ABSTRACT

X INTRODUCTION Th e audio discipline is responsible for creating or procuring a game’s audio assets, which may include sound eff ects, music, and dialogue. Depending on the size of the game studio, audio personnel may specialize in one or more of these asset areas, and regardless of specialization often work closely with designers and other creative stakeholders on both individual game moments (e.g., a particular sound eff ect) and across the game as a whole (e.g., the musical score). Because high-quality sound fi les require large amounts of memory at runtime and on storage media, audio personnel in particular rely on compression tools and techniques to achieve the best-quality work in the smallest possible computational and storage footprint.