|Chair:||Michael Kelly||Send Email|
|Chair:||Steve Martz||Send Email|
|Vice Chair:||Kazutaka Someya||Send Email|
This Committee is the portal through which the AES becomes more widely informed of and responsive to the needs of Audio for Games. We will be proactive in defining recommended game audio practices, capabilities, services and standards. Our mission is to cooperatively influence hardware and software design, to leverage the combined skills of the diverse audio community and to improve the performance of audio across all gaming platforms and applications.
Would you like to contribute?
If you are interested in participating in the committee's work please send an e-mail to any of the committee chairs. Please indicate in your e-mail that you are interested in the AESTC-AG. We welcome those interested in joining the committee to attend a future committee meeting. AES and non AES members are always welcome. Please Note: You do not have to be an AES member to join this committee, however you must be an AES member to serve as Chair or Vice-Chair of the committee. The committee communicates by means of an e-mail reflector site. This committee meets approximately evety 6 months at alternate European and US conventions.
This committee is associated with the following sessions
at AES Los Angeles 2016:|
• Tales of Audio from the Third Dimension!
• Designing, Planning and Creating a Dynamic Music System
• Dialogue Recording Workflow
• Impact of Immersive Audio for Todays Games
• Adapting Traditional Game Audio for VR Experiences: A "Bound" Post-Mortem
• The Secret to VR Audio
• VR Audio Renderer Panel—Process and Implementation
• Game Audio Education – Get Smart! How and Where to Get the Training You Need
• Careers in Game Audio – Understanding the Business of Games
AES 141 LA 2016 - Game Audio Sessions
Check out the game-audio track at the 141st Convention:
Technical Committee on Audio for Games Meeting:
Saturday, October 1, 11:00 am — 12:00 pm
New console technology and increasing resources in PCs have made significant amounts of processing power and memory available to games and other interactive applications. Previous trends in game audio have revolved around squeezing audio solutions into low memory and designing effects with minimized processor usage. In contrast, current trends arise due to the vast flexibility available for interactive audio given by high processing power and more memory.
Some general trends are:
The significant shift from performing audio processing on dedicated hardware to processing on general purpose DSPs that are also used for graphics, physics, artificial intelligence, and other tasks has a number of effects:
These documents do not necessarily express the official position of the AES on the issues discussed at these meetings, and only represent the views of committee members participating in the discussion. Any unauthorized use of these publications is prohibited. Authorization must be obtained from the Executive Director of the AES: Email, Tel: +1 212 661 8528, Address: 551 Fifth Ave., Suite 1225, New York, New York 10176, USA.
2009-5-28 TC Meeting Minutes
Description: Minutes from TC Meeting on Thursday, May 7, 2009 at the 126th AES Convention in Munich
2009-4-30 TC Meeting Minutes
Description: Minutes of the AES Technical Committee on Audio for Games - October 4, 2008 - AES 125th Convention, San Francisco, USA
2006-7-31 TC Meeting Minutes
Description: Minutes from TC meeting on Saturday, May 20, 2006 at the 120th AES convention in Paris.
2006-4-11 TC Meeting Minutes
Description: Minutes from TC meeting on Friday, October 9, 2005 at the 119th AES convention.
2003-10-12 TC Meeting Minutes
Description: Minutes from TC meeting on Friday, October 10, 2003 at the 115th AES convention.
2009-10-27 Game Audio Skillsets Matrix with Job Descriptions
Description: List of Game Audio jobs with descriptions and desired skillsets provided by Project Bar-B-Q. The matrix ranks the importance of various soft and technical skills for each job task/type. The ranking legend identifies that a “3” represents a required skill, a “2” represents a desirable skill, a “1” represents an unimportant skill, and a “-1” represents a skill that could be a hindrance.
2003-1-16 Emerging Trends 2003
Description: Emerging Technology Trends Report
|James Johnston||Mike Goodwin||Robert Ellis-Geiger|
|Khalid Sidiqi||Michael Kelly||Dave Wilson|
|Martin Wilde||Aaron Marks||Mark Dolson|
|Jack Buser||Keith Arem||Serge Hamel|
|Watson Wu||David Rowe||Alistair Hirst|
|Steve Horowitz||Slawek Zielinski||Andreas Jahn|
|Elsa Lankford||Brad Fuller||Tom Hays|
|Bill Hsu||Ted Laverty||Glenn Arentzoff|
|Reinhard Gallos||Paul Fox||Mark Tuffy|
|Tom White||Jason Brewer||Ramy Sadek|
|Jamie Lendino||Devin Maxwell||Michael Lee|
|Michael Matta||Mark Henderson||Alistair Cooper|
|Matti Hamalainen||Steve Martz||Robert Ridihalgh|
|Kim Eriksen||Simon Allins||John Mulcahy|
|David Berol||Gene Semel||Colin Walder|
|Jacek Spiewla||Armando Troisi||Chris Grigg|
|Greg Klas||Jory Prum||Marc Schaefgen|
|Francois Thibault||Linus Feldt||Johnny Wingstedt|
|Nicolas Tsingos||Andreas Floros||Ken Felton|
|Kazutaka Someya||Jonas Engdegard||Mario Lavin|
|William Turner||Scott Selfon|
To request membership in this Technical Committee please email the Chair by using the link above.