Audio Development Using Gaming Engines

Want to take a closer look at the potential of 3D audio in gaming and listening experiences? In this webinar we will dig deep into the development using different engines, such as Unity, Dolby plugins in Wwise and MPEG. Furthermore, we will be taking a historic look, both backwards and forwards, into the audio experience development and how the user experience and interaction is evolving.

Photo: Unsplash Lorenzo Herrera

Date: 9 April

Time: 19.00 – 20.30

Form: Online Zoom

Price: Free

Language: English

If you have questions about signing up, please contact Murielle De Smedt: mds@danishsoundcluster.dk

You will meet:

Participant profile: 

Sound designers, game developers and designers, software developers, audio engineers, gaming industry professionals.

Program

Join Simon Ashby as he walks through the various pillars of Wwise, making it the chosen interactive audio solution by professionals in the development of video games, location-based experiences, and, more recently, the automotive industry.

Simon will spotlight acoustics and 3D audio features will be made giving a glimpse into how these more advanced systems are now leveraged, in whole or in parts, by game developers. Finally, pointers will be provided on how to join the Wwise community, if you're not part of it already, along with training and other educational resources.

MPEG-I Immersive Audio is an upcoming long-term stable bitstream format and audio renderer for VR/AR applications is currently standardized within ISO/MPEG and features a wide range of acoustic phenomena, like early reflections, late reverberation, diffraction, occlusion, rendering of sources with spatial extent. Prof. Nils Peters will give you a brief overview of the MPEG standardization process and its different phases will be given before diving into the technical domain of the renderer and explaining its features and capabilities.

You will meet:

Simon Ashby, Head of Product Audiokinetic

Co-founder of Audiokinetic, Ashby is responsible for the product development of Wwise and Strata. Prior to Audiokinetic, Ashby worked as a sound and game designer on a series of games developed by Ubisoft Montréal. With his vast industry experience, Ashby is a frequent lecturer and panelist with, as main theme, the role of sound production and integration for video games and other interactive media.

Professor Nils Peters, International Audio Laboratories Erlangen

Nils Peters is Associate Professor of audio signal processing at the International Audio Laboratories Erlangen, a joint institution of the Friedrich-Alexander-Universität Erlangen-Nürnberg and Fraunhofer IIS. Before joining the International Audio Laboratories, Nils was a Senior Staff Research Engineer and Manager for 3D Audio at Qualcomm's Multimedia R&D department in San Diego, USA. He was a postdoctoral fellow at UC Berkeley, received a PhD in Music Technology from McGill University Montreal, and holds an MSc. degree in Electrical and Audio Engineering from the University of Technology in Graz, Austria. As an audio engineer he has worked in the fields of recording, postproduction, and sound design. Nils currently serves as the AES Co-Chair of the Technical Committee for Spatial Audio and is a board member of the IEEE Emerging Technology Initiative on the Internet of Sounds.

Innovation
When you participate in this event, your time will be used as co-financing for the Innovation Power Project, which is funded by the Danish Business Promotion Board and the Danish Ministry of Higher Education and Science at a standard rate. Read more about Innovation power  HERE

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