Samples Homogenization for Interactive Soundscapes
Posted: October 11, 2011 Filed under: Game Audio | Tags: Analysis, audio, Cognition, Content-based audio transformations, DSP, Education, Game Audio, Games, Interaction, Jorge Garcia, perception, Simulation, Sound Design, soundscapes, Synthesis, Thesis, White Paper Leave a comment »Mass Effect: Creating The Voice Of Legion
Posted: July 20, 2011 Filed under: Game Audio | Tags: Bioware, Creature, DSP, Game Audio, Mass Effect, Mass Effect 3, Processing, Rob Blake, Voice Leave a comment »The 3 Levels of Game Audio Programming
Posted: July 20, 2011 Filed under: Game Audio | Tags: audio engine, Audio Programming, Brian Schmidt, DSP, Game Audio, Signal Processing Leave a comment »iZotope Partners with Firelight Technologies to Develop Plug-ins for the FMOD® Engine
Posted: July 20, 2011 Filed under: Game Audio | Tags: Audio Analysis, DSP, Firelight Technologies, FMOD, Game Audio, Middleware, Signal Processing Leave a comment »iZotope In-Game Audio Processing
Posted: July 20, 2011 Filed under: Game Audio | Tags: Audio Analysis, DSP, FMOD, Game Audio, Middleware, Signal Processing Leave a comment »Create Digital Music – Microsoft Readies DirectSound Replacement: XAudio2 for Vista
Posted: July 19, 2011 Filed under: Game Audio | Tags: Create Digital Music, DirectSound, DSP, Game Audio, microsoft, Xaudio, XBOX 360 Leave a comment »Mix Online: Understanding Integration – MORE BASICS OF VIDEOGAME SOUND DEVELOPMENT
Posted: July 14, 2011 Filed under: Game Audio | Tags: 3D, Alexander Brandon, Animation, DSP, Game Audio, Implementation, Mix Online, obstruction, occlusion, Technical Sound Design Leave a comment »Microsoft Gamefest 2007 – PRESENTATIONS AND AUDIO RECORDINGS
Posted: July 13, 2011 Filed under: Game Audio | Tags: 2007, 3D, 5.1, audio, Audio Programming, Brian Schmidt, Compression, DirectSound, Dolby, Dolby Laboratories, DSP, Dugan Porter, Game Audio, Gamefest, Ian Lewis, Implementation, Matt Tullis, microsoft, Microsoft Game Studios, presentation, Scott Morgan, Scott Selfon, Shadowrun, Sound Spatialization, Technical Sound Design, Tobin Buttram, X3DAudio, Xact, xAPOs, Xaudio, XAudio 2, XMA Leave a comment »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
