Dolby at GDC 2019

February 19, 2019 by Lori Solomon

Back by popular demand, we will host our Dolby Atmos Speaker Series at GDC, with sessions covering technical and creative all 3 days of the expo. Be sure to stop by to hear one of these great talks, see a technology demo or just to say hi and catch-up. 

Wednesday, March 20

11:00 AM - Wwise Spatial Audio 2019.1

Wwise is the worldwide leading solution empowering sound designers and programmers in developing the most sophisticated audio experiences for any type of interactive media. In this session, Thalie Keklikian, R&D Software Developer at Audiokinetic, will show what’s new for Spatial Audio in 2019.1. In their open source sample project, the Wwise Audio Lab, you will learn about sound propagation using rooms and portals, geometry-informed early reflections and diffraction. All of which will be configured for a Dolby Atmos enabled 7.1.4 speaker configuration with Wwise.                                                                                                                      

12:30 PM - Showcasing Dolby Atmos in Forza Horizon 4

Nick Wiswell, Audio Director at Turn 10 Studios, will discuss how the audio team at Playground Games implemented Dolby Atmos support in Forza Horizon 4 using FMOD Studio. This will include discussion of early prototypes, understanding what sounds translate well to the height speakers and demos of the final game.            

2:00 PM - Cinematics and Music: Creating and Deploying Linear Content in a Dolby Atmos Game, and Beyond

Kristoffer Larson, Sr. Sound Supervisor at Formosa Group, will explore music and linear content mixes, showing examples of techniques used to maximize the benefits of the Dolby Atmos format and spatial audio in general.  He will then look at factors to consider when exporting and delivering files for in-game playback as well as other possible endpoints.                                                                                      

3:30 PM – Dolby Atmos on an Indie Budget

David Baxter of Boom Clap Play and Michael O’Kane of Northern Softworks join us from Belfast, Ireland to discuss Dolby Atmos integration into their title, Inertial Drift.  They will highlight key audio elements of the game, demonstrate technical aspects of implementation, and prove that mixing for Atmos is feasible and worthwhile for a small indie team.

4:30 PM - Microsoft Spatial Sound: Fundamentals

During this talk Robert Ridihalgh, Sr. Technical Audio Specialist with Xbox ATG, will focus on the fundamentals of the MS Spatial platform on PC and Xbox, what the platform offers for developers and users, and show the basics of integrating spatial sound into a title.

Thursday, March 21

10:30 AM - Showcasing Dolby Atmos in Forza Horizon 4

11:45 AM -Microsoft Spatial Sound: Best Practices and Content Ideas

Join Robert Ridihalgh, Sr. Technical Audio Specialist with Xbox ATG, as he focuses on deeper middleware integration including use of dynamic objects and non-virtualized sounds, best practices for integration, and ways to use spatial content to bring deeper immersion to a title.

1:00 PM - Wwise Spatial Audio 2019.1

2:30 PM – Showcasing Dolby Atmos in Shadow of the Tomb Raider

Shadow of the Tomb Raider was one of the first console games to implement a native Dolby Atmos mix. Audio Director Rob Bridgett will give a live gameplay demo in Dolby Atmos 7.1.4, as well as an overview of his team’s approach for making the most of opportunities for vertical spectacle using this new and exciting, immersive home theatre format.

3:45 PM - Cinematics and Music: Creating and Deploying Linear Content in a Dolby Atmos Game, and Beyond 

5:00 PM - Dolby Atmos on an Indie Budget 

Friday, March 22

10:30 AM - Showcasing Dolby Atmos in Shadow of the Tomb Raider

12:00 PM - Dolby Atmos on an Indie Budget

1:30 PM - Microsoft Spatial Sound: Spatial Acoustics 

During this talk Robert Ridihalgh, Sr. Technical Audio Specialist with Xbox ATG will be joined by Noel Cross, Principal Software Development Engineer and Hakon Strande, Principal Program Manager of the MS Project Acoustics Team, to demonstrate use of Microsoft’s Project Acoustics to bring realistic acoustics into a spatial environment.

*Schedule subject to change