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 commentXACT 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