How HDR Audio Makes Battlefield: Bad Company Go BOOM

2009-11-05 by Anders Clerwall

Conference: Game Developers Conference 2009

This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. It explains in detail how using real-world sound level approximations and an adjustable dynamic range transformed the usually tedious and time-consuming act of mixing the game into an enjoyable play-through, which meant more resources could be devoted to polish.