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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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