AUDIO FOR GAMES - AES | Audio Engineering Society · Proceedings of the AES 41st International...

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Proceedings of the AES 41st International Conference London, UK 2–4 February 2011 AUDIO AUDIO FOR FOR GAMES GAMES

Transcript of AUDIO FOR GAMES - AES | Audio Engineering Society · Proceedings of the AES 41st International...

Proceedings of theAES 41stInternationalConference

London, UK2–4 February2011

AUDIOAUDIOFORFOR

GAMESGAMES

Proceedings of the AES 41st International Conference

Audio for Games2–4 February 2011

London, UK

EditorDamian Murphy

ChairMichael Kelly

Organizing committeeBecky Stewart, Russell Mason,

Steve MartzPete Harrison

Kazutaka Someya

First published (CD-ROM): 2011 February

This combined PDF edition: 2015 FebruaryISBN: 978-0-937803-79-0

Copyright © Audio Engineering Society 2015Audio Engineering Society, Inc.551 Fifth Avenue, Suite 1225,New York, NY 10179, USA

Email: [email protected]

poster session 1

p1-1 Application of Hrir Factorization to Game Audio —Gavin Kearney, Claire Masterson, Marcin Gorzel, HenryRice, Frank Boland, Trinity College Dublin, Dublin, Ire-land

p1-2 Audio transformation technologies Applied toVideo Games—Oscar Mayor, Jordi Bonada, JordiJaner, Universitat Pompeu Fabra, Barcelona, Spain

p1-3 providing an immersive Gaming experience UsingWireless Low-Latency Coded Audio streaming—David Trainor,1 Gary Spittle2

1Cambridge Silicon Radio, Belfast, Northern Ireland, UK2Cambridge Silicon Radio, Cambridge, UK

p1-4 Location-Aware interactive Game Audio— NatasaPaterson, Katsiaryna Naliuka, Tara Carrigy, MadsHaahr, Fionnula Conway, Trinity College Dublin, Dublin,Ireland

p1-5 sound effects processing and Manipulation withWavelet packet transform—Bruno Silva, Rafael San-tos Mendes, State University of Campinas (UNICAMP), Campinas, Sao Paulo, Brazil

p1-6 Granulation of sound in Video Games—Leonard J.Paul, Vancouver, BC, Canada

pAper session 1: edUCAtion And stAndArdizAtion

1-1 integrating “Audio for Games” into the ModernAudio production Curriculum—Mark J. Sarisky, TheArt Institute of Austin, Austin, TX, USA

1-2 Audio Air Hockey: A pilot study in Using Audio-Based Games for the Measurement of Loudspeakerplacement preferences for smart tables—KarenCollins,1 Bill Kapralos,2 Alexander Hodge,1 AndrewHogue2

1University of Waterloo, Waterloo, Ontario, Canada2University of Ontario Institute of Technology, Oshawa, Ontario, Canada

pAper session 2: MUsiC, syntHesis, And speeCH proCessinG

2-1 An online platform for interactive soundscapes withUser-Contributed Content—Jordi Janer, Stefan Ker-sten, Mattia Schirosa, Gerard Roma, Universitat Pom-peu Fabra, Barcelona, Spain

2-2 server-Based pitch detection for Web Applica-tions—Sascha Grollmisch, Christian Dittmar, EstefaníaCano, Karin Dressler, Fraunhofer Institute for DigitalMedia Technology IDMT, Ilmenau, Germany

2-3 Music from the environment: perception of MusicCreated from sounds of a Video Game environ-ment—Mario Cáceres, Instituto Profesional Duoc UC,Santiago, Chile

2-4 Language scrambling for in-Game Voice-Chat Appli-cations—Nicolas Tsingos, Charles Robinson, DolbyLaboratories, San Francisco, CA, USA

pAper session 3: GAMe reVerB

3-1 scattering delay network: An interactive reverbera-tor for Computer Games—Enzo De Sena,1 HuseyinHacihabiboglu,1,2 Zoran Cvetkovic1

1King's College London, London, UK2METU, Ankara, Turkey

3-2 GpU-Based Acoustical diffraction Modeling for Com-plex Virtual reality and Gaming environments —BrentCowan, Bill Kapralos, University of Ontario Institute ofTechnology, Oshawa, Ontario, Canada

3-3 openAir: An online Auralization resource with Ap-plications for Game Audio development— SimonShelley, Aglaia Foteinou, Damian T. Murphy, Universityof York, Heslington, York, UK

poster session 2

p2-1 on the perception of dynamic sound sources inAmbisonic Binaural renderings—Marcin Gorzel,Gavin Kearney, Henry Rice, Frank Boland, Trinity Col-lege Dublin, Dublin, Ireland

p2-2 UGen++ —An Audio Library: teaching Game Audiodesign and programming—Martin Robinson, Univer-sity of the West of England, Bristol, UK

p2-3 songs2see: Learn to play by playing— SaschaGrollmisch, Estefanía Cano, Christian Dittmar, Fraun-hofer Institute for Digital Media Technology IDMT, Ilme-nau, Germany

p2-4 Visualizing and Controlling sound with Graphical in-terfaces—Liam O’Sullivan, Frank Boland, Trinity Col-lege Dublin, Dublin, Ireland

p2-5 Multiplatform Audio Game—Jaroslaw Beksa,Krzysztof Majewski, Rafal Sadowski, Orange Labs, Pol-ish Telcom, Warsaw, Poland

p2-6 Gsound: interactive sound propagation forGames—Carl Schissler, Dinesh Manocha, University ofNorth Carolina, Chapel Hill, NC, USA

pAper session 4: spAtiAL AUdio

4-1 synchronizing Auditory and Visual sensation inComputer-simulated environments—Sentagi S.Utami, Mojtaba Navvab, Jason Corey, University ofMichigan, Ann Arbor, MI, USA

4-2 surround sound with Height in Games Using dolbypro Logic iiz—Nicolas Tsingos,1 Christophe Chabanne,1

Charles Robinson,1 Matt McCallus2

1Dolby Laboratories, San Francisco, CA, USA2Red Storm Entertainment, Cary, NC, USA

4-3 A perspective on the Adoption of ambisonics forGames—Andrew J. Horsburgh,1 Kenneth McAlpine,2 D.Fraser Clark1

1University of West of Scotland, Paisley, Scotland, UK 2University of Abertay, Dundee, Scotland, UK

Table of Contents