Audio Engineering Society 49th International Conference on Audio for Games 

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The three-day conference program is focused around the dissemination and discussion of technical solutions and recommended practices. Gaming is by its very nature an interactive experience, and game development highly multi-disciplinary, and we would like the conference program to reflect this.

Damian Murphy at Audio for Games 2011

Submission information

All submissions should have a clear application in game audio or interactive audio. Content should reflect the engineering progress made and highlight relevant contributions or conclusions to attendees. We encourage multidisciplinary approaches to the area and an exploration of the interaction between sound designer and audio engineer.

Submissions may be a paper (to be presented in the main sessions) or poster or demonstration (to be presented in the poster sessions). Paper or poster proposals should consist of title, abstract (60 to 120 words), and precis (500 to 750 words), or alternatively, a full and complete paper (encouraged for full peer review) to be submitted online by July 27, 2012 up until 31st August 2012. Acceptance of papers will be determined by the 49th Conference review committee based on an assessment of the abstract and précis, or full paper submission. Accepted authors will be notified by September 14, 2012 12th October, 2012. Complete manuscripts of a maximum of 10 pages (3000 words) must be submitted by October 26, 2012.

**Papers Deadline Extended**

The organizing committee of the AES 49th International Conference, Audio for Games, is pleased to announce an extension to the original paper submission deadline, and we will be happy to accept paper/poster proposals based on abstract and precis, or complete authored paper submissions for full peer review, up until 31st August 2012.  Notification of acceptance will be by 12th October, with final papers to be submitted by 9th November.
This is due in part to some of the problems faced by authors with our papers submission website. We are happy to say that these have now been resolved and you will find the correct AES49 paper templates at where you will also be able to upload your submissions.

Proposed topics

We welcome submissions in all relevant areas, including, but not limited to:

Game pipeline

  • DSP system design
  • Mixing systems
  • Scripting systems
  • Tool development

Spatial audio in games

  • Sound with Height / 3D
  • Mixing for unknown speaker configurations
  • Upmix/downmix
  • Spatialization and environment modelling
  • Headphone listening
  • Interactive virtual auditory environments
  • Acoustic modeling and auralization
  • Hybrid and parametric approaches to interactive reverb simulation

Real-time synthesis

  • Synthesis architectures
  • Granular synthesis
  • Physical and spectral modelling
  • Procedural audio
  • Novel use of traditional synthesis techniques

Audio codecs and file formats

  • Real-time codecs and usage
  • Seeking and looping in encoded bitstreams
  • Codec quality
  • Fast and low bit-rate codecs
  • Audio distribution systems

Future areas for standardization

  • Loudspeaker layouts
  • Recording and mix levels
  • Scripting file formats

Sound design, recording, and Foley

  • Techniques and case studies
  • Perception of interactive audio
  • Nonrepetitive design

Game music systems

  • Interactive and generative music
  • Nonlinear composition
  • Online gaming

Audio as a game input

  • Pitch analysis in singing
  • Mixing voice with game
  • Voice management with multiple talkers
  • Speech recognition and synthesis

Training and education

  • Audio in interactive training applications
  • Game-audio course material and certification