Can Ince
Real-time audio engineer & instrument designer.
I build the instruments people make music with: real-time audio plugins in C++, Rust, and Zig, and the generative and agentic systems built on top of them. Currently building PAM at MAP Audio; previously FL Studio at Image-Line.
About
I'm Can, a senior audio software engineer in London. I've spent the past decade building music software: DAWs, plugins, and lately the AI tools inside them.
I shipped PAM, a hybrid sampler and sequencer for MAP Audio, in C++ and Rust, and spent three years on FL Studio at Image-Line, writing C++ and WebAssembly.
My research on composition interfaces has been published at ICMC and NIME, and I was program chair of the FARM workshop at ICFP 2018.
- Real-time 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
Projects
PAM by MAP Audio
A hybrid sampler and sequencer built around eight pattern cells, with sample-accurate MIDI scheduling, granular time-stretching, feedback routing, and modulation mapping. Available as VST3, AU, CLAP, and standalone.
- C++
- Rust
- JavaScript
Image-Line
Senior software engineer on FL Studio from 2022 to 2025, writing C++ and WebAssembly across the DAW and Image-Line's web products.
- C++
- WebAssembly
Mozart AI
Founding audio software engineer on a browser-based DAW for AI-assisted composition. I build the audio engine: real-time playback and DSP, plugin hosting, and the integrations that connect generative models to the arrangement workflow.
- TypeScript
- WebAssembly
- Web Audio
Lunacy Audio
Lead software engineer at Lunacy Audio in Los Angeles. I designed the software architecture and coordinated the development team behind BEAM.
- C++
Arpeggi Labs
Audio software architect for Arpeggi's browser-based DAW, where songs are composed and stored on-chain.
- Web Audio
SKR Audio Labs
Audio software R&D at SKR Audio Labs. I developed the audio-engine architecture in C++ for a cloud-based DAW and worked on its client application.
- C++
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 Push Turn Move, Kim Bjørn's book on electronic music instruments.
- Node.js
- React
- MobX
- TidalCycles
Audileum
I built the audio engine and interaction system for Audileum, a multiplayer Unity interface that maps trigger areas in 3D space for live performance and composition. Productions can be re-staged in VR and on the web. The R&D stage was funded by an Arts Council grant and Sound and Music, and ended with a week-long residency at the Barbican's Pit Theatre. A NewToy collaboration.
- C++
- Unity
- SuperCollider
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 solenoids, which strike two acoustic hi-hats and a snare drum.
- Arduino
- Max/MSP
Writings
Programming for Music: Explorations in Abstraction
My MA thesis at the University of Huddersfield. It treats algorithmic processes as extended cognition for the composer: with code, you can build musical structures that would be impractical to write by hand.
Siren: Interface for Pattern Languages
A NIME 2018 poster: a preliminary evaluation of Siren's interface using the Cognitive Dimensions of Notations framework.
Siren: Hierarchical Composition Interface
An ICMC 2017 paper on Siren's hierarchical composition interface, a tracker-style front end for building and arranging patterns in TidalCycles.
Get in touch
If you're building real-time audio or AI music software, or hiring for it, I'd like to hear from you.