The State of Audio in HTML5 games


Audio Q&A Panel | Greg Rahn, Barry Dowsett, Matthew Lee Johnston, Pete Ellison, Jesse Holt, Aaron Walz


PAX East 2013 Game Audio Panel (Live Presentation)


3D audio in the car: Audi, Bang & Olufsen and The Fraunhofer Institute at CES 2013


Samples Homogenization for Interactive Soundscapes


GDC 2011 Announces Art, Audio Talks From Final Fantasy, Pixar, Gear Of War 3


Microsoft Gamefest 2007 – PRESENTATIONS AND AUDIO RECORDINGS

XACT to the Extreme: Game Audio Building Blocks for Programmers and Content Creators
Brian Schmidt, Scott Selfon

A Field Guide to the XACT Authoring Tool
Scott Selfon, Scott Morgan, Brian Schmidt

Power to the Core: Audio Foundations on Microsoft Platforms
Brian Schmidt

XAudio 2 Goes Green: Making Game Audio a Sustainable Resource

Brian Schmidt, Dugan Porter

Learn to Speak XAudio 2 Like a Pro: Translating from DirectSound and XAudio
Brian Schmidt, Ian Lewis, Dugan Porter

XMA: Ndrstndg Prseptul Adyo Cmprshn
Ian Lewis, Scott Selfon

Positioning Yourself for 3D: X3DAudio and Sound Spatialization
Duncan McKay, Scott Selfon

Paint-by-Noise: Practical DSP Implementation Techniques
Ian Lewis

xAPOs Mark the Spot: The DSP Implementation Framework for XAudio 2
Duncan McKay

Case Study: Shadowrun: Magic, Tech, and Guns, Oh My! Audio at the Service of Gameplay within the Constraints of a Multiplayer-only Title
Tobin Buttram, Audio Director, Microsoft Game Studios

Dolby Digital 5.1: Taking it Back to the Basics
Matt Tullis, Dolby Laboratories


Microsoft Gamefest 2008 Europe – xAPOs: Build Your Own "Sound Shaders"


Microsoft Gamefest 2008 Europe – XACT Audio Field Guide


Microsoft Gamefest 2008 Europe – XAudio 2 Advanced


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