Marching, Music and Money: Performance Rights and Videogames


Designing the Boot Sound for the Original Xbox


Gamasutra: Audio Veteran Brian Schmidt Calls For More 'Realistic' Use Of In-Game Sound & GDC 2012: Young, Selfon, Tallarico On Goals For Game Audio


The 3 Levels of Game Audio Programming


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


GamesSound.com – Podcasts: Brian Schmidt, History, DB Cooper


Gamasutra – Configuring Hardware-Accelerated DirectSound3D