Onsite Audio Render Tuning Engineer for AR Glasses

Ursus, Inc.

Redmond

On-site

AUD 147,000 - 167,000

Full time

2 days ago
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Job summary

Ursus, Inc. is seeking an Audio Render Tuning Engineer in Redmond, WA to own render-path DSP tuning for next-generation AR glasses. You will work hands-on in a lab, applying advanced DSP techniques and measuring results to meet stringent performance targets.

You will collaborate across hardware, firmware, and software teams, shaping the sound quality during prototyping and early production, with exposure to a data-collection glasses platform and a multi-disciplinary development cycle.

Qualifications

  • 10+ years of experience rendering tuning for audio systems (AR/VR glasses, wearables) in lab and field environments.
  • Hands-on lab work with DSP, EQ, DRC, limiting, and speaker protection to optimize sound quality.
  • Proficient with electroacoustic measurements and transducers; MATLAB-based tuning workflows.

Responsibilities

  • Render DSP tuning for AR glasses using internal DSP framework and MATLAB-based tools.
  • Design/apply EQ; tune DRC and limiter parameters to optimize loudness, dynamics, and distortion across use cases.
  • Characterize speakers and measure frequency response, impedance, and THD in controlled environments.
  • Generate, compile, and validate tuning profiles for device firmware deployment.
  • Collaborate with hardware, firmware, algorithms, mechanical, optics, and vendor teams to align tuning with system requirements.
  • Maintain tuning documentation, test reports, and configuration records for each iteration and release.
  • Ramp up on internal audio DSP ecosystem and tooling with team support.

Skills

DSP tuning
DSP fundamentals
Algorithm tuning

Education

Bachelor's degree in EE/ME/Acoustics

Tools

MATLAB

Job description

Ursus, Inc. is seeking an Audio Render Tuning Engineer in Redmond, WA to own render-path DSP tuning for next-generation AR glasses. You will work hands-on in a lab, applying advanced DSP techniques and measuring results to meet stringent performance targets.

You will collaborate across hardware, firmware, and software teams, shaping the sound quality during prototyping and early production, with exposure to a data-collection glasses platform and a multi-disciplinary development cycle.

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