SongHi Entertainment — Audio Implementations Specialist, 2009–2014

When the company reached out to me regarding a three-month internship at (then) Music City, I jumped at the chance. Upon entering the studio, it turned out they had been developing an Adobe Flash–based music-making/music-learning application for the browser. The years flew by as I was heavily involved in testing the app, delivering accurate replicable bug-reports to the developers and then doing further regression testing.

I'd get given recordings of twenty (or more!) different instruments per day, and I'd chop, process, edit and implement them into the product, then test them to make sure they all played correctly (and that the crossfade loops were pleasant-sounding). I'd also create imaginary instruments from scratch and add them into the studio, and deliver loops for the shop so people could hear-before-they-buy.

At first all the JSON & XML work required to get the sounds playing from the server was done manually, but then I tapped the main developer for a very fruitful collaboration to streamline the process with various scripts, file-naming conventions and so forth. When it came time to create a multi-channel effect system for the app, I assisted with brainstorming, development and bug-reporting for increased stability.

Eventually my job description also included acting as Scrum master for a multi-country team (holding Sprint Reviews and Sprint Planning with the Product Owner), maintaining a database of passwords and access keys to all the servers and applications, installing OS X & iOS devices for new employees, creating welcome-sheets (SVN/Skype/Mail), keeping JIRA / Confluence up-to-date server-side and front-end, and transferring all accounts from Nebula to Google Mail…

…and learning Pure Data from scratch in order to create a dynamic audio engine for the iOS game Melody Monsters, while running a three-man team of PD coders and collaborating with the in-house Unity 3D developers.