Title page / Key dates / Programme / Accommodation
Venue / Registration / Conference committee
The paper and poster titles below contain links to the AES E-library where you can view the abstracts, download the published papers, and discuss them online.
8:30 | Registration and badge collection |
9:30 | Workshop 1
Introduction to Games and Sound |
11:00 | Break |
11:15 | Workshop 2
Balancing Foundational, Aesthetic and Technical Education in Game Audio |
13:00 | Lunch |
14:00 | Workshop 3
Writing High-Level Game Audio Tools |
15:00 | Break |
15:15 | Workshop 4
A New Framework for Creating Reverberation Tails and Its Application for Interactive Processing of In-Game Sounds |
17:00 | Close |
17:15 - 18:00 |
Dolby Pro Logic IIz demonstration and drinks reception Attendees are inivited for a beer after the conference in the "The Warwick" and to listen to a demonstration of Pro Logic IIz in the local Dolby offices. Places are limited so please sign up at the registration desk. |
9:00 | Registration and badge collection |
9:30 | Workshop 5
Emotion Driven Audio |
10:30 | Break |
11:00 | Keynote Address
Perfect Partners And Unsung Heroes John Broomhall, Audio Director & Consultant, Broomhall Projects John Broomhall is an audio content provider and independent Audio Director & Consultant with many years' experience in videogames, a number of senior management roles under his belt and dozens of published titles to his credit. In 2009, he was honoured with a Recognition Award by the Game Audio Network Guild of America. His prolific career, which also includes working as a composer and game producer, encompasses contributions to global hits such as the original X-COM series; Geoff Crammond's Grand Prix series; MechWarrior 3; B17 Flying Fortress 1 & 2; Superman, American Idol/Pop Idol, Football Manager, Wallace & Gromit (DVD game), New International Track & Field, Heavenly Sword and Guitar Hero DLC. Broomhall has chaired many BAFTA Audio Awards and sits on the BAFTA Videogames Committee. He regularly speaks on game audio at seminars and university lectures, organises the annual Develop Conference Audio Track, writes a monthly column for well-known industry magazine, Develop and is a contributor to pro-audio publication, Audiomedia. He currently provides audio content, production management and consultancy for a wide range of developers, publishers and other consulting companies. Meanwhile, his jazz/blues piano skills are much in demand for a variety of live and recording gigs each year. |
13:00 | Lunch and Poster Session 1
Application of HRIR Factorization to Game Audio Audio Transformation Technologies Applied to Video Games Providing an Immersive Gaming Experience Using Wireless Low-Latency Coded Audio Streaming Location-Aware Interactive Game Audio Sound Effects Processing and Manipulation with Wavelet Packet Transform Granulation of Sound in Video Games |
14:00 | Paper Session 1: Education and standardization
Integrating “Audio for Games” into the Modern Audio Production Curriculum Audio Air Hockey: A Pilot Study in Using Audio- Based Games for the Measurement of Loudspeaker Placement Preferences for Smart Tables |
15:00 | Break |
15:30 | Paper session 2: Music, Synthesis, and Speech Processing
An Online Platform for Interactive Soundscapes with User-Contributed Content Server-Based Pitch Detection for Web Applications Language Scrambling for In-Game Voice-Chat Applications |
17:00 | Close |
17:30 - 23:00 |
Conference social event |
8:30 | Registration and badge collection |
9:00 | Workshop 6
Production and Implementation methodologies of contextually driven speech |
10:15 |
Workshop 7 Audio Level Standards in Video Games: Panel Discussion |
11:15 | Break |
11:30 | Paper Session 3: Game Reverb
Scattering Delay Network: An Interactive Reverberator for Computer Games GPU-Based Acoustical Diffraction Modeling for Complex Virtual Reality and Gaming Environments OpenAIR: An Online Auralization Resource with Applications for Game Audio Development |
13:00 | Lunch and Poster Session 2
On the Perception of Dynamic Sound Sources in Ambisonic Binaural Renderings UGen++ —An Audio Library: Teaching Game Audio Design and Programming Songs2See: Learn to Play by Playing Visualizing and Controlling Sound with Graphical Interfaces Multiplatform Audio Game GSound: Interactive Sound Propagation for Games |
14:00 | Workshop 8
International Voice Production: A Systemic Approach |
15:00 | Break |
15:30 | Paper Session 4: Spatial audio
Music from the Environment: Perception of Music Created from Sounds of a Video Game Environment Surround Sound with Height in Games Using Dolby Pro Logic IIz A Perspective on the Adoption of Ambisonics for Games |
17:00 | Close |
Please note: the AES will endeavour to run the conference programme as shown here, but the programme may be subject to change without notice.