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Session Name Squeeze Play: The State of Ady0 Cmprshn
Speaker(s) Scott Selfon
Company Name(s) Microsoft Corporation
Track / Format Audio
Overview

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.

GDC 2012

Scott Selfon

Microsoft Corporation

free content

Audio

Audio



UBM Tech