# Ricardo Garcia > Software Engineer & Audio Architect at Meta Reality Labs | ex-Google Location: Mountain View, California, United States Profile: https://flows.cv/ricardogarcia 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. Over 8 years experience leading and managing distributed, mixed (engineering, design, research) and culturally diverse teams. Tech Lead integrating classical DSP and advanced AI/ML algorithms for audio analysis, processing and synthesis in the OS and edge-computing scenarios. I have a uniquely qualified questioning mind that allows me to get to the core of problems, and to articulate and implement solutions that become building blocks for growth and innovation. Core Competencies • AI/ML & Edge Computing • Audio Signal Processing (DSP) • System & Software Architecture • Mobile (Android/iOS) & embedded systems • C++/C, Java, Python, Objective-C, Matlab • Psychoacoustics & Sound Synthesis • Technical Leadership & Management • Hearables, Wearables & Medical Sensors Technical Specialities Real Time sound processing in mobile platforms (Android, iOS), hearables, hearing health, sound synthesis, algorithmic representation of DSP routines, DSP for sound modeling, psychoacoustics, sound, music and media encoding/decoding, audio watermarking and data hiding, modular architecture for computer systems, cognitive models for music and sound, evolutionary computation, music information retrieval, music similarity, automated music recommendations, machine learning. Technology transfers from research stage to product, including scientific validation, hardware and software prototyping, data architecture, systems implementation (hardware, software, firmware, mobile, back-end, front-end), and preparation for manufacture. ## Work Experience ### Software Engineer @ Meta Jan 2025 – Present | 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 ### Technical Advisor @ Samay Jan 2018 – Present | 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. ### Software Engineer @ Google Jan 2014 – Jan 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. ### Founder and CTO @ Base 10 Labs Jan 2009 – Jan 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) ### Senior Software Engineer @ Kurzweil Music Systems Jan 2007 – Jan 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. ### Audio Scientist @ Groove Mobile Jan 2001 – Jan 2007 (formerly Chaoticom) Work in a small scientific team researching and developing algorithms for high quality low bitrate audio encoding. Custom psychoacoustic models for analysis and synthesis of audio and music signals. Various joint stereo (and multichannel) algorithms for sound compression. Integer FFT algorithms. High resolution analysis and synthesis. Tools for benchmarking of audio encoders. Detection, isolation and correction of various audio artifacts via critical listening. Sound quality assessment. Developing guidelines for perceptual listening tests. Develop and implement high quality low bitrate video encoding algorithms. Development and implementation of the “music recommendation” system. Design and implement “Online Community” system. ### Research Assistant @ MIT Media Lab Jan 1999 – Jan 2001 Designed and implemented a full Genetic Programming environment to evolve Sound Synthesis Algorithms. (AGeSS system). Setup for controlling multiple DVD players synchronized for the "in place performers" exhibition. Several talks and publications about the uses of Genetic Programming for sound synthesis and audio processing. Presentation, demos and talks about the research performed at the Machine Listening group at the MIT Media Lab (netsound, structured audio, instrument recognition, voice modeling, music modeling). ### Teaching Assistant @ University of Miami Jan 1998 – Jan 1999 Designed and implemented an audio watermarking algorithm capable of embedding an imperceptible stream of bits in audio signals. Designed and implemented psychoacoustic models of human hearing mechanisms. Designed a test for subjective evaluation of perceived audio quality and artifact detection of psychoacoustically modified audio. Served as Network Administrator for the school of music computer network. Responsible for: main server, web server, and two audio computer labs ## Education ### MS in Media Arts & Sciences Massachusetts Institute of Technology ### MS in Music Engineering University of Miami ### BSEE in Electronics Engineering Universidad Pontificia Bolivariana ## Contact & Social - LinkedIn: https://linkedin.com/in/ragomusic - Portfolio: http://www.ragomusic.com - Portfolio: http://alum.mit.edu/www/rago - Portfolio: http://www.base10labs.com --- Source: https://flows.cv/ricardogarcia JSON Resume: https://flows.cv/ricardogarcia/resume.json Last updated: 2026-04-11