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Loudness & Dynamic Range: From Theory to Reality
Price $5.95
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Stock Unlimited
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SKU GDC-06-060
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Description
Loudness & Dynamic Range: From Theory to Reality,
1591

Audio, Panel

Aaron Boulding
Executive Editor Special Projects/Promotions, IGN Entertainment

Brian Schmidt
Program Manager, Xbox audio and Media, Microsoft

Jeff Riedmiller
Broadcast Product Manager, Dolby Laboratories

Keith Arem
Creative Director / President, PCB Productions
The industry agrees: Louder isn’t better. Standardized levels are needed in games. Now, how do we make this happen? By borrowing best practices from other industries (particularly broadcast and film) where guidelines and recommendations are already established, experts will detail how to move this prominent issue forward. This panel brings together experts throughout the value chain (including content developers, lab/researchers, and hardware manufacturers) to debate practices and generate next steps for the industry. Join them as they introduce the idea of speech measurement with a fixed reference point for games. Discussion will include strides already made in broadcast, following research (by AES) demonstrating that people agree more with each other (within one decibel) when assessing the level of content that primarily contains speech against a reference.^/BR^^/BR^ Moving beyond procedures needed for game production to hardware, panelists will discuss Microsoft’s next-generation compression format X-Audio and upcoming design advancements for future consoles.

* Case studies and published research from broadcast and film industries, which can be applied to the gaming industry * Expansion of game production practices and procedures to include lessons learned with the hardware design of other consumer electronics devices * Loudness measurements utilizing a fixed reference, with an emphasis on speech * Movement of the reference level/dynamic range discussion from theory to actual application

The intended audience includes game audio directors, sound designers, executive producers, hardware designers, and marketing executives. Attendees should possess some knowledge of game audio and an interest in raising the game playing experience.

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