5Task group activities 5.1Joint meetings and documents from other groups 5.1.1MPEG standards for Gaming
MPEG-4 media steams are compressed, which permits easy storage and, more importantly, easy transmission. On-line games offer MPEG an opportunity.
The gaming industry does not embrace open standards, but does use defacto standards (e.g. PS3 or X-Box platforms). However, at the rendering level, 99 percent of games today use either OpenGL or DirectX.
It was noted that what is needed is contacts to gaming industry, for example to learn to how audio is treated within the game engine and understand what needs the gaming industry might have.
Game architecture can be roughly represented by the following flowchart:
Content → Game Engine → Rendering API (e.g. OpenGL, DirectX) → Drivers and presentation
It appears that HE-AAC or USAC streams for audio objects, which are rendered using with SAOC and MPEG Surround (including binaural rendering) could map onto this flowchart. As another example, MP3 technology in Flash might be extended to support SAOC / MPEG Surround. This may be particularly appropriate for simple PC-based network games.
Gaming uses middleware to leverage their resources, particularly as a means to be portable across gaming platforms. This potential interface to standardized technology could represent an opportunity
In order to increase awareness of and contacts into the gaming industry audio experts might
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Attend gaming conferences (are there such things)?
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Contact industry associations, e.g. Game Academy (in Berlin)
Finally, it would be a very beneficial exercise to construct a detailed block diagram of a specific networked gaming platform and map onto it possible MPEG audio technology.
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