AES San Francisco 2010
Game Audio Track Event G12
Saturday, November 6, 4:30 pm — 6:00 pm (Room 206)
Game Audio: G12 - Mixing the DICE Way—Battlefield, HDR Audio, and Instantiated Mixing
David Mollerstadt, EA/DICE
In this session David Mollerstedt presents the detailed concepts behind how High Dynamic Range Audio does adaptive runtime level balancing. It further explains the Instantiated Mixer System in the Frostbite engine that allows for elaborate manipulation of individual sounds and asset groups.