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Squeeze Play: The State of Ady0 Cmprshn
Price $3.95
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SKU GDC12-3140
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Description
Squeeze Play: The State of Ady0 Cmprshn

Speaker/s: Scott Selfon (Microsoft Corporation)
Day / Time / Location: Thursday 10:00-11:00 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Nearly all audio assets used in games today are compressed in some form -- but what does that really mean acoustically? This session will provide an overview of the technology behind some of the most commonly used compression formats currently in use (across devices from mobile to console), with a focus on how these formats and their implementations impact the sounds they are compressing. We'll also take a look at some more novel approaches currently in use to provide ever-greater space savings while presenting high fidelity and highly malleable sound effects, dialogue, and music. Content may still continue to feel the squeeze, but understanding how the squeezing happens allows for artists to wield these tools with increasingly efficiency and awareness, and perceived quality can continue to soar even as footprint is reduced.
Takeaway: Come away with a better understanding of the current compression technologies and formats available for titles to use, as well as the tradeoffs they offer in terms of memory, bandwidth, fidelity, artifacts, looping, seeking and real-time asset manipulation. We'll also look at several more experimental approaches to audio representation that may offer even more file size reduction.
Intended Audience: Anyone attempting to budget for, create, edit, and manage sound assets -- in particular for that rare occasion (heh) when you have more music, sound effects, ambience and dialogue than storage space will allow.

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