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This
Special Section
By Mark
Miller
Gamasutra
November
2, 1999
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Special Section

Game
Audio Technology 2000
Editor's Introduction
A broad,
high-level introduction by Mark Miller, which provides some insights into
current industry trends. Miller also explains his particular point of
view and how it impacts the information presented in his various articles.
Game
Audio Trends
Where
does game audio technology stand today? Which companies are leading the
effort to improve the audio experience for gamers? This section looks
at the effect that tomorrow's tools and technologies will have in interactive
entertainment.
New
Tools and Technologies
A look at DLS, DLS 2, MPEG-4, physically-modeled instruments,
structured audio standards, intellectual property laws and their effect
on audio, and more.
Microsoft's
DirectMusic Producer
David Javelosa looks at Microsoft's latest addition to
its DirectX game development toolset, DirectMusic Producer. DMP has major
implications for how interactive music is composed.
Interview
With Thomas Dolby Robertson
Beatnik has doggedly tried to improve audio technology for years. In this
one-on-one with Dolby Robertson, he explains the basis for the Beatnik
technology, what the company's next products will be, and how he envisions
the future of interactive audio on the Internet.
3D
Audio
More companies like Aureal, Creative Labs, QSound, Dolby,
and Sensaura putting forth technologies and proposing standards for three-dimensional
audio. Here's a rundown on the latest from these and other companies.
The
Future -- As Seen By Industry Visionaries
Articulate and compelling views into the future of game
audio, as provided by Tommy Tallarico, Jeff Roberts, Lee Jackson, Chia
Chin Lee, Alistair Hirst, and others.
Product
Resources
A list of links to various companies mentioned in
this supplement.
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