REAL-TIME AUDIO, GRAPHICS & MULTIMEDIA SYSTEMS
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DAIMEN DUNCAN SENIOR / PRINCIPAL ENGINEER | REAL-TIME AUDIO, GRAPHICS & MULTIMEDIA SYSTEMS (603) 247-2933 | WA, USA | daimen@gmail.com linkedin.com/in/daimenduncan | github.com/daimend | brains2bits.com/portfolio
PROFESSIONAL SUMMARY Hands-on senior architect and engineering lead with 25+ years building real-time audio/DSP, interactive graphics/3D, multimedia, medical-device, and custom-hardware products across embedded, desktop, mobile, web, and cloud platforms. Unusually broad depth from native C++, DSP, drivers, device integration, and graphics-rendering pipelines through cross-platform applications, polished UI/UX, full-stack data services, and delivery infrastructure. Effective in distributed teams, ambiguous R&D, legacy modernization, and end-to-end product ownership.
CORE EXPERTISE Real-time audio &
• DSP: Hearing-audio processing, filters/EQ, spatial audio, amplifier modeling, synthesis, analysis, streaming, JUCE, KFR, Intel IPP/MKL, SHARC, ASIO/WASAPI/Core Audio, VST/AU/AAX/LV2, MIDI/OSC Graphics, UI & creative tooling: Real-time 2D/3D and SVG/vector rendering, transformation, animation, physics, and interaction
• OpenGL, DirectX, Unreal Engine, Unity, JUCE, Qt, wxWidgets, Adobe Creative Suite, and Figma
• SVG asset pipelines, JSON/XML-driven themes, WYSIWYG authoring, and waveform/filter visualization Cross-platform systems: Modern C++, C#, Objective-C/Swift, Python, TypeScript/React, Dart/Flutter, WebAssembly
• Windows, macOS, Linux, iOS, Android, x86/x64, ARM, embedded DSP Full stack & engineering delivery: CMake, SDK/API design, Docker, CI/CD, AWS, Azure, Firebase, MongoDB/Cosmos DB/SQL, REST/gRPC, testing, build automation, AI-assisted analysis and modernization PROFESSIONAL EXPERIENCE Senior Audio Engineer | Neuromonics Jun 2025-Present Remote Principal developer of the Neuromonics Audio Engine SDK and APIs for tinnitus and hearing-loss therapy products serving patients, audiologists, consumer mobile devices, and custom headphone/earbud hardware. Modernized legacy Objective-C/C++ DSP into portable modern C++ processing for audiogram-driven EQ, filtering, neural-stimulus/noise processing, level measurement, and clipping detection. Delivered and validated CMake-based x86/x64 and ARM SDKs for iOS XCFrameworks, Android NDK multi-ABI libraries, Linux ARM/embedded targets, and Windows/macOS/Linux hosts. Currently working with Audeara and other hardware partners to deploy the Neuromonics Audio Engine on low-power Bluetooth earbuds and custom embedded DSP platforms.
Flutter product architecture and native bridges spanning therapy playback, hearing tests, patient assessments, onboarding, subscriptions, Firebase services, and offline media/cache workflows. Built cross-platform unit, fidelity, and reference tests; used Copilot, Claude, and other AI-assisted workflows for repository analysis, QA, build automation, migration planning, documentation, and reviewed implementation. Lead Developer | Pro Sound Effects / SoundQ 2021-May 2025 Fully remote Led Windows and macOS development for SoundQ, a creative audio workflow product combining sound search, large asset libraries, waveform audition/editing, metadata, collections, sharing, and local/cloud media.
Partnered closely with product designers using Figma; developed in-house standards for translating design systems into reusable JUCE components, SVG asset pipelines, JSON-driven themes, responsive layouts, animation, and production application workflows. Built streaming, metadata, search/remapping, multithreaded loading, audio transformation, pitch/time, handles/fades, and export systems backed by MongoDB, AWS S3, and Azure Cosmos DB. Created direct Pro Tools, Premiere, and Reaper workflows with destination-aware spotting, track/bin/clip control, sample-format handling, application automation, and companion extensions.
Designed VST/AU hosting, routing, and processing for SoundQ Rack; improved waveform rendering, memory use, catalog performance, and startup/shutdown reliability. Founder / Technical Director | Brains2Bits LLC 2019-Present Remote independent R&D Develop a reusable modern C++/JUCE framework combining real-time DSP, media streaming, polished UI components, graphics, visualization, plug-in hosting, control surfaces, and cross-platform delivery. Built spatial-audio and interactive 3D systems with room/environment analysis, impulse-response reverb, dynamic music, physics, path, and keyframe animation for Unity/Unreal and original visualization concepts.
Prototype products across desktop, mobile, DAW plug-in, game-engine, and embedded-oriented environments using shared audio, graphics, and application architecture. PROFESSIONAL EXPERIENCE (CONTINUED) Lead Full-Stack Developer | eMastered 2020-2021 Fully remote Built a native-and-browser DAW/DSP platform for online multitrack recording, editing, mixing, and mastering using Web Audio, WebAssembly, and server-based real-time processing. Integrated ASIO, WASAPI, DirectSound, VST/AU/LV2, FFmpeg, OSC, Opus, scripting, customizable effect chains, and browser control surfaces.
Developed the ML-assisted ATOM synthesizer modeler and user-facing analysis for BPM, loudness, key, source separation, lyrics, and fingerprinting. ADDITIONAL PROFESSIONAL EXPERIENCE Software Engineer | McGill University | OrchView / OrchPlay May 2021-Jun 2022 Remote; small distributed research and product team Developed cross-platform C++/JUCE tools and a shared framework for synchronized orchestral scores, multirecording audio, visualization, annotation, metadata, playback, and research/education workflows. Redesigned responsive behavior for dense tables, detachable panels, tool palettes, filters, and resizable interfaces; improved synchronization between applications and shared framework components.
Implemented threaded PDF/audio export, selective and verified annotations, audio-file metadata processing, rendering-quality controls, and performance, memory, lifecycle, stability, and macOS build improvements. EARLIER LEADERSHIP & ARCHITECTURE Senior Architect | Qualcomm / Capsule Technology 2017-2019 Led R&D and architecture for connected medical-device systems spanning OR/ICU, outpatient, and home monitoring; integrated sensors, Bluetooth/NFC, custom devices, mobile/wearable clients, cloud services, and hospital systems.
Engineer | Valmarc Corporation 2013-2017 Architected modular cloud, mobile, and IoT systems for product lifecycle tracking, authenticity, consumer engagement, and real-time stakeholder visibility using QR/NFC and secure bidirectional services.
Audio DSP / Hardware-Software Engineer | MorrowSound, Atomic Amps & other clients 2009-Present Delivered spatial-audio plug-ins, amplifier modeling, hardware DSP ports, MIDI/USB integration, and high-performance JUCE/OpenGL interfaces for professional audio products.
Engineer | Fractal Audio Systems 2009-2013 Led cross-platform product architecture, interaction design, graphics, DSP integration, drivers, and QA for the Axe-Fx line of professional audio hardware and companion creative applications. Developed later Axe-Edit/Axe-Manage products, device workflows, visual editor interfaces, services, and optimized x86/x64 versions of SHARC-based processing. Developed real-time speaker and microphone IR resampling, enhanced pitch-detection algorithms, optimized amplifier and cabinet modeling, and designed multithreaded/parallel effects-processing architectures.
Integrated custom USB audio hardware, Windows/macOS audio/MIDI drivers, device communications and protocols.
Engineer | Fractal Audio Systems / Atomic Amps 2007-2009 Created FxP, the shared in-house cross-platform multimedia framework for audio, MIDI, 2D/3D and SVG/vector graphics, WYSIWYG authoring, XML/JSON/JavaScript-driven UI, and rapid application development, used across Axe-Edit, Axe-PC/Axe-Mac (now Icons), and subsequent Fractal Audio software products. Sole developer of the Axe-PC/Axe-Mac (now Icons) real-time DSP applications and DAW plug-ins, including a full port of Axe-Fx SHARC C/assembly amplifier modeling and effects to optimized Intel x86/x64 processing using Intel IPP. Independently developed the original Axe-Edit software for Axe-Fx Standard and Ultra.
Engineer | Viewpoint / Enliven Corporation 2002-2008 Built streaming creative-media technology combining audio, video, interactive 2D/3D, SVG/vector, bitmap, and Flash content with animation, scripting, browser integration, and visual authoring workflows.
Flash hosting, video codecs, 3D rendering/physics R&D, Mac Intel migration, visual search, photo editing, and interactive browser products.
University of the Arts, Philadelphia | Jazz Music Theory; Minor in Audio Engineering | 1989-1993
IQS / RML Labs | Digital Audio Engineering and Production Apprenticeship | Beginning 1993
Languages: C/C++, C#, Objective-C, Swift, assembly, Python, Java, JavaScript/TypeScript, Dart, PHP, Perl, SQL, WebAssembly Graphics & product: OpenGL, DirectX, Unreal Engine, Unity, Flutter, React, Qt, WPF; desktop/mobile/web interaction and visualization Cloud & delivery: AWS, Azure, Firebase, MongoDB, Cosmos DB, SQL, REST, gRPC, Docker, CMake, GitHub Actions, Jenkins