Immersive Music, Sound and Voice in Mobile VR – Exploring the Amazonian Rainf...Jessica Tams
Delivered at Casual Connect USA 2018. In this presentation Dale will discuss the techniques developed to create immersive and hyper realistic audio experiences in the Amazonian Rain Forest. Topics include Adaptive Music, Sound Effects, Ambience, and Animal Vocalizations provided by human voiceover actors. The platforms discussed will include Unity, FMOD, Elias, and Google’s Resonance Audio and how the creative vision of the game designers were delivered utilizing these various modalities.
An awesome slide show with perfect examples for all the key concepts in Visual Culture. Prepared by a faculty of Christ University, credited in the slides itself. Would be really helpful for all students of Visual Culture and Film Studies.
Parts 1 and 2 of a series of four presentations that formed the basis of my short course on spatial audio for artists at the Music Department, Ionian University, Corfu, July 2008
Making Joyful Noise With Your Computer For Fun and ProfitCDPUG
This is the June 2011 program presented by Will Cheshier. The title is "Making Joyful Noise With Your Computer For Fun and Profit."
Sure, music has charms to "soothe the savage breast", but it also has been known to help out in movies (can you imagine "2001" without daaaaaaaaaa, daaaaaaaaaa, daaaaaaaaaa, DA DAAAAAAAA, boom boom boom boom, etc? Me neither). It's also good for podcasts, home videos and it's just plain fun. Computer music and sound has come to the point where anyone can produce professional-quality recordings on a laptop for not a lot of money. At the July CDPUG meeting we'll be talking about the equipment and techniques needed to get sound into and out of your computer so you can join the fun.
Will Cheshier is a graphic designer and regionally active singer/songwriter and guitarist. He also suffers from Musical G.A.S. (Gear Acquisition Syndrome). He has been recording in professional studios and at home since the 80s with an excessive amount of acquired gear, so he knows a thing or two about what works and a lot about what doesn't when it comes to computer sound
Presenter: Amar Chadgar, Interaction Designer, frog design
Sound is an essential part of human experience. Whether it is a reactive, proactive, or a byproduct of use, sound is an essential medium to enhance the experience of the products & services we create. But most of what we - as designers - have been designing has been devoid of sound. We define shape, color, motion, behavior etc. but we rarely pay attention to sound. But it’s not that we don’t care about it. We just take it all for granted.
Un-muting Design explores the impact that sound has on design and how we can be more mindful of sound in the way our design is experienced.
Immersive Music, Sound and Voice in Mobile VR – Exploring the Amazonian Rainf...Jessica Tams
Delivered at Casual Connect USA 2018. In this presentation Dale will discuss the techniques developed to create immersive and hyper realistic audio experiences in the Amazonian Rain Forest. Topics include Adaptive Music, Sound Effects, Ambience, and Animal Vocalizations provided by human voiceover actors. The platforms discussed will include Unity, FMOD, Elias, and Google’s Resonance Audio and how the creative vision of the game designers were delivered utilizing these various modalities.
An awesome slide show with perfect examples for all the key concepts in Visual Culture. Prepared by a faculty of Christ University, credited in the slides itself. Would be really helpful for all students of Visual Culture and Film Studies.
Parts 1 and 2 of a series of four presentations that formed the basis of my short course on spatial audio for artists at the Music Department, Ionian University, Corfu, July 2008
Making Joyful Noise With Your Computer For Fun and ProfitCDPUG
This is the June 2011 program presented by Will Cheshier. The title is "Making Joyful Noise With Your Computer For Fun and Profit."
Sure, music has charms to "soothe the savage breast", but it also has been known to help out in movies (can you imagine "2001" without daaaaaaaaaa, daaaaaaaaaa, daaaaaaaaaa, DA DAAAAAAAA, boom boom boom boom, etc? Me neither). It's also good for podcasts, home videos and it's just plain fun. Computer music and sound has come to the point where anyone can produce professional-quality recordings on a laptop for not a lot of money. At the July CDPUG meeting we'll be talking about the equipment and techniques needed to get sound into and out of your computer so you can join the fun.
Will Cheshier is a graphic designer and regionally active singer/songwriter and guitarist. He also suffers from Musical G.A.S. (Gear Acquisition Syndrome). He has been recording in professional studios and at home since the 80s with an excessive amount of acquired gear, so he knows a thing or two about what works and a lot about what doesn't when it comes to computer sound
Presenter: Amar Chadgar, Interaction Designer, frog design
Sound is an essential part of human experience. Whether it is a reactive, proactive, or a byproduct of use, sound is an essential medium to enhance the experience of the products & services we create. But most of what we - as designers - have been designing has been devoid of sound. We define shape, color, motion, behavior etc. but we rarely pay attention to sound. But it’s not that we don’t care about it. We just take it all for granted.
Un-muting Design explores the impact that sound has on design and how we can be more mindful of sound in the way our design is experienced.
A talk that takes you through the fundamentals of concepting, producing, deploying, and distributing a killer podcast. Talk originally given as part of The Firehose Project Lightning Talks, where I am currently a developer apprentice. Video of the talk can be found here: http://community.thefirehoseproject.com/2015/08/20/eric-andrade-creating-a-killer-podcast.html
Glitch-Free A/V Encoding (CocoaConf Boston, October 2013)Chris Adamson
The iPhone is the best iPod Apple's ever made, and the iPad has replaced the TV for many users. And while developers can use documentation and books master the media frameworks (AV Foundation, Core Audio, and the rest), there's nothing in Xcode that will keep your audio from dropping out, fix artifacting on video with a lot of motion, or properly balance performance on the most-capable new Retina devices with backwards-compatibility with older ones. This session offers a ground-level intro to what's actually in your iTunes songs and streaming videos, and how to best encode them for the realities of iOS devices, their storage capacities and the networks they live on. We'll shoot, compress, and stream, all from a MacBook Air, and take a close look and listen to the results.
The Next-Gen Dynamic Sound System of Killzone Shadow FallGuerrilla
We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4. However, the ideas used are widely applicable and the focus is on integration with the game engine and fast iteration, with special attention to shortcuts to get your creative spark translated into in-game sounds as quickly as possible. We will demonstrate our implementation of these demands, which is a next-gen sound system that was designed to combine artistic freedom with high run-time performance. It should be interesting to both creative as well as technical minds who are looking for inspiration on what to expect from a modern sound design environment. To emphasize the performance advantage, we will show the point of view of both the sound designer and the programmer simultaneously. We will use examples starting with simple sounds and build up to increasingly more complex dynamic ones to illustrate the benefits of this unique approach.
Audio design remains one of the trickiest aspects to creating a good virtual or mixed reality piece. One of the leading audio producers experimenting with this new format, Nick LaMartina, will walk through the current state of the art, leading a discussion around how creators have approached audio design and what questions remain on the table. NOTE: This is a technical session designed for practitioners.
An overview of the range of things audio programmers for video games do, and how to learn some basic audio programming. Slides from a talk given at Game Audio Boston, January 30th 2018.
Filmic Tone Mapping, a presentation at Electronic Arts on a technique from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Spatial Sound 3: Audio Rendering and AmbisonicsRichard Elen
Part 3 of a series of four presentations that formed the basis of my short course on spatial audio for artists at the Music Department, Ionian University, Corfu, July 2008
A Presentation for the 2013 Summer Teaching with Technology Institute
By Prof. Christopher Hopkins, LIU Post Faculty
This presentation will explore the role and development of the video game sound and music designer. Advances in game design and technology have created a competitive, yet imaginative arena in which young composers must explore, experiment, and create ways to effectively implement compelling game audio into games as well as market their work through multimedia geared toward potential gaming companies.
This is the slideshow that accompanied my paper at the 2015 North American Conference on Video Game Music held at Texas Christian University. It includes hyperlinks and audio examples to break down the compositional techniques discussed. Click on words and images on the slides to explore and deconstruct the chiptune style!
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Maximize Your Production Effort (Chinese)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Assuring Contact Center Experiences for Your Customers With ThousandEyes
Confrontation Audio GDC 2009
1.
2. Introduction
Who are we?
Paul Martin
– Started out in the industry 1996 as PlayStation programmer
– Currently a technical director and one of the principals of Slant Six Games
– Special interest areas; data pipelines, technical management, graphics
rendering, special effects
– Technical lead for SOCOM: Confrontation
Ken Felton
– Entered the game audio world in 1994 from Film/TV/Music business.
– Currently Sound Design Manager at Sony Computer Entertainment
America- Foster City, CA
– Special interest areas; Remote recording, run time audio DSP
– Audio content manager for SOCOM: Confrontation
3. Introduction
This talk?
• Audio development for SOCOM: Confrontation
• Challenges
• Solutions
• Collaboration between SCEA & Slant Six
• Surprises
4. SOCOM: Confrontation
Features / Specs:
• 32-player simultaneous online multi-player
• Extensive online community support
• Third-person, tactical shooter genre
• Online only
• Up to 32-player simultaneous multiplayer
- 4 vs 4, 8 vs 8, 16 vs 16
• Up to 35 on-screen characters (32 + 3 AI)
• Large rich environments
• 7 game modes
• 3-D audio
• Voice chat
•1st title to ship with PlayStation™ Headset
5. Audio Technology
• Audio emitters: Any audio source
– Static (e.g. environmental audio)
– Dynamic (e.g. character interactions)
• Virtual Emitters: Emitter proxy for
occluded/indirect audio path network
• Virtual Emitter network: Defines pathways
between Virtual Emitters
9. Audio Occlusion
• Problem:
– Audio filtering due to occlusion can be extremely
expensive
• Many ray casts!
– Large PPU cost on PS3
• Solutions:
– Virtual Emitters
– Careful placement of virtual emitters
– Batch ray casts & process on SPU
• Latency not frame-critical for audio –can wait for results
– Optimize code!
10. Audio Occlusion
• Takeaway-
– Can be extremely expensive to implement well
– Sounds incredible if you do it right
– Use virtual emitters!
– Optimize your ray casts
– Use SPU if available!
11. Audio for Physics Objects
• Problem:
– Audio simulation of real-time physics objects
• E.g. rolling or bouncing objects
• Settling sounds
• Audio can be triggered frequently
• Strategic gameplay considerations
• Solutions:
– Count collision contact/exit points
• Can determine rules based on this for bouncing vs rolling
• Tunable parameters per object
– Priority-based audio
– Batch similar emitters based on locality
12. Audio for Physics Objects
• Takeaway-
– Priority-based approach (critical vs non-critical audio)
– Priority for gameplay always wins
– Can get expensive in a hurry – code smart
– Exploit locality of audio sources
13. Audio Build Iteration Times
• Problem:
– Very long iteration times between builds makes sound
design/content editing difficult, and progress hard to
evaluate. e.g. 4 wks w/o new build during summer ‘08.
• Solutions:
– Careful tracking of delivery items using project
management software so we don’t lose track of what has
been delivered.
– Bi-weekly conference calls with sound, dialog, music, and
developer/production staff to discuss progress and any
changes to design or schedule.
– Recruiting additional sound designers to play builds and
regress implementation of delivered sounds.
14. Audio Build Iteration Times
• Takeaway- Offsite sound support services will
be dependant on the game developer for
implementation of assets. The sound team’s
job is not complete until the assets work well
in the game and production signs off. Shorter
iteration loops make a better sounding game.
Sound teams should discuss build delivery
schedules in pre-production and have a back-
up plan for making progress even without
updated, regular builds.
15. Sound RAM reductions
• Problem:
– Sound RAM was cut by 50% of its original size. A
significant SRAM cut after the Beta Milestone.
• Solutions:
– Streaming of all character grunts/dies/etc. We saved
~2MB of Sound RAM
– Streaming of helicopter extraction sequences.
– Streaming of scripted sequences when possible
– Man weeks of careful review of all SFX samples in the
game- delete, down sample, trim, etc.
17. Sound RAM Reductions
• Takeaway- Plan for worst possible case RAM
scenario – Sony Sound would have leveraged
our streaming grain feature far more, and
designed the sound scape very differently, if
we had any idea that our final sound RAM cap
would end up at 50% of the original budget.
18. Talk to Us
Ken Felton: ken_felton@playstation.sony.com
Paul Martin: paul@slantsixgames.com