Presentation, GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein at the AMD Developer Summit (APU13) Nov. 11-13, 2013.
GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan B...AMD Developer Central
The document discusses how the game engine Nitrous and AMD's Mantle API allow Oxide Games to better utilize modern PC hardware for strategy games. Nitrous uses a task-based model called SWARM that distributes work across CPU cores and to the GPU. Mantle reduces overhead from the driver, allowing more work to be done on the GPU simultaneously and improving performance over previous APIs that struggled to utilize multiple CPU cores and the GPU. With these technologies, Oxide Games aims to push the boundaries of strategy game size and complexity.
The document introduces Intel GPA (Graphics Performance Analyzers), a tool that can optimize PC, mobile, and Ubuntu games. It summarizes the key features of Intel GPA, including its system analyzer, frame analyzer, and platform analyzer. The system analyzer monitors real-time metrics while gaming, the frame analyzer examines individual frames to find bottlenecks, and the platform analyzer shows CPU and GPU activity. Intel GPA allows optimizing games without code changes through experiments and analysis tools.
A fun 15min presentation covers the parts of a PC, why the processor matters and why you should always recommend Intel. Designed for Retail Sales People in APAC.
AMD held a developer summit to share updates on their APU and GPU products. They discussed how computing demands are increasing for gaming, simulations and cloud applications. AMD's APUs combine CPU and GPU capabilities on a single chip. Their newest APU, codenamed "Kaveri", will feature heterogeneous system architecture capabilities. It will offer improved graphics and efficiency over previous APU designs. AMD also unveiled their new Radeon R9 290X GPU and discussed how both products will benefit from lower-level APIs like Mantle.
The document discusses Nvidia's Tegra system-on-a-chip series and its applications. Tegra integrates an ARM CPU, GPU, and memory controller. It powers mobile devices and delivers fast browsing and gaming. Nvidia's CUDA technology accelerates applications. Tegra tablets and phones provide dual-core processing and hardware-accelerated Flash. Tegra is also used in vehicles for advanced infotainment, digital instrument clusters, and driver assistance systems using 3D graphics and computer vision processing.
GS-4145, Oxide discusses how Mantle enables game engine performance, by Dan B...AMD Developer Central
The document discusses how the game engine Nitrous and AMD's Mantle API allow Oxide Games to better utilize modern PC hardware for strategy games. Nitrous uses a task-based model called SWARM that distributes work across CPU cores and to the GPU. Mantle reduces overhead from the driver, allowing more work to be done on the GPU simultaneously and improving performance over previous APIs that struggled to utilize multiple CPU cores and the GPU. With these technologies, Oxide Games aims to push the boundaries of strategy game size and complexity.
The document introduces Intel GPA (Graphics Performance Analyzers), a tool that can optimize PC, mobile, and Ubuntu games. It summarizes the key features of Intel GPA, including its system analyzer, frame analyzer, and platform analyzer. The system analyzer monitors real-time metrics while gaming, the frame analyzer examines individual frames to find bottlenecks, and the platform analyzer shows CPU and GPU activity. Intel GPA allows optimizing games without code changes through experiments and analysis tools.
A fun 15min presentation covers the parts of a PC, why the processor matters and why you should always recommend Intel. Designed for Retail Sales People in APAC.
AMD held a developer summit to share updates on their APU and GPU products. They discussed how computing demands are increasing for gaming, simulations and cloud applications. AMD's APUs combine CPU and GPU capabilities on a single chip. Their newest APU, codenamed "Kaveri", will feature heterogeneous system architecture capabilities. It will offer improved graphics and efficiency over previous APU designs. AMD also unveiled their new Radeon R9 290X GPU and discussed how both products will benefit from lower-level APIs like Mantle.
The document discusses Nvidia's Tegra system-on-a-chip series and its applications. Tegra integrates an ARM CPU, GPU, and memory controller. It powers mobile devices and delivers fast browsing and gaming. Nvidia's CUDA technology accelerates applications. Tegra tablets and phones provide dual-core processing and hardware-accelerated Flash. Tegra is also used in vehicles for advanced infotainment, digital instrument clusters, and driver assistance systems using 3D graphics and computer vision processing.
CE-4030, Optimizing Photo Editing Application with HSA Technology, by Stanley...AMD Developer Central
This document discusses optimizing a photo editing application called PhotoDirector to take advantage of AMD's heterogeneous system architecture (HSA). It describes how photo editing pipelines involve computationally intensive RAW processing that could benefit from GPU acceleration. HSA allows sharing memory between the CPU and GPU to reduce bottlenecks. Performance tests show the potential for a 2x speedup using coarse-grained shared virtual memory buffers over OpenCL. The document concludes that HSA has great potential to improve performance for parallelizable and memory-intensive tasks in photo editing applications.
The document summarizes AMD's presence and announcements at COMPUTEX 2017. Key highlights include the launch of EPYC datacenter processors with competitive performance and total cost of ownership, the unveiling of Ryzen Mobile APUs for thin/light notebooks, and the announcement of the high-end Ryzen Threadripper HEDT platform and Radeon Vega Frontier Edition graphics card. AMD emphasized leadership in areas like datacenter, machine learning, and premium desktop platforms.
The Ninja-2 is a field recorder, monitor and playback device that records uncompressed 10-bit HD/SD video from DSLR and HDMI cameras to ProRes or DNxHD codecs on removable HDDs or SSDs. It features SmartLog to mark and tag footage, SmartMonitor for focus and exposure tools, and SmartControl for camera triggering. The compact device allows high quality recording, monitoring and basic editing in the field or on the move.
All About Gaming - By Sai Krishna A & Roopsai NSai Krishna A
Gaming Consoles & Its Emerging Technology, a presentation prepared by two students Sai Krishna A and Roopsai N of the under-grad college GRIET, Hyderabad. This presentation was initially prepared for a technical event called Pragnya 2018 in the section "Paper Presentations" and will further be used by the owners in the future.
*for educational & informative purposes only, any signs of copying/recreating/manipulating of this media is legally punishable.
Gaming consoles are dedicated systems optimized for game playing. Early consoles included the Magnavox Odyssey in 1972 and the Atari Pong home version in 1975. Common console components are controllers, a power supply, core unit with CPU and RAM, game media like cartridges or discs, and sometimes memory cards. Popular consoles include the PlayStation, Xbox, Wii, Nintendo DS, and PSP. Each has distinct controllers and hardware specifications. Portable handheld gaming devices like the Game Boy also emerged as a popular form of gaming.
The document compares the Raspberry Pi 3B+ and the Nvidia Jetson Nano for use in AI and IoT applications. The Jetson Nano has significantly higher GPU and AI performance compared to the Raspberry Pi. While the Jetson Nano has a higher upfront cost, it allows for real-time processing of computer vision models and multiple camera streams, making it more cost-effective than the Raspberry Pi for applications that require these capabilities. Migrating software from the Raspberry Pi to the Jetson Nano would not require major changes, as both support common tools like OpenCV and cloud connectivity to services like AWS and Azure.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
The document provides product specifications for the Lenovo IdeaPad Y450 laptop. Key details include its Intel Centrino 2 platform with up to 8GB of DDR3 RAM and 500GB HDD, 14" LED display with 1366x768 resolution, slim form factor between 21-34.8mm thick and weighing 2.1kg, and multimedia features like Dolby Home Theater certification and OneKey Theater software. It compares the Y450 favorably to competitors and highlights its upgraded components and thin design.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Smart Terrain is a feature of the Qualcomm Vuforia SDK that allows devices with depth sensing cameras to reconstruct environments and interact with objects and surfaces. It provides advantages over standard cameras like automatic initialization and faster, richer results without requiring motion. Smart Terrain uses infrared depth sensors to project infrared light, fuse the RGB image with a depth map, and reconstruct surfaces and objects in the environment. Developers can utilize the Smart Terrain API for consistent lifecycle management and event handling across depth sensing devices.
Zoom Rooms Kit from Video Conference Gear featuring the Logitech Rally Camera...VideoConferenceGear.com
Zoom Rooms Kit from Video Conference Gear featuring the Logitech Rally Camera and Nureva Dual HDL300 including the Dell Optiplex, table console with Apple iPad Mini, cables, connectors, and mounts.
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Zoom Rooms Kit from Video Conference Gear featuring the Poly EagleEye Directo...VideoConferenceGear.com
Zoom Rooms Kit from Video Conference Gear featuring the Poly EagleEye Director with SpeakerTrack and Nureva Dual HDL300 including the Dell Optiplex, table console with Apple iPad Mini, cables, connectors and mounts.
The document summarizes the features and capabilities of the Atomos Samurai Blade field recorder and monitor. It can record uncompressed 10-bit HD/SD video from HD-SDI cameras to ProRes or DNxHD codecs on HDD/SSD. It has waveform monitoring, focus peaking, and tagging features to help evaluate footage on set. The recorded files are ready for editing in popular NLE software without transcoding.
A presentation for all the IT resellers and retailers in Nepal.
Introducing next generation technologies into the consumer market to collectively deliver a greater and richer computer experience.
Microsoft Teams Kits from Video Conference Gear featuring the Huddly IQ and Y...VideoConferenceGear.com
Microsoft Teams Kits from Video Conference Gear featuring the Huddly IQ and Yamaha ESB1080 Soundbar includes the HP Elite Slice, cables, connectors and mounts.
The document discusses hardware and software used in multimedia systems. It defines hardware as the physical components of a computer like the CPU, monitor, and video grabbing card. Software is defined as written instructions that control hardware like operating systems, applications, and programs. The latest hardware includes powerful computers with Intel Core i7 processors and Nvidia graphics cards, high-resolution monitors, and Nikon cameras. Popular multimedia software mentioned are Adobe Creative Cloud applications, Microsoft PowerPoint, BlueStacks for playing mobile games on PC, VirtualDJ for DJ mixing, and AVS Video Editor.
The Ninja Blade is a portable HDMI recorder, monitor, and deck that can instantly review, mark, and tag recorded footage from HDMI cameras. It records uncompressed 10-bit video directly from the camera sensor to Apple ProRes or Avid DNxHD formats on inexpensive 2.5" HDDs or SSDs. It has a 5" monitor for on-set playback and review and includes focus assist tools, waveform monitoring, and smart tagging capabilities. The Ninja Blade is compatible with Mac and PC and seamlessly integrates with popular video editing software.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2AmaanGDesign
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will be asked to: 1) record ambient sounds in various environments using portable audio equipment; 2) analyze sound design in computer game cut scenes; 3) write a two-page script for an audio cut scene; 4) record voice acting in a studio; 5) edit recordings using effects plugins; 6) create sound effects using VST instruments; and 7) produce a two-minute audio cut scene for a Grand Theft Auto 5 mission. The purpose is for students to learn sound production and post-production skills needed to create professional quality assets for computer games. Students will be assessed on technical
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2JoshuaGillypoop
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will record ambient sounds, analyze sound design in game cut sequences, create an audio script, record voice acting, and use audio editing software to apply effects and create a 2-minute soundtrack for a Grand Theft Auto 5 mission. The goals are to introduce students to audio field recording, studio recording techniques, and using VST plugins to synthesize and manipulate sound assets following industry practices. Students will apply their skills to produce original audio for a computer game cut scene.
CE-4030, Optimizing Photo Editing Application with HSA Technology, by Stanley...AMD Developer Central
This document discusses optimizing a photo editing application called PhotoDirector to take advantage of AMD's heterogeneous system architecture (HSA). It describes how photo editing pipelines involve computationally intensive RAW processing that could benefit from GPU acceleration. HSA allows sharing memory between the CPU and GPU to reduce bottlenecks. Performance tests show the potential for a 2x speedup using coarse-grained shared virtual memory buffers over OpenCL. The document concludes that HSA has great potential to improve performance for parallelizable and memory-intensive tasks in photo editing applications.
The document summarizes AMD's presence and announcements at COMPUTEX 2017. Key highlights include the launch of EPYC datacenter processors with competitive performance and total cost of ownership, the unveiling of Ryzen Mobile APUs for thin/light notebooks, and the announcement of the high-end Ryzen Threadripper HEDT platform and Radeon Vega Frontier Edition graphics card. AMD emphasized leadership in areas like datacenter, machine learning, and premium desktop platforms.
The Ninja-2 is a field recorder, monitor and playback device that records uncompressed 10-bit HD/SD video from DSLR and HDMI cameras to ProRes or DNxHD codecs on removable HDDs or SSDs. It features SmartLog to mark and tag footage, SmartMonitor for focus and exposure tools, and SmartControl for camera triggering. The compact device allows high quality recording, monitoring and basic editing in the field or on the move.
All About Gaming - By Sai Krishna A & Roopsai NSai Krishna A
Gaming Consoles & Its Emerging Technology, a presentation prepared by two students Sai Krishna A and Roopsai N of the under-grad college GRIET, Hyderabad. This presentation was initially prepared for a technical event called Pragnya 2018 in the section "Paper Presentations" and will further be used by the owners in the future.
*for educational & informative purposes only, any signs of copying/recreating/manipulating of this media is legally punishable.
Gaming consoles are dedicated systems optimized for game playing. Early consoles included the Magnavox Odyssey in 1972 and the Atari Pong home version in 1975. Common console components are controllers, a power supply, core unit with CPU and RAM, game media like cartridges or discs, and sometimes memory cards. Popular consoles include the PlayStation, Xbox, Wii, Nintendo DS, and PSP. Each has distinct controllers and hardware specifications. Portable handheld gaming devices like the Game Boy also emerged as a popular form of gaming.
The document compares the Raspberry Pi 3B+ and the Nvidia Jetson Nano for use in AI and IoT applications. The Jetson Nano has significantly higher GPU and AI performance compared to the Raspberry Pi. While the Jetson Nano has a higher upfront cost, it allows for real-time processing of computer vision models and multiple camera streams, making it more cost-effective than the Raspberry Pi for applications that require these capabilities. Migrating software from the Raspberry Pi to the Jetson Nano would not require major changes, as both support common tools like OpenCV and cloud connectivity to services like AWS and Azure.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
The document provides product specifications for the Lenovo IdeaPad Y450 laptop. Key details include its Intel Centrino 2 platform with up to 8GB of DDR3 RAM and 500GB HDD, 14" LED display with 1366x768 resolution, slim form factor between 21-34.8mm thick and weighing 2.1kg, and multimedia features like Dolby Home Theater certification and OneKey Theater software. It compares the Y450 favorably to competitors and highlights its upgraded components and thin design.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Smart Terrain is a feature of the Qualcomm Vuforia SDK that allows devices with depth sensing cameras to reconstruct environments and interact with objects and surfaces. It provides advantages over standard cameras like automatic initialization and faster, richer results without requiring motion. Smart Terrain uses infrared depth sensors to project infrared light, fuse the RGB image with a depth map, and reconstruct surfaces and objects in the environment. Developers can utilize the Smart Terrain API for consistent lifecycle management and event handling across depth sensing devices.
Zoom Rooms Kit from Video Conference Gear featuring the Logitech Rally Camera...VideoConferenceGear.com
Zoom Rooms Kit from Video Conference Gear featuring the Logitech Rally Camera and Nureva Dual HDL300 including the Dell Optiplex, table console with Apple iPad Mini, cables, connectors, and mounts.
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Zoom Rooms Kit from Video Conference Gear featuring the Poly EagleEye Directo...VideoConferenceGear.com
Zoom Rooms Kit from Video Conference Gear featuring the Poly EagleEye Director with SpeakerTrack and Nureva Dual HDL300 including the Dell Optiplex, table console with Apple iPad Mini, cables, connectors and mounts.
The document summarizes the features and capabilities of the Atomos Samurai Blade field recorder and monitor. It can record uncompressed 10-bit HD/SD video from HD-SDI cameras to ProRes or DNxHD codecs on HDD/SSD. It has waveform monitoring, focus peaking, and tagging features to help evaluate footage on set. The recorded files are ready for editing in popular NLE software without transcoding.
A presentation for all the IT resellers and retailers in Nepal.
Introducing next generation technologies into the consumer market to collectively deliver a greater and richer computer experience.
Microsoft Teams Kits from Video Conference Gear featuring the Huddly IQ and Y...VideoConferenceGear.com
Microsoft Teams Kits from Video Conference Gear featuring the Huddly IQ and Yamaha ESB1080 Soundbar includes the HP Elite Slice, cables, connectors and mounts.
The document discusses hardware and software used in multimedia systems. It defines hardware as the physical components of a computer like the CPU, monitor, and video grabbing card. Software is defined as written instructions that control hardware like operating systems, applications, and programs. The latest hardware includes powerful computers with Intel Core i7 processors and Nvidia graphics cards, high-resolution monitors, and Nikon cameras. Popular multimedia software mentioned are Adobe Creative Cloud applications, Microsoft PowerPoint, BlueStacks for playing mobile games on PC, VirtualDJ for DJ mixing, and AVS Video Editor.
The Ninja Blade is a portable HDMI recorder, monitor, and deck that can instantly review, mark, and tag recorded footage from HDMI cameras. It records uncompressed 10-bit video directly from the camera sensor to Apple ProRes or Avid DNxHD formats on inexpensive 2.5" HDDs or SSDs. It has a 5" monitor for on-set playback and review and includes focus assist tools, waveform monitoring, and smart tagging capabilities. The Ninja Blade is compatible with Mac and PC and seamlessly integrates with popular video editing software.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2AmaanGDesign
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will be asked to: 1) record ambient sounds in various environments using portable audio equipment; 2) analyze sound design in computer game cut scenes; 3) write a two-page script for an audio cut scene; 4) record voice acting in a studio; 5) edit recordings using effects plugins; 6) create sound effects using VST instruments; and 7) produce a two-minute audio cut scene for a Grand Theft Auto 5 mission. The purpose is for students to learn sound production and post-production skills needed to create professional quality assets for computer games. Students will be assessed on technical
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2JoshuaGillypoop
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will record ambient sounds, analyze sound design in game cut sequences, create an audio script, record voice acting, and use audio editing software to apply effects and create a 2-minute soundtrack for a Grand Theft Auto 5 mission. The goals are to introduce students to audio field recording, studio recording techniques, and using VST plugins to synthesize and manipulate sound assets following industry practices. Students will apply their skills to produce original audio for a computer game cut scene.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2Fryers
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focused on sound design for computer games. Students will produce audio assets for a cut scene in a planned Grand Theft Auto 5 mission expansion pack. The tasks include field recording ambient sounds, analyzing existing game cut scenes, scripting and recording an original cut scene, applying audio effects, and compiling a final 2-minute cut scene audio track. The goals are to introduce students to audio production and post-production technologies and equip them with skills to produce professional quality sound assets for computer games.
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focused on sound design for computer games. Students will record ambient sounds, analyze sound design in game cut sequences, create an audio script, record voice acting, and use audio editing software to apply effects and create a 2-minute soundtrack for a Grand Theft Auto 5 mission. The goals are to introduce students to audio recording and post-production technologies, and equip them with skills to produce professional quality sound assets for computer games. Students will be assessed on creating sound assets following industry practice, with opportunities to demonstrate creativity, technical skills, self-management, and independent work.
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will record ambient sounds, analyze sound design in game cut sequences, create an audio script, record voice acting, and use audio editing software to apply effects and create a 2-minute soundtrack for a Grand Theft Auto 5 mission. The goals are to introduce students to audio recording and production techniques used in the games industry and equip them with skills to produce professional quality sound assets. Students will be assessed on their technical ability, creativity, and independence in completing the sound design work.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2BatmanGrunt
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focused on sound design for computer games. Students will record ambient sounds, analyze sound design in game cut sequences, create an audio script, record voice acting, and use audio editing software to apply effects and create a 2-minute soundtrack for a Grand Theft Auto 5 mission. The goals are to introduce students to audio recording and post-production technologies, and equip them with skills to produce professional quality sound assets for computer games. Students will be assessed on creating sound assets following industry practice, with opportunities to demonstrate creativity, technical skills, self-management, and independent work.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2Kenyon101
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will be asked to: 1) record ambient sounds in various environments using portable audio equipment; 2) analyze sound design in computer game cut scenes; 3) write a two-page script for an audio cut scene; 4) record voice acting in a studio; 5) edit recordings using effects plugins; 6) create sound effects using VST instruments; and 7) produce a two-minute audio cut scene for a Grand Theft Auto 5 mission. The purpose is for students to learn sound production and post-production skills needed to create professional quality assets for computer games. The deadline for completing all tasks
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2BatmanGrunt
This assignment brief outlines tasks for a Level 3 Extended Diploma in Creative Media Production focusing on sound design for computer games. Students will produce audio assets for a cut scene in a Grand Theft Auto 5 mission expansion pack. Tasks include field recording ambient sounds, analyzing existing game audio, scripting and recording dialogue, applying audio effects, and creating a 2-minute cut scene soundtrack. The goal is to introduce students to audio production and post-production tools used in the games industry. Students will be assessed based on technical proficiency, creativity, and ability to work independently following industry standards.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2benstoraro
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to add effects and compose a final audio track for a Grand Theft Auto expansion. The goals are to learn industry standard recording and editing techniques and create a technically proficient 2-minute audio piece for a computer game cut scene.
This document provides an assignment brief for a unit on sound design for computer games. Students will complete a series of tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The goals are to learn portable recording, editing, sound effects creation, and apply these skills to produce a polished audio work following industry standards.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2DamionVize
This document provides an assignment brief for a unit on sound design for computer games. Students will complete a series of tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The goals are to learn portable recording, editing, sound effects creation, and apply these skills to produce a polished audio work following industry standards.
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The tasks will introduce tools like portable recorders and editing software while applying sound design skills and working independently to a high technical standard.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2warburton9191
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to add effects and compose a final audio track for a Grand Theft Auto expansion. The goals are to learn industry standard recording and editing techniques and create a technically proficient 2-minute audio piece for a computer game cut scene.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2thomasmcd6
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to add effects and compose a final audio track for a Grand Theft Auto expansion. The goals are to learn industry standard recording and editing techniques and create a technically proficient 2-minute audio piece for a computer game cut scene.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2Toby_Turner_ecc
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and create a final 2-minute audio project for a Grand Theft Auto expansion. The tasks will introduce tools for audio recording, editing, and sound effect creation to simulate a professional game audio production process.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2halo4robo
This assignment brief outlines tasks for students to complete a sound design project for a cut sequence from the video game Grand Theft Auto 5. Students will record field recordings of ambient sounds, analyze existing game cut sequences, write and record an original script, edit the recordings with effects, and create sound assets and a final 2-minute cut sequence using audio software. The goal is for students to gain experience with industry standard sound design and production techniques for computer games.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2VictoriaLBS
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and create a final 2-minute audio project for a Grand Theft Auto expansion. The tasks will introduce tools for audio recording, editing, and sound effect creation to simulate a professional game audio production process.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2 (2)eduriez
This document provides an assignment brief for a unit on sound design for computer games. Students will complete 7 tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to add effects and compose a final audio track for a Grand Theft Auto 5 mission. The goals are to learn industry standard recording and editing techniques and produce a technically proficient 2-minute audio piece for a computer game cut scene.
Unit 73 ig1 assignment computer game audio cut sequence production 2013_y2JordanSmith96
This document provides an assignment brief for a unit on sound design for computer games. Students will complete a series of tasks to understand sound design principles, record field samples, analyze existing game audio, script and record an original cut scene, and use editing software to complete a 2-minute audio project for a Grand Theft Auto expansion. The goals are to learn portable recording, editing, sound effects creation, and apply these skills to produce a polished audio work following industry standards.
Similar to GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein (20)
This document discusses new graphics APIs like DX12 and Vulkan that aim to provide lower overhead and more direct hardware access compared to earlier APIs. It covers topics like increased parallelism, explicit memory management using descriptor sets and pipelines, and best practices like batching draw calls and using multiple asynchronous queues. Overall, the new APIs allow more explicit control over GPU hardware for improved performance but require following optimization best practices around areas like parallelism, memory usage, and command batching.
AMD’s math libraries can support a range of programmers from hobbyists to ninja programmers. Kent Knox from AMD’s library team introduces you to OpenCL libraries for linear algebra, FFT, and BLAS, and shows you how to leverage the speed of OpenCL through the use of these libraries.
Review the material presented in the AMD Math libraries webinar in this deck.
For more:
Visit the AMD Developer Forums:http://devgurus.amd.com/welcome
Watch the replay: www.youtube.com/user/AMDDevCentral
Follow us on Twitter: https://twitter.com/AMDDevCentral
This is the slide deck from the popular "Introduction to Node.js" webinar with AMD and DevelopIntelligence, presented by Joshua McNeese. Watch our AMD Developer Central YouTube channel for the replay at https://www.youtube.com/user/AMDDevCentral.
This presentation accompanies the webinar replay located here: http://bit.ly/1zmvlkL
AMD Media SDK Software Architect Mikhail Mironov shows you how to leverage an AMD platform for multimedia processing using the new Media Software Development Kit. He discusses how to use a new set of C++ interfaces for easy access to AMD hardware blocks, and shows you how to leverage the Media SDK in the development of video conferencing, wireless display, remote desktop, video editing, transcoding, and more.
An Introduction to OpenCL™ Programming with AMD GPUs - AMD & Acceleware WebinarAMD Developer Central
This deck presents highlights from the Introduction to OpenCL™ Programming Webinar presented by Acceleware & AMD on Sept. 17, 2014. Watch a replay of this popular webinar on the AMD Dev Central YouTube channel here: https://www.youtube.com/user/AMDDevCentral or here for the direct link: http://bit.ly/1r3DgfF
This document discusses AMD's DirectGMA technology, which allows direct access to GPU memory from other devices. It introduces DirectGMA and explains how it enables peer-to-peer transfers between GPUs and GPUs and FPGAs. It then provides details on implementing DirectGMA in APIs like OpenGL, OpenCL, DirectX 9, 10 and 11 to enable efficient data transfers without CPU involvement.
This Webinar explores a variety of new and updated features in Java 8, and discuss how these changes can positively impact your day-to-day programming.
Watch the video replay here: http://bit.ly/1vStxKN
Your Webinar presenter, Marnie Knue, is an instructor for Develop Intelligence and has taught Sun & Oracle certified Java classes, RedHat JBoss administration, Spring, and Hibernate. Marnie also has spoken at JavaOne.
The Small Batch (and other) solutions in Mantle API, by Guennadi Riguer, Mant...AMD Developer Central
This presentation discusses the Mantle API, what it is, why choose it, and abstraction level, small batch performance and platform efficiency.
Download the presentation from the AMD Developer website here: http://bit.ly/TrEUeC
The document is about an AMD and Microsoft Game Developer Day event held in Stockholm, Sweden on June 2, 2014. It provides the date and location of the event multiple times but no other details.
This document discusses the TressFX hair and fur rendering technique. It begins by stating that next-gen quality hair is expected in current generation titles. It then covers the key components needed for high quality hair, including antialiasing, self-shadowing, and transparency. The document discusses isoline tessellation versus a vertex shader approach and describes TressFX's deferred rendering pipeline with selective shading of only the closest fragments. It demonstrates that TressFX can achieve next-gen quality hair and fur at real-time performance through techniques like variable ratio hair simulation, extrusion into triangles in the vertex shader, selective shading, and distance-based level of detail.
Mantle allows Battlefield 4 to significantly improve CPU and GPU performance compared to DirectX 11. The game utilizes Mantle's low-level access to optimize shader compilation, pipeline state management, asynchronous compute and memory handling. Multi-GPU rendering is supported through Alternate Frame Rendering where resources are duplicated and updated asynchronously across GPUs.
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
The document discusses low-level shader optimization techniques for next-generation consoles and DirectX 11 hardware. It provides lessons from last year on writing efficient shader code, and examines how modern GPU hardware has evolved over the past 7-8 years. Key points include separating scalar and vector work, using hardware-mapped functions like reciprocals and trigonometric functions, and being aware of instruction throughput and costs on modern GCN-based architectures.
The document summarizes a presentation given by Stephan Hodes on optimizing performance for AMD's Graphics Core Next (GCN) architecture. The presentation covers key aspects of the GCN architecture, including compute units, registers, and latency hiding. It then provides a top 10 list of performance advice for GCN, such as using DirectCompute threads in groups of 64, avoiding over-tessellation, keeping shader pipelines short, and batching drawing calls.
The document repeatedly states that AMD and Microsoft held a Game Developer Day event in Stockholm, Sweden on June 2, 2014 to work with game developers.
Direct3D12 aims to address issues with existing APIs by providing a more direct mapping to hardware capabilities. It features command buffers that allow work to be built in parallel threads and scheduled more efficiently. Pipeline state objects avoid runtime compilation overhead. Descriptor tables provide bindless resources through pointers and reduce state changes. While this gives more control and efficiency, it also means applications have more responsibility to avoid errors. Overall, Direct3D12 is designed to better expose the capabilities of modern graphics hardware.
Direct3D 12 aims to reduce CPU overhead and increase scalability across CPU cores by allowing developers greater control over the graphics pipeline. It optimizes pipeline state handling through pipeline state objects and reduces redundant resource binding by introducing descriptor heaps and tables. Command lists and bundles further improve performance by enabling parallel command list generation and reuse of draw commands.
Holy smoke! Faster Particle Rendering using Direct Compute by Gareth ThomasAMD Developer Central
The document discusses faster particle rendering using DirectCompute. It describes using the GPU for particle simulation by taking advantage of its parallel processing capabilities. It discusses using compute shaders to simulate particle behavior, handle collisions via the depth buffer, sort particles using bitonic sort, and render particles in tiles via DirectCompute to avoid overdraw from large particles. Tiled rendering involves culling particles, building per-tile particle indices, and sorting particles within each tile before shading them in parallel threads to composite onto the scene.
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Ha...AMD Developer Central
Computer Vision Powered by Heterogeneous System Architecture (HSA) by Dr. Harris Gasparakis, AMD, at the Embedded Vision Alliance Summit, May 2014.
Harris Gasparakis, Ph.D., is AMD’s OpenCV manager. In addition to enhancing OpenCV with OpenCL acceleration, he is engaged in AMD’s Computer Vision strategic planning, ISVs, and AMD Ventures engagements, including technical leadership and oversight in the AMD Gesture product line. He holds a Ph.D. in theoretical high energy physics from YITP at SUNYSB. He is credited with enabling real-time volumetric visualization and analysis in Radiology Information Systems (Terarecon), including the first commercially available virtual colonoscopy system (Vital Images). He was responsible for cutting edge medical technology (Biosense Webster, Stereotaxis, Boston Scientific), incorporating image and signal processing with AI and robotic control.
Productive OpenCL Programming An Introduction to OpenCL Libraries with Array...AMD Developer Central
This document provides an overview of OpenCL libraries for GPU programming. It discusses specialized GPU libraries like clFFT for fast Fourier transforms and Random123 for random number generation. It also covers general GPU libraries like Bolt, OpenCV, and ArrayFire. ArrayFire is highlighted as it provides a flexible array data structure and hundreds of parallel functions across domains like image processing, machine learning, and linear algebra. It supports JIT compilation and data-parallel constructs like GFOR to improve performance.
Rendering Battlefield 4 with Mantle by Johan Andersson - AMD at GDC14AMD Developer Central
Johan Andersson will show how the Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 on PC and future games from Electronic Arts in this presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Also view this and other presentations on our developer website at http://developer.amd.com/resources/documentation-articles/conference-presentations/
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.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
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.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
FIDO Alliance Osaka Seminar: The WebAuthn API and Discoverable Credentials.pdf
GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein
1. ASTOUNDSOUND
FOR
GAMING:
THE
NEXT
DIMENSION
IN
THE
EVOLUTION
OF
AUDIO!
JERRY
MAHABUB,
FOUNDER
&
CEO,
GENAUDIO,
INC.
MICHEL
HENEIN,
SVP
GAMING
PRODUCTS
,
GENAUDIO,
INC.
2. 3D
AUDIO
TODAY
y Surround
Sound
(encode/decode)
‒ Auro3D
(11.1,
13.1),
Dolby
ATMOS
(64)
‒ Expensive
playback
hardware
‒ Large
number
of
speakers
is
imprac[cal
for
games
y PsychoacousDcs
‒ HRTF
‒ Dummy
Head
‒ BRTF
‒ The
Human
Brain
2
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PRESENTATION
TITLE
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NOVEMBER
28,
2013
|
CONFIDENTIAL
3. GAME
AUDIO
TODAY
y QuesDons
‒ How
does
the
human
brain:
‒ Process
spaDal
audio
informaDon?
‒ Determine
where
sound
sources
are
coming
from?
‒ What
kind
of
brain
acDvity
measurements
could
provide
enough
informaDon
to
make
these
determinaDons?
MagneDc
Resonance
Imaging
R&D
is
the
key!
3
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PRESENTATION
TITLE
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NOVEMBER
28,
2013
|
CONFIDENTIAL
4. FOUNDATIONAL
R&D
BRAIN
RESEARCH
y fMRI/MEG/EEG
human
brain
scan
measurements
‒ Suggested
that
the
brain
determines
how
we
posi[on
sounds
in
space
y This
led
to
the
quesDon:
‒ Can
an
accurate
model
be
built
that
determines
how
the
human
brain
localizes
a
sound
source?
y Answer:
Yes
–
the
basis
of
AstoundSound®
4
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PRESENTATION
TITLE
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NOVEMBER
28,
2013
|
CONFIDENTIAL
5. TECHNOLOGY
DEVELOPMENT
CHRONOLOGY
MRI
Imaging:
(1988
-‐
1991):
Over
7000
discrete
fMRI
scans
to
measure
human
brain
magnitude
response
characteris[cs.
✦
Data
Analysis:
(1991
to
2001):
Computa[onal
physics
&
numerical
analysis
were
used
to
decipher
[me
dependent
data
based
on
EEG
and
MEG
measurements.
✦
ComputaDon/Results:
(2001
to
2003):
7,337
discrete
Brain
Response
Transfer
Func[ons
(BRTFs)
were
computed
upon
comple[on
of
the
data
analysis.
✦
AstoundSound
Backend
DSP:
(2003
to
2009):
The
BRTF
dataset
was
ini[ally
represented
as
FIR
filters
and
subsequently
IIR
filters.
✦
Current
AstoundSound
Products:
(2008
to
2013):
AstoundExpander®
Computer
Sogware,
AstoundSound
for
CE
integra[on,
AstoundSoundPro®,
AstoundSurround®,
and
AstoundSoundRTI®
(Real-‐Time
Interface
for
Gaming),
AstoundConference®,
AstoundHearing®,
and
AstoundPilot®.
✦
5
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PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
6. 3D
GAME
AUDIO
TRUE
3D
AUDIO
y TRUE
3D:
Accurate
sound
placement
in
all
three
spa[al
dimensions
(x,y,z)
or
(r,
θ,
φ)
y Dynamic:
Real-‐[me
change
in
rela[ve
posi[on
and
orienta[on
between
listener
and
sound
source
6
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
7. SOLUTIONS
ASTOUNDSOUND
IS
PRACTICAL
Ideal
soluDon
AstoundSound®
3D
Full,
dynamic
3D
(height)
Full,
dynamic
3D
(height)
Direct
game
integra[on
Direct
game
integra[on
Use
exis[ng
audio
setup
Stereo
speakers
or
headphone
Easy
to
setup
No
special
setup
Easy
developer
authoring
Plugins
for
developers
Guaranteed
audio
resources
AMD
TrueAudio
7
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PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
8. ASTOUNDSOUND
FOR
GAMING
3
PLUGINS
SOLUTIONS
y AstoundSound
3D
RTI
‒ Mono
to
stereo
‒ Full
3D,
posi[onal,
interac[ve
spa[aliza[on
interface
y AstoundSound
Fold-‐down
‒ Mul[channel
(n-‐channel)
to
stereo
processor
‒ Ini[ally
available
as
5.1
to
stereo,
7.1
to
stereo
this
year
‒ Beyond
11.1
to
stereo
possible
y AstoundSound
Expander
‒ Stereo
in/stereo
out
enhancement
8
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PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
9. ASTOUNDSOUND
3D
RTI
MONO
TO
STEREO
PLUGIN
9
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
10. ASTOUNDSOUND
3D
RTI
HOW
IT
WORKS
y Two
inputs
to
processor
‒ Audio:
processes
mono
sound
sources
–
outputs
stereo
in
3D
‒ PosiDonal
data:
Inputs
XYZ
posi[onal
data
from
in-‐game
sound
sources
y Distance
control
‒ Standard
a]enuaDon
(default)
‒ 3D
distance
cue
processing
available
for
maximum
depth
percepDon
Result:
Illusion
of
sounds
coming
from
game
space
to
corresponding
locaDon
in
actual
listening
environment
Benefit:
Allows
players
to
correctly
hear
spaDal
auditory
cues
‒ Enhanced
immersion
due
to
‘feeling’
of
all
three
dimensions
‒ Enhanced
situaDonal
awareness
10
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TITLE
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28,
2013
|
CONFIDENTIAL
Simply
put,
it’s
how
players
should
listen
to
their
game
sound!
11. ASTOUNDSOUND
3D
RTI
HOW
IT
WORKS
11
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PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
12. ASTOUNDSOUND
3D
RTI
WWISE
PLUGIN
12
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
13. ASTOUNDSOUND
3D
RTI
PERFORMANCE
Performance
Analysis:
AstoundSound
3D
RTI
Plugin
(Wwise
Profiler)
Intel
i7
Quad
Core
2.2
GHz
Plugin
CPU
%
Direc[on
only,
No
Distance
Cues
0.987
%
(audio
thread
only)
10
voices
using
AstoundSound
(each)
Approx.
10%
processor
uDlizaDon
(audio
thread
only)
(with
filter
interpola[on,
standard,
non-‐enhanced
filters)
With
TrueAudio
Enabled
(non-‐opDmized)
10
voices
using
AstoundSound
(each)
Plugin
CPU:
0%
10
voices
using
AstoundSound
(each)
TrueAudio
:
%40
13
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PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
14. ASTOUNDSOUND
FOLD-‐DOWN
PROCESSING
y Fold-down Processor
‒ Virtual speakers created for input
channels, then output as stereo
‒ Proper fold-down vs ITU which
maintains no spatial experience
‒ Can be used with the RTI to
spatialize sounds not using RTI
!
14
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
15. Effi
✦
ASTOUNDSOUND
EXPANDER
PROCESSING
✦
y Expansion Processor
✦
‒ Virtual speakers created for 2 input
✦
channels, then output as stereo
‒ Creates a widened stereo image ✦
‒ Can be used with the RTI to enhance
stereo sources
✦
‒ Music
‒ Back-ground effects
Tes
✦
✦
✦
!
15
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL
8-T
Ult
AN
Hig
pro
Filt
req
✦
Stre
All
Rap
16. ASTOUNDSOUND
BRANDING
WHY
IT’S
KEY
y Branding
is
Necessary
‒ If
AstoundSound
is
used,
players
must
know
that
the
AstoundSound
experience
is
not
produced
by
compe[ng
audio
formats
y Logo
Placement
‒ Game
audio
seqngs
‒ Splash
Screen
‒ Packaging
y DifferenDaDon
‒ Let
gamers
know
your
game
has
AstoundSound®
‒ Enable
strong
market
differen[a[on
among
the
compe[[ve
landscape
‒ BE
AMONG
THE
FIRST
TO
DELIVER
ASTOUNDSOUND®
16
|
PRESENTATION
TITLE
|
NOVEMBER
28,
2013
|
CONFIDENTIAL