You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

Session Name Using DSPs to Proactively Identify Transients and Root-Cause Problems
Speaker(s) Tom Mathews
Company Name(s) Microsoft
Track / Format Programming

There are few things more annoying than an intermittent pop that creeps into the audio mix of your game. Pausing the title when we here the pop isn't granular enough... 10 new sounds may have played in the window between hearing the pop and breaking into the game. To track down audio problems, we've typically used a binary search, pruning away the content until we could find the root cause. But what if we could create a tool that would hit a breakpoint as soon as it heard a pop? Could we create a tool that could hear imperceptible pops, warning us that there were problems lurking beneath the waves? I propose we can do this and more, by leveraging VSTs or DSPs as a diagnostic tool, rather than simply as a way to shape our audio.

GDC 2012

Tom Mathews


free content



UBM Tech