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.


The Number One Educational Resource for the Game Industry

Session Name: Squeeze Play: The State of Ady0 Cmprshn
Speaker(s): Scott Selfon
Company Name(s): Microsoft Corporation
Track / Format: Audio

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content


Nearly all audio assets used in games today are compressed in some form -- but what does that really mean acoustically? This session will provide an overview of the technology behind some of the most commonly used compression formats currently in use (across devices from mobile to console), with a focus on how these formats and their implementations impact the sounds they are compressing. We'll also take a look at some more novel approaches currently in use to provide ever-greater space savings while presenting high fidelity and highly malleable sound effects, dialogue, and music. Content may still continue to feel the squeeze, but understanding how the squeezing happens allows for artists to wield these tools with increasingly efficiency and awareness, and perceived quality can continue to soar even as footprint is reduced.

GDC 2012

Scott Selfon

Microsoft Corporation

free content