AES British Section lectures - December 2006
The Evolution of Computer Game Audio
Adam Philp, Sensaura
www.sensaura.com
Today's computer gaming platforms contain unprecedented audio processing power and complexity, and modern computer game development frequently involves teams of composers, sound designers, musicians and programmers who routinely create innovative audio that competes with Hollywood movie production values and is fully interactive to boot! Yet computer games are often seen as "for kids", and consequently many in the audio industry do not take computer game audio seriously, or are unaware of what an exciting area it has always been and continues to be today.
Its surprisingly long and varied history is presented, from the simple beeps of 'Pong' to today's platforms, where blistering DSP power that would grace any recording studio is combined with advanced algorithms to create 3 dimensional sound worlds that immerse the player in the game, all rendered in multichannel sound capable of surpassing home theatre systems. Beginning with the triumph of ingenuity and imagination over primitive hardware and miniscule resources; continuing through consistent technological innovation, and climaxing with a story of ever-increasing complexity that any audio professional will recognize.
Above all, the sheer memorability of the best computer game audio is a testament to what has been achieved - keep an eye on your fellow audience members as the accompanying demos transport many back to their mis-spent youth by the sheer power of sound!
Adam has over 15 years experience in audio research and development. His research into the psychoacoustics of spatial hearing was the technical foundation for Sensaura 3D audio technology, first used in the music industry on recordings by artists including Frank Sinatra. Adam then designed environmental acoustic modelling technology and developed Sensaura's 3D positioning algorithms for real-time interactive audio applications. Sensaura is currently available on over 150 million PCs and is the 3D audio solution for Microsoft's Xbox games console. Between 2000 and 2006, Adam specialized in developing audio middleware for console gaming platforms including the Sony PlayStation 2 and Nintendo Gamecube. He is currently Research & Development Manager for Sensaura, which is now part of Creative Labs.
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