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This Special Section
By
Mark Miller
Gamasutra
November 2, 1999

 

Newswire
Special Section

Game Audio Technology 2000

Sponsored by:

Aureal

LicenseMusic.com

Diamond MonsterSound

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.

Thomas Dolby RobertsonInterview 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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