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GameCODA
GameCODA is an audio middleware product by Sensaura designed for game developers to create realistic sound environments in video games. It allows development for the following platforms: Microsoft Windows, Xbox, Xbox 360, PlayStation 2 and GameCube. GameCODA incorporates several audio technologies that were developed by Sensaura, which includes Sensaura's HRTF algorithms, MacroFX™, ZoomFX™ and EnvironmentFX™. History On March 12th, 2002, GameCODA was announced. The middleware was intended to reduce the costs associated with implementing audio into video games. After Sensaura was acquired by Creative Technology, Sensaura focused solely on GameCODA. Incorporating Sensaura's existing technologies, GameCODA brings 3D audio to multiple platforms in a streamlined way, having standardization through Sensaura's Hardware Abstraction Layer (SAL), which was supported across all popular platforms at the time. CAGE Producer CAGE Producer is the central audio asset management tool which ...
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GameCODA Website
GameCODA is an audio middleware product by Sensaura designed for game developers to create realistic sound environments in video games. It allows development for the following platforms: Microsoft Windows, Xbox, Xbox 360, PlayStation 2 and GameCube. GameCODA incorporates several audio technologies that were developed by Sensaura, which includes Sensaura's HRTF algorithms, MacroFX™, ZoomFX™ and EnvironmentFX™. History On March 12th, 2002, GameCODA was announced. The middleware was intended to reduce the costs associated with implementing audio into video games. After Sensaura was acquired by Creative Technology, Sensaura focused solely on GameCODA. Incorporating Sensaura's existing technologies, GameCODA brings 3D audio to multiple platforms in a streamlined way, having standardization through Sensaura's Hardware Abstraction Layer (SAL), which was supported across all popular platforms at the time. CAGE Producer CAGE Producer is the central audio asset management tool which ...
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GameCODA Logos For Each Supported Platform
GameCODA is an audio middleware product by Sensaura designed for game developers to create realistic sound environments in video games. It allows development for the following platforms: Microsoft Windows, Xbox, Xbox 360, PlayStation 2 and GameCube. GameCODA incorporates several audio technologies that were developed by Sensaura, which includes Sensaura's HRTF algorithms, MacroFX™, ZoomFX™ and EnvironmentFX™. History On March 12th, 2002, GameCODA was announced. The middleware was intended to reduce the costs associated with implementing audio into video games. After Sensaura was acquired by Creative Technology, Sensaura focused solely on GameCODA. Incorporating Sensaura's existing technologies, GameCODA brings 3D audio to multiple platforms in a streamlined way, having standardization through Sensaura's Hardware Abstraction Layer (SAL), which was supported across all popular platforms at the time. CAGE Producer CAGE Producer is the central audio asset management tool which ...
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Sensaura
Sensaura, a division of Creative Technology, was a company that provided 3D audio effect technology for the interactive entertainment industry. Sensaura technology was shipped on more than 24 million game consoles and 150 million PCs (on soundcards, motherboards and external USB audio devices). Formed in 1991, Sensaura developed a range of technologies for incorporating 3D audio into PC's and consoles. History Following its origin as a research project at Thorn EMI's Central Research Laboratories ("CRL", based in Hayes, Hillingdon, Hayes, United Kingdom) in 1991, Sensaura become a supplier of 3D audio technology. By 1998, Sensaura had licensed its technology to the audio integrated circuit, chip manufacturers (ESS Technology, Crystal Semiconductor/Cirrus Logic and Yamaha Corporation, Yamaha), who at that time supplied 70% of the PC audio market. Subsequent licensees included NVIDIA, Analog Devices, VIA Technologies (expired, replaced by QSound) and C-Media, C-Media Electronics. ...
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Audio
Audio most commonly refers to sound, as it is transmitted in signal form. It may also refer to: Sound *Audio signal, an electrical representation of sound *Audio frequency, a frequency in the audio spectrum *Digital audio, representation of sound in a form processed and/or stored by computers or digital electronics *Audio, audible content (media) in audio production and publishing *Semantic audio, extraction of symbols or meaning from audio *Stereophonic audio, method of sound reproduction that creates an illusion of multi-directional audible perspective *Audio equipment Entertainment *AUDIO (group), an American R&B band of 5 brothers formerly known as TNT Boyz and as B5 * ''Audio'' (album), an album by the Blue Man Group * ''Audio'' (magazine), a magazine published from 1947 to 2000 *Audio (musician), British drum and bass artist * "Audio" (song), a song by LSD Computing *, an HTML element, see HTML5 audio See also *Acoustic (other) *Audible (other) *Audio ...
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Aureal Semiconductor
Aureal Semiconductor Inc. was an American electronics manufacturer, best known throughout the mid-late 1990s for their PC sound card technologies including A3D and the Vortex (a line of audio ASICs.) The company was the reincarnation of the, at the time, bankrupt Media Vision Technology, who developed and manufactured multimedia peripherals such as the Pro Audio Spectrum 16. History Prior to May 1996, Aureal Semiconductor were Media Vision Technologies Inc. after being caught in a financial scandal. Media Vision incurred approximately $104 million of aggregate losses in 1995 before the company was renamed. Aureal sustained further losses of $17 million in 1996 and $18 million in 1997. After having acquired Crystal River Engineering in May 1996, Aureal worked with them to develop and market the A3D audio technology. The technology was incorporated into video games, surround sound systems and sound cards. On March 5, 1998 Creative Labs sued Aureal for patent infringement. Aure ...
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Sound Card
A sound card (also known as an audio card) is an internal expansion card that provides input and output of audio signals to and from a computer under the control of computer programs. The term ''sound card'' is also applied to external audio interfaces used for professional audio applications. Sound functionality can also be integrated onto the motherboard, using components similar to those found on plug-in cards. The integrated sound system is often still referred to as a ''sound card''. Sound processing hardware is also present on modern video cards with HDMI to output sound along with the video using that connector; previously they used a S/PDIF connection to the motherboard or sound card. Typical uses of sound cards or sound card functionality include providing the audio component for multimedia applications such as music composition, editing video or audio, presentation, education and entertainment (games) and video projection. Sound cards are also used for computer-base ...
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Digital Signal Processing
Digital signal processing (DSP) is the use of digital processing, such as by computers or more specialized digital signal processors, to perform a wide variety of signal processing operations. The digital signals processed in this manner are a sequence of numbers that represent samples of a continuous variable in a domain such as time, space, or frequency. In digital electronics, a digital signal is represented as a pulse train, which is typically generated by the switching of a transistor. Digital signal processing and analog signal processing are subfields of signal processing. DSP applications include audio and speech processing, sonar, radar and other sensor array processing, spectral density estimation, statistical signal processing, digital image processing, data compression, video coding, audio coding, image compression, signal processing for telecommunications, control systems, biomedical engineering, and seismology, among others. DSP can involve linear or nonli ...
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HRTF
A head-related transfer function (HRTF), also known as anatomical transfer function (ATF), is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2–5 kHz with a primary resonance of +17 dB at 2,700 Hz. But the response curve is more complex than a single bump, affects a broad frequency spectrum, and varies significantly from person to person. A pair of HRTFs for two ears can be used to synthesize a binaural sound that seems to come from a particular point in space. It is a transfer function, describing how a sound from a specific point will arrive at the ear (generally at the outer end of the auditory canal). Some consumer home entertai ...
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The Internet Archive
The Internet Archive is an American digital library with the stated mission of "universal access to all knowledge". It provides free public access to collections of digitized materials, including websites, software applications/games, music, movies/videos, moving images, and millions of books. In addition to its archiving function, the Archive is an activist organization, advocating a free and open Internet. , the Internet Archive holds over 35 million books and texts, 8.5 million movies, videos and TV shows, 894 thousand software programs, 14 million audio files, 4.4 million images, 2.4 million TV clips, 241 thousand concerts, and over 734 billion web pages in the Wayback Machine. The Internet Archive allows the public to upload and download digital material to its data cluster, but the bulk of its data is collected automatically by its web crawlers, which work to preserve as much of the public web as possible. Its web archive, the Wayback Machine, contains hundreds of billi ...
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3D Studio Max
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language. History The original 3D Studio product was created for the DOS platform by the Yost Group, and published by Autodesk. The release of 3D Studio made Autodesk's previous 3D rendering package AutoShade obsolete. After 3D S ...
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