Fehler und Irritation

"Directed by Elke Margarethe Lehrenkrauß, Documentary, 3Sat, 42min, Deutschland 2021, dialogue editing, production mix, additional sound design.


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Moonlight Princess

Directed by Elke Margarethe Lehrenkrauß, Documentary, One Two Film, 58min, Deutschland/Israel 2017, music, sound design, dialogue editing, production mix.


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La Sagrada de Cuba / The Untouchables

Directed by Elke Margarethe Lehrenkrauß, Documentary, 60min, Deutschland/Cuba 2014, sound design, dialogue editing, production mix.


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Mixtur Nr. 16 1/2

Live electronics, concert at Volkshaus Basel, 2013. From time to time I used to play live electronics, in this case I'm one of the four "Sinus-Generatoren Spieler".


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Sherry Black and the Port Authority - Shalalah

CD production 2007/2008, music, sound engineering, mixing and mastering by Thomas Resch, music, lyrics & vocals by David Hermann. This was my Audiodesign Masters degree production. We wrote the songs, and recorded all instruments, either played by ourselves or by friends from the Hochschule für Musik. I also did the editing, mixing and mastering. The animation video of "Your Kitchen" has been produced by Sandeep Mehta.


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Das lange Elend

Directed by Simon Weber, short film, HGK Luzern, 9min, Schweiz 2003, music, sound design, dialogue editing, production mix. This was my first film project ever.


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