Journal Forum

Synchronized Swept-Sine: Theory, Application, and Implementation - October 2015

Effect of Microphone Number and Positioning on the Average of Frequency Responses in Cinema Calibration - October 2015
1 comment

The Measurement and Calibration of Sound Reproducing Systems - July 2015

Access Journal Forum

AES E-Library

Viable Distribution of Multi-Channel Audio-Over-IP for Live and Interactive "Voice Talent"-Based Gaming Using High-Quality, Low-Latency Audio Codec Technology

Document Thumbnail

The delivery of multi-channel audio – from mono to surround sound – in real-time over public IP networks for the purpose of interactive crowd-participant gaming presents a significant design engineering challenge to games developers, console manufacturers, ISPs and CDNs. Leveraging expertise gained in professional broadcasting and recording studio post-production, APT has developed a robust and scalable audio codec technology that meshes with popular gaming systems to realize low-latency distribution of high-quality audio for immersive, instantaneous audio experiences in massively multi-player online games involving interactive audience responses to vocal/singing talent.

AES Convention: Paper Number:
Publication Date:

Click to purchase paper or login as an AES member. If your company or school subscribes to the E-Library then switch to the institutional version. If you are not an AES member and would like to subscribe to the E-Library then Join the AES!

This paper costs $20 for non-members, $5 for AES members and is free for E-Library subscribers.

Learn more about the AES E-Library

E-Library Location:

Start a discussion about this paper!

Facebook   Twitter   LinkedIn   Google+   YouTube   RSS News Feeds  
AES - Audio Engineering Society