Why Now Is the Best Time Ever to Be a Game Developer
Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game
Playing with 'Game'
Gathering Your Party with Project Eternity (GDC Next 10)
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)
How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)
Luck and Skill in Games
Minimalist Game Design for Mobile Devices
Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)
Storefront > GDC Vault Store - Audio Recordings > GDC 2007
Multichannel Audio: Techniques for a Hi-Def Experience
Speakers: Bryan Pearson
Track: Audio
Format: Lecture
Experience Level: All
Description: In the Hi-Def era we have the opportunity to create truly rich and engaging soundscapes through thoughtful use of multichannel audio environments in our games. But there is more to it than simply placing each sound in a speaker that corresponds to its position in the world. Careful consideration must be given to the handling of the center channel, the LFE, cut scenes, overall spatialization, and more. This session is focused primarily on designing for 5.1 environments and the audio programmer for the award-winning CALL OF DUTY 2 (Xbox 360/PC). The techniques used and choices made during development, as well as newer techniques created based on lessons learned and inspired by other media are offered.
Idea Takeaway: Attendees gain a better understanding of practical and theoretical approaches for creating a multichannel environment for their game, as well as specific techniques used in the award-winning CALL OF DUTY 2.
Intended Audience: This session is intended for sound designers and audio programmers of all experience levels who are interested in learning new techniques and theories of designing a multichannel environment for their game.
Please leave this field blank.
There are no related products to display.