Highly trained multidisciplinary engineer, independent contributor, tech lead/director/manager of teams up to 20 direct reports. Over 20 years technical experience in audio, signal processing, psychoacoustics, research, medical, hardware and software product development and testing.
Experience
2025 — Now
2025 — Now
California, United States
Meta's mission is to give people the power to build community and bring the world closer together. At Reality Labs, we're shaping the future of connection through virtual and augmented reality—and the best way to predict the future is to build it yourself.
Why audio matters: Audio isn't just a feature; it's fundamental to how we experience reality. Spatial audio creates presence. Voice becomes the interface. Sound connects us emotionally in ways that visuals alone cannot. As wearables continue to evolve, audio will be the bridge between the digital and physical worlds—making technology feel less like a device you carry and more like an extension of how you naturally interact with the world.
I'm honored to join a team that's pushing the boundaries of what's possible with audio, AI, and spatial computing. If you want to see what we're building, check out the latest from Meta Connect 2025—from smart glasses to VR/AR headsets where audio is integral to the experience: https://www.youtube.com/watch?v=1cpnK9AfIhg
2018 — Now
2018 — Now
San Francisco Bay Area
Samay is developing the first wearable device to measure air trapping in the lungs, using non-invasive active acoustic sensors, audio signal processing, machine learning and Acoustic Resonance Analysis.
2014 — 2025
2014 — 2025
Mountain View, CA
Tech Lead, Audio Architect & Manager - Pixel Ambient Audio Experiences
Spearheading the transformation of the Now Playing music identification app and service for Pixel phones, leveraging AI/ML for advanced on-device processing (edge computing). Optimization of audio fingerprinting algorithms and on-device ambient audio intelligence using small models suited for all-day usage. Re-architecting user experience, apis for private computing (device/cloud) and integration with other ambient audio services.
Define roadmap for future SoC audio capabilities for mobile computing environments, including classical audio algorithms and Machine Learning for embedded devices performing advanced on-device processing.
Tech Lead for computational audio efforts, with a highly distributed international team. User facing projects include Now Playing, Adaptive Sound, Sound Amplifier, Dynamics Processing Effect, HDMicrophone, Audio Control Center.
Android Audio Experience
Tech Lead of a multidisciplinary and globally distributed team that proposed, researched, developed and delivered to market the Sound Amplifier Android application for accessibility.
Research, development and community adoption education for the Dynamics Processing Effect sound processing engine for Android OS.
R&Development of the Adaptive Sound feature for Pixel Devices.
Undisclosed audio projects at X moonshot factory. Design of custom acoustic environments, custom audio hardware and software for wearable applications.
Android Audio Framework Team: Android Open Source Project contributor. Design and implementation of APIs for audio control, routing, processing in Java, C and C++. Psychoacoustic tests for audio quality assessment. Custom code for Google Android proprietary devices (Nexus, Pixel). Designed and implemented new sources for audio acquisition useful for scientific measurements. Designed and implemented SDK for audio signal processing. Interview software engineering candidates for Android and Google.
2009 — 2014
2009 — 2014
Consulting services for signal processing software design and implementation. Solved esoteric audio and media related problems for a variety of companies such as:
Microsoft (Audio processing plugins for Xbox sdk), ReDigi (head of research for “audio forensic” analysis tools. Audio fingerprinting), Source Audio (pc/mobile software for audio effect library manager), Tinnix (cross platform tinnitus friendly media player and filter), PlayNetwork (RichMix algorithm for playlist creation), EarMachine, Bose (Integration with Base 10 Labs iOS realtime SDK).
Base 10 Labs (Realtime Audio Watermarking, cross platform signal processing toolkit, various iOS applications)
2007 — 2010
Embedded programmer using C and C++ for the PC3 synthesizer/controller series. Architect for the controller system in the new generation of products. Designed and implemented a modular sequencer architecture Principal Architect for the New Editor System. Rewrote all the dynamic memory (malloc) functions. Tools to measure system performance. Tools for detecting memory leaks, bad memory usage practice, etc. Use of high resolution spectral analysis and parameter estimation to find similar sounds in synthesizers. Genetic Programming tools to create new sounds by example.
Education
Massachusetts Institute of Technology
MS
University of Miami
MS
Universidad Pontificia Bolivariana