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Over the last two decades, there have been dramatic advances in video game technology. In this time, audio for games has moved from monophonic beeps to full 5.1 surround sound, utilizing Dolby Digital and DTS. While the games industry has embraced these technologies, there are no standards or guidelines in place to ensure that game audio exploits the potential of this delivery mechanism. As a result, there is still the push toward "louder is better." One element key to moving away from "loud" to "quality" is establishing a reference level for playback. This paper suggests such a reference level and why this would be logical for the games industry to adopt.
Author (s): Tuffy, Mark A.;
Affiliation:
THX Ltd, San Rafael, CA
(See document for exact affiliation information.)
AES Convention: 117
Paper Number:6223
Publication Date:
2004-10-06
Session subject:
Audio for Computer Games
DOI:
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Tuffy, Mark A.; 2004; Establishing a Reference Playback Level for Video Games [PDF]; THX Ltd, San Rafael, CA; Paper 6223; Available from: https://aes.org/publications/elibrary-page/?id=12880
Tuffy, Mark A.; Establishing a Reference Playback Level for Video Games [PDF]; THX Ltd, San Rafael, CA; Paper 6223; 2004 Available: https://aes.org/publications/elibrary-page/?id=12880
@inproceedings{Tuffy2004establishing,
title={{Establishing a Reference Playback Level for Video Games}},
author={Tuffy, Mark A.},
year={2004},
month={oct},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 6223; AES Convention 117; October 2004},
number={6223},
organization={AES},
}
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