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       #Post#: 76--------------------------------------------------
       AES: Audio for Games
       By: eyeconic Date: April 5, 2018, 9:40 am
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       Sources of Information and Events
       Tutorials and Features
       tutorials
       Audio Ear Training, or Learning to hear what you can hear!
       (Tutorial Seminar)
       Audio ear training can be a powerful and effective component of
       education for audio engineers in research, audio production,
       live sound work and forensics. Benefits include faster work,
       fewer errors, and more rapid professional advancement
       By David Moulton
       More Tutorials
       AES Events
       137th Convention
       135th conv
       The Los Angeles AES Convention (137) is coming this October, and
       there will be many Game Audio Track events
       AES E-Library
       elib
       Game Audio: Transforming Simulation and Interactivity
       Game audio has reached a state of maturity that implies parity
       of status with graphics. The most recent research in the field
       is concerned with connecting sound design to other game creation
       processes in a more integrated fashion and with devising
       adaptive sound design tools to increase emotional involvement
       and interactivity.
       by Francis Rumsey
       Behind the Mix—An In-Depth Look at the Audio Engine in Hitman:
       Absolution
       IO Interactive’s proprietary engine, G2 gives freedom to sound
       artists by providing a high-level graphical programming
       environment, as seen with systems like MAX/MSP and PD. G2 allows
       the sound designer to freely perform adaptive and interactive
       mixing and sound setups, which is the foundation in our attempt
       to create the living, breathing world.
       by Mikkel Christiansen
       Interactive Mixing of Game Audio
       This paper will discuss some of the unique challenges associated
       with mixing interactive audio content, including trying to
       determine what exactly is meant by 'mixing' game audio in the
       first place.
       by Brian Schmidt
       More E-Library Content
       Technical Council
       AES Technical Committee
       Technical Committee on Audio for Games
       This Committee is the portal through which the AES becomes more
       widely informed of and responsive to the needs of Audio for
       Games. We will be proactive in defining recommended game audio
       practices, capabilities, services and standards. Our mission is
       to cooperatively influence hardware and software design, to
       leverage the combined skills of the diverse audio community and
       to improve the performance of audio across all gaming platforms
       and applications.
       Standards Documents
       AES67-2013: Networks, audio-over-IP interoperability
       This standard defines an interoperability mode for transport of
       high-performance (high resolution, low noise and low latency)
       audio over networks based on the Internet Protocol.
       Comprehensive interoperability recommendations are provided for
       the areas of synchronization, media clock identification,
       network transport, encoding and streaming, session description
       and connection management.
       AES31-2-2012: AES standard on network and file transfer of audio
       - Audio-file transfer and exchange - File format for
       transferring digital audio data between systems of different
       type and manufacture
       The “Broadcast Wave Format” file format for audio data can be
       used for the seamless exchange of audio material between
       different broadcast environments and equipment based on
       different computer platforms.
       An optional Extended Broadcast Wave Format (BWF-E) file format
       is designed to be a compatible extension of the Broadcast Wave
       Format (BWF) for audio file sizes larger than a conventional
       Wave file. It extends the maximum size capabilities of the
       RIFF/WAVE format by increasing its address space to 64 bits
       where necessary. BWF-E is also designed to be mutually
       compatible with the EBU T3306 "RF64" extended format.
       This revision additionally packages a set of machine-readable
       loudness metadata into the BWF file. This is compatible with EBU
       v2 broadcast wave files.
       More Standards
       Other good stuff
       Vroom! - The Interesting World of Racing Game Sound Design
       The Pacific North West AES meeting for January 2013 took "a deep
       dive into the interesting, diverse, and sometimes dangerous
       world of sound design for racing games" with Nick Wiswell,
       Creative Audio Director for Turn 10 Studios (part of Microsoft).
       Nick revealed many details about how painstakingly sound is
       produced for modern car-racing computer games.
       with Nick Wiswell
  HTML https://www.youtube.com/watch?v=UNvka9GL-9k
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