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The Cross Over Talk
Programming Composers and Composing Programmers Victoria Dorn – Sony Interactive Entertainment 1 About Me • Berklee College of Music (2013) – Sound Design/Composition • Oregon State University (2018) – Computer Science • Audio Engineering Intern -> Audio Engineer -> Software Engineer • Associate Software Engineer in Research and Development at PlayStation • 3D Audio for PS4 (PlayStation VR, Platinum Wireless Headset) • Testing, general research, recording, and developer support 2 Agenda • Programming tips/tricks for the audio person • Audio and sound tips/tricks for the programming person • Creating a dialog and establishing vocabulary • Raise the level of common understanding between sound people and programmers • Q&A 3 Media Files Used in This Presentation • Can be found here • https://drive.google.com/drive/folders/1FdHR4e3R4p59t7ZxAU7pyMkCdaxPqbKl?usp=sharing 4 Programming Tips for the ?!?!?! Audio Folks "Binary Code" by Cncplayer is licensed under CC BY-SA 3.0 5 Music/Audio Programming DAWs = Programming Language(s) Musical Motives = Programming Logic Instruments = APIs or Libraries 6 Where to Start?? • Learning the Language • Pseudocode • Scripting 7 Learning the Language • Programming Fundamentals • Variables (a value with a name) soundVolume = 10 • Loops (works just like looping a sound actually) for (loopCount = 0; while loopCount < 10; increase loopCount by 1){ play audio file one time } • If/else logic (if this is happening do this, else do something different) if (the sky is blue){ play bird sounds } else{ play rain sounds -
Microsoft Xbox One
Microsoft Xbox One Last Updated on September 26, 2021 Title Publisher Qty Box Man Comments #IDARB Other Ocean 8 To Glory: Official Game of the PBR THQ Nordic 8-Bit Armies Soedesco Abzû 505 Games Ace Combat 7: Skies Unknown Bandai Namco Entertainment Aces of the Luftwaffe: Squadron - Extended Edition THQ Nordic Adventure Time: Finn & Jake Investigations Little Orbit Aer: Memories of Old Daedalic Entertainment GmbH Agatha Christie: The ABC Murders Kalypso Age of Wonders: Planetfall Koch Media / Deep Silver Agony Ravenscourt Alekhine's Gun Maximum Games Alien: Isolation: Nostromo Edition Sega Among the Sleep: Enhanced Edition Soedesco Angry Birds: Star Wars Activision Anthem EA Anthem: Legion of Dawn Edition EA AO Tennis 2 BigBen Interactive Arslan: The Warriors of Legend Tecmo Koei Assassin's Creed Chronicles Ubisoft Assassin's Creed III: Remastered Ubisoft Assassin's Creed IV: Black Flag Ubisoft Assassin's Creed IV: Black Flag: Walmart Edition Ubisoft Assassin's Creed IV: Black Flag: Target Edition Ubisoft Assassin's Creed IV: Black Flag: GameStop Edition Ubisoft Assassin's Creed Syndicate Ubisoft Assassin's Creed Syndicate: Gold Edition Ubisoft Assassin's Creed Syndicate: Limited Edition Ubisoft Assassin's Creed: Odyssey: Gold Edition Ubisoft Assassin's Creed: Odyssey: Deluxe Edition Ubisoft Assassin's Creed: Odyssey Ubisoft Assassin's Creed: Origins: Steelbook Gold Edition Ubisoft Assassin's Creed: The Ezio Collection Ubisoft Assassin's Creed: Unity Ubisoft Assassin's Creed: Unity: Collector's Edition Ubisoft Assassin's Creed: Unity: Walmart Edition Ubisoft Assassin's Creed: Unity: Limited Edition Ubisoft Assetto Corsa 505 Games Atari Flashback Classics Vol. 3 AtGames Digital Media Inc. -
Update 22 November 2017 Best Game Yang Baru Masuk
Downloaded from: justpaste.it/premiumlink UPDATE 22 NOVEMBER 2017 BEST GAME YANG BARU MASUK DAFTAR LIST NieR Automata - (10DVD) Full CPY Releases REKOMENDASI SPESIFIKASI PC PALING RENDAH BISA MAIN GAME BERAT/BESAR TAHUN 2017 SET LOW / MID FPS 30 KURANG LEBIH VERSI INTEL DAN NVIDIA TERENDAH: PROCIE: INTEL I3 RAM: 6GB VGA: NVIDIA GTX 660 WINDOWS 7 VERSI AMD TERENDAH: PROCIE: AMD A6-7400K RAM: 6GB VGA: AMD R7 360 WINDOWS 7 REKOMENDASI SPESIFIKASI PC PALING STABIL FPS 40-+ SET HIGH / ULTRA: PROCIE INTEL I7 6700 / AMD RYZEN 7 1700 RAM 16GB DUAL CHANNEL / QUAD CHANNEL DDR3 / UP VGA NVIDIA GTX 1060 6GB / AMD RX 570 HARDDISK SEAGATE / WD, SATA 6GB/S 5400RPM / UP SSD OPERATING SYSTEM SANDISK / SAMSUNG MOTHERBOARD MSI / ASUS / GIGABYTE / ASROCK PSU 500W CORSAIR / ENERMAX WINDOWS 10 CEK SPESIFIKASI PC UNTUK GAME YANG ANDA INGIN MAINKAN http://www.game-debate.com/ ------------------------------------------------------------------------------------------------------------------------------ -------- LANGKAH COPY & INSTAL PALING LANCAR KLIK DI SINI Order game lain kirim email ke [email protected] dan akan kami berikan link menuju halaman pembelian game tersebut di Tokopedia / Kaskus ------------------------------------------------------------------------------------------------------------------------------ -------- Download List Untuk di simpan Offline LINK DOWNLOAD TIDAK BISA DI BUKA ATAU ERROR, COBA LINK DOWNLOAD LAIN SEMUA SITUS DI BAWAH INI SUDAH DI VERIFIKASI DAN SUDAH SAYA COBA DOWNLOAD SENDIRI, ADALAH TEMPAT DOWNLOAD PALING MUDAH OPENLOAD.CO CLICKNUPLOAD.ORG FILECLOUD.IO SENDIT.CLOUD SENDSPACE.COM UPLOD.CC UPPIT.COM ZIPPYSHARE.COM DOWNACE.COM FILEBEBO.COM SOLIDFILES.COM TUSFILES.NET ------------------------------------------------------------------------------------------------------------------------------ -------- List Online: TEKAN CTR L+F UNTUK MENCARI JUDUL GAME EVOLUSI GRAFIK GAME DAN GAMEPLAY MENINGKAT MULAI TAHUN 2013 UNTUK MENCARI GAME TAHUN 2013 KE ATAS TEKAN CTRL+F KETIK 12 NOVEMBER 2013 1. -
Middle East PSVR Aim Controller
PlayStation®VR Aim Controller Instruction Manual CECHYA-ZRA2 7028581 EN Before use ˎ Carefully read this manual and any manuals for compatible hardware. Retain instructions for future reference. ˎ Always update your system to the latest version of the system software. Precautions Safety ˎ Avoid prolonged use of this product. Take a 15-minute break during each hour of play. ˎ Stop using this product immediately if you begin to feel tired or if you experience discomfort or pain in your hands or arms during use. If the condition persists, consult a doctor. ˎ If you experience any of the following health problems, discontinue use of the system immediately. If symptoms persist, consult a doctor. ˋ Dizziness, nausea, fatigue or symptoms similar to motion sickness. ˋ Discomfort or pain in a part of the body, such as eyes, ears, hands or arms. ˎ The product is intended for use with the hands only. Use both hands to grip the controller. ˎ The vibration function of this product can aggravate injuries. Do not use the vibration function if you have any ailment or injury to the bones, joints, or muscles of your hands or arms. You can turn on or turn off the vibration function from (Settings) on the function screen. ˎ Keep the product out of the reach of small children. Young children might damage the product causing it to malfunction, swallow small parts, wrap the cables around themselves or accidentally injure themselves or others. Use and handling ˎ When using the controller, be aware of the following points. ˋ Before use, make sure that there is plenty of space around you. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
Analysis of Innovation in the Video Game Industry
Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field. -
Becoming One of the Largest VR Content Creators
SPEAKER: Accenture Extended interesting about this content creator is Reality. This is field of view. there someone who they're not just NICK ROSA: Hello and making videos on YouTube, for welcome to Field of View. My name is example. There's someone who I, at Nick Rosa from Accenture. least from my point of view, you can see DANIEL COLAIANNI: And my genuinely cares about this industry and name is Daniel Colaianni from the genuinely cares about the actual Academy of International Extended ecosystem that evolves around it. Reality. They've got a wildly popular kind of podcast that focuses on the various NICK ROSA: And today, we different areas of our industry as well. have a guest for you that is a very Nick, who do we have on our famous content creator, is someone that Field of View today? has been working in the VR space since NICK ROSA: Our guest today is the the beginning, since the inception of the content creator that everybody knows in new Oculus era and someone that I’ve the VR space. We have Nathie with us been bumping into for many times on Field of View. Hi, Nathie, how you during industry events and other doing? gatherings of people that are interested NATHIE: Thanks for having me, about VR and XR. Daniel, would you guys. It's a pleasure. like to tell us a little bit more about our DANIEL COLAIANNI: So, guest today? Nathie, there's a few interesting things that we want to kind of dive into in this DANIEL COLAIANNI: Yeah, this episode because I think there's sure. -
In the Archives Here As .PDF File
Biting the Hand 6/12/01 Jessica M. Mulligan Page 1 Biting the Hand: A Compilation of the Columns to Date Copyright 1999 by Jessica M. Mulligan Table of Contents 1 YEAR 1999 COLUMNS ...................................................................................................2 1.1 WELCOME TO MY WORLD; NOW BITE ME....................................................................2 1.2 NASTY, INCONVENIENT QUESTIONS, PART DEUX...........................................................5 1.3 PRESSING THE FLESH II: THE INTERACTIVE SEQUEL.......................................................8 1.4 MORE BUGS: A CASUALTY OF THE XMAS RUSH?.........................................................10 1.5 IN THE BIZ..................................................................................................................13 1.6 JACK AND THE BEANCOUNTER....................................................................................15 1.7 COLOR ME BONEHEADED ............................................................................................19 1.8 AH, SWEET MYSTERY OF LIFE ................................................................................22 1.9 THE CONFERENCE FORMERLY KNOWN AS THE COMPUTER GAME DEVELOPER’S CONFERENCE .........................................................................................................................24 1.10 THIS FRAGGED CORPSE BROUGHT TO YOU BY ...........................................................27 1.11 OH, NO! I FORGOT TO HAVE CHILDREN!....................................................................29 -
Game-Tech-Whitepaper
Type & Color October, 2020 INSIGHTS Game Tech How Technology is Transforming Gaming, Esports and Online Gambling Elena Marcus, Partner Sean Tucker, Partner Jonathan Weibrecht,AGC Partners Partner TableType of& ContentsColor 1 Game Tech Defined & Market Overview 2 Game Development Tools Landscape & Segment Overview 3 Online Gambling & Esports Landscape & Segment Overview 4 Public Comps & Investment Trends 5 Appendix a) Game Tech M&A Activity 2015 to 2020 YTD b) Game Tech Private Placement Activity 2015 to 2020 YTD c) AGC Update AGCAGC Partners Partners 2 ExecutiveType & Color Summary During the COVID-19 pandemic, as people are self-isolating and socially distancing, online and mobile entertainment is booming: gaming, esports, and online gambling . According to Newzoo, the global games market is expected to reach $159B in revenue in 2020, up 9.3% versus 5.3% growth in 2019, a substantial acceleration for a market this large. Mobile gaming continues to grow at an even faster pace and is expected to reach $77B in 2020, up 13.3% YoY . According to Research and Markets, the global online gambling market is expected to grow to $66 billion in 2020, an increase of 13.2% vs. 2019 spurred by the COVID-19 crisis . Esports is projected to generate $974M of revenue globally in 2020 according to Newzoo. This represents an increase of 2.5% vs. 2019. Growth was muted by the cancellation of live events; however, the explosion in online engagement bodes well for the future Tectonic shifts in technology and continued innovation have enabled access to personalized digital content anywhere . Gaming and entertainment technologies has experienced amazing advances in the past few years with billions of dollars invested in virtual and augmented reality, 3D computer graphics, GPU and CPU processing power, and real time immersive experiences Numerous disruptors are shaking up the market . -
Prepared Remarks Q4 Fiscal 2021
Prepared remarks Q4 Fiscal 2021 ELECTRONIC ARTS PREPARED REMARKS FY21Q4 CHRIS: Thank you. Welcome to EA’s fourth quarter fiscal 2021 earnings call. With me from their homes today are Andrew Wilson, our CEO, and Blake Jorgensen, our CFO and COO. Please note that our SEC filings and our earnings release are available at ir.ea.com. In addition, we have posted earnings slides to accompany our prepared remarks. Lastly, after the call, we will post our prepared remarks, an audio replay of this call, our financial model, and a transcript. Once again, I’d like to direct you to the earnings slides this quarter. They now contain the metrics and color that we historically have included in Blake’s remarks. With regards to our calendar: our Q1 fiscal 2022 earnings call is scheduled for Wednesday, August 4. As a reminder, we post the schedule of our entire year of upcoming earnings calls on our IR website. This presentation and our comments include forward-looking statements regarding future events and the future financial performance of the Company. Actual events and results may differ materially from our expectations. We refer you to our most recent Form 10-Q for a discussion of risks that could cause actual results to differ materially from those discussed today. Electronic Arts makes these statements as of today, May 11, 2021, and disclaims any duty to update them. During this call, the financial metrics, with the exception of free cash flow, will be presented on a GAAP basis. All comparisons made in the course of this call are against the same period in the prior year unless otherwise stated. -
Playstation VR: História, Adoção, Projeções E Desafios
SBC – Proceedings of SBGames 2017 | ISSN: 2179-2259 Industry Track – Full Papers PlayStation VR: história, adoção, projeções e desafios André F. Pase*1 Giovanni Rocha Pontifícia Universidade Católica do Rio Grande do Sul, Faculdade de Comunicação Social, Brasil Figura 1: Do cinema à realidade virtual. 20 anos de evolução dos head mounted displays da Sony. RESUMO dispositivo que combina imagens geradas artificialmente com a Após mais de duas de décadas de tentativas sem sucesso comercial, visão humana tradicional e dialoga com Realidade Aumentada a indústria de jogos digitais finalmente oferece experiências de (RA) e Realidade Mixada (RM), a Sony optou por desenvolver o realidade virtual de forma satisfatória e disponíveis para compra. PlayStation VR, (PSVR) um aparelho que atua como complemento Em menos de um ano após o seu lançamento, o PlayStation VR é ao seu console PlayStation 4. Desta forma, utiliza a base de usuários líder no segmento, com aproximadamente 1,8 milhões de unidades previamente formada para testar novas propostas de jogos. vendidas. Frente a esse cenário, esta pesquisa faz um resgate Através do método de estudo de caso [1], este artigo busca histórico do seu desenvolvimento, apresenta uma análise da analisar a contribuição do PSVR para este cenário em construção, plataforma a partir de um conjunto de materiais empíricos, observa discutindo limites e possibilidades. Isto será realizado após uma a adoção do equipamento, propõe alguns usos e aponta limitações observação das propriedades técnicas do aparelho e informações e desafios para usuários e os desenvolvedores. publicadas pela própria empresa e imprensa especializada. Palavras-chave: Realidade virtual, adoção, videogame, 2 RELAÇÃO ENTRE VIDEOGAMES E REALIDADE VIRTUAL PlayStation, PlayStation VR Assim como o cinema é uma evolução do processo fotográfico, seria também possível estabelecer uma relação semelhante entre as 1 INTRODUÇÃO tecnologias da RV e o videogame. -
Instruction Manual Mode D'emploi
Instruction Manual Mode d’emploi Includes important Health and Safety information CUH-ZVR1 Comprend des informations importantes relatives à la santé et la sécurité 4-588-818-14(1) require unimpaired vision, balance or coordination until WARNING after symptoms have completely disappeared. • Avoid prolonged use of PS VR. Take frequent breaks. • Do not use PS VR if you are tired, dizzy, light-headed, HEALTH AND SAFETY WARNINGS nauseated, sick, under the influence of alcohol or drugs, or have an impaired sense of motion or balance. Consult a Carefully read and follow the warnings and instructions below doctor before using PS VR if you are pregnant or suffer from a serious medical condition. before using PlayStation®VR. Failure to read and follow the warnings and instructions could result in serious injury. • Keep this product out of the reach of small children. Small • PS VR is not for use by children under age 12. children may swallow small parts, may pull on cables and • Wearing the VR headset will completely block your ability to see cause the processor unit or VR headset to fall, or may wrap your surroundings. PS VR does not detect obstacles. Review the cables around themselves, which may inflict injury or surroundings and clear obstacles from an area larger than the cause an accident or a malfunction. Play Area ( page 8) before use. Make sure you are not near any walls, stairs, furniture, or other obstacles that you may Photosensitivity/Epilepsy/Seizures collide with or trip over. A very small percentage of individuals may experience • Remain in the center of the Play Area and do not walk epileptic seizures or blackouts when exposed to certain light around while wearing the VR headset.