A perspective on the adoption of Ambisonics for games

Andrew J. Horsburgh, Kenneth B. McAlpine, D. Fraser Clark

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In this paper the history of Ambisonics in computer gaming is presented, then described with a discussion of its current adoption and implementation, concluded by an examination of the role Ambisonic technology might have in the future of games audio. Surround formats, such as Dolby 5.1 Surround, have been used effectively within the computer games sector for over 10 years, with format used almost exclusively in some genres. However, recent developments in processing power and advancements in game-audio engines (such as OpenAL incorporation) it has become possible to use Ambisonics as an alternative surround audio format in all video games. There are currently only a limited number of game titles which use Ambisonic materials, and these have not yet been systematically catalogued.
Original languageEnglish
Title of host publicationProceedings of the AES 41st International Conference
Subtitle of host publicationAudio for Games
EditorsDamian Murphy
Place of PublicationNew York
PublisherAudio Engineering Society
ISBN (Electronic) 9780937803790
ISBN (Print)9781617824739
Publication statusPublished - 2 Feb 2011
EventAES 41st International Conference on Audio for Games - BAFTA building, 195 Piccadilly, London, United Kingdom
Duration: 2 Feb 20114 Feb 2011
Conference number: 41st

Conference

ConferenceAES 41st International Conference on Audio for Games
Abbreviated titleAES
Country/TerritoryUnited Kingdom
CityLondon
Period2/02/114/02/11

Keywords

  • Ambisonics
  • Surround sound
  • Atmospheric audio

Fingerprint

Dive into the research topics of 'A perspective on the adoption of Ambisonics for games'. Together they form a unique fingerprint.

Cite this