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Spatial Sound: Bringing Immersive Game Audio to Millions of New Devices and New Formats (Presented by Microsoft)

Steven Wilssens (Principal Program Manager Lead, Microsoft)

Location: Room 2009, West Hall

Date: Wednesday, March 20

Time: 11:30am - 12:15pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Audio

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: All

**GDC Announcement** Microsoft’s Spatial Sound platform brings a platform-level solution for spatial sound support on Xbox and Windows, enabling both surround and elevation (above or below the listener) audio cues. The spatial sound APIs allow developers to create audio objects that emit audio from positions in 3D space. Dynamic audio objects allow you to emit audio from an arbitrary position in space, which can change over time. You can also specify that audio objects emit sound from one of 17 pre-defined static channels (8.1.4.4) that can represent real or virtualized speakers. The actual output format is selected by the user, and can be abstracted from Windows Sonic implementations; audio will be presented to existing speakers, headphones, and home theater receivers without needing any code or content changes.


This talk includes an announcement by the Microsoft Audio team for how game developers can take advantage of Spatial Sound support expanding to reach even more customers with new form factors and support for new encoding formats, giving gamers and game developers more choice for wrapping their ears in the best gaming audio experiences the world has ever heard.

Takeaway

- Immersion and spatial sound go hand in hand. Get the latest news on this tech, coming soon to more devices in every home.
- Spatial sound is not just for FPS and cinematic adventure games. 2D scrollers, Tabletop RPG simulations, board games, and more can all use 360 degree spatial sound to put the player in the center of the adventure.

Intended Audience

- Engineers looking to learn more about putting Spatial Sound in their first game

- Veteran Spatial Sound adopters interested in how the technology is expanding and want to ask questions directly to the team responsible for the technology for how they can optimize and improve their implementations for future titles.