120th AES Convention - Paris, France - Dates: Saturday May 20 - Tuesday May 23, 2006 - Porte de Versailles

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AES Paris 2006

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Last Updated: 20060405, mei

Tuesday, May 23, 09:00 — 12:00


Michael Kelly
Pete Harrison, Creative Labs
Richard Jacques, Composer
Jason Page, Sony Computer Entertainment Europe
Simon Pressey, Ubisoft Montreal

Audio for computer games poses many unique challenges. The need to provide adaptable, varied, and interactive content in real-time requires careful design and implementation at all stages. Most, if not all, fields of audio engineering play a role in progressing the future of game-audio. This workshop has a number of aims: (i) To illustrate how game audio is currently implemented and what techniques are used; (ii) To investigate the future of game-audio as technology boundaries change over the next 10 years; (iii) To encourage a dialog between the game-audio industry and other audio researchers or professionals.

This workshop is presented by a panel of industry experts involved in the creative and technical aspects of game audio. The workshop covers all areas of game audio including sound design, hardware, tools, and music. A number of demonstrations and real-world problems will be presented and serve as a context for exploring the future of game-audio. Most importantly, the workshop concludes with a panel discussion where we will address some of the key-areas for the future. The discussion will explore how future research and development may have direct applications both within and outside of game-audio. The audience should come away with a clear understanding of what currently can and cannot be achieved and what the games industry sees as its future challenges. Audience participation is strongly encouraged!

This workshop will be of interest to people involved in many areas of audio including: sound design, composition, recording, studio practice, signal processing, spatial audio, digital audio, network audio, audio coding, audio perception, audio synthesis, multichannel audio, and human interfaces.

  (C) 2006, Audio Engineering Society, Inc.