AES: Audio For Games

Sources of Information and Events

Tutorials and features

AES Events

137th Convention
 

The Los Angeles AES Convention (137) is coming this October, and there will be many Game Audio Track events

AES E-Library

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

Technical Council

 
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.

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.

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

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