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Project Acoustics: Fast and Accurate Physically-Based Rendering for Acoustic Design (Presented by Microsoft)

Hakon Strande  (Principal Program Manager, Microsoft)

Noel Cross  (Principal Software Development Engineer Lead, Microsoft)

Location: Room 2009, West Hall

Date: Wednesday, March 20

Time: 10:30 am - 11:15 am

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!

Topic: Audio

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: Advanced

**GDC Announcement** Project Acoustics does for audio design, what baked physically-based lighting did for graphics", using Azure cloud power. Do you want to spend your time designing sounds instead of faking the physics of sound wave propagation? Do you find tuning complex spatial sound environments costly, time consuming, and unfeasible to achieve the results you want? Project Acoustics solves these problems and saves you time. Project Acoustics is a codeless wave physics-based system that – while maintaining designer control and freedom - calculates acoustic parameters for wave propagation effects like portalling, reverb, occlusion and obstruction based on the materials and geometry of your virtual world. Design your acoustics from that detailed starting point without placing reverb volumes or casting rays. Apply the results in microseconds at runtime. Learn how to use this system to improve acoustic quality and save time today!


- Learn what Project Acoustics can do and how wave propagation works to save time and improve results with acoustic design.
- Learn how Project Acoustics is built on top of the Azure Batch service in a way that you can deploy and test this today.
- See another example of how Microsoft is democratizing cloud computing to make more power accessible to game developers in both game systems development as well as game services development.

Intended Audience

Audio engineers responsible for designing spatial sound environments, working with WWISE, FMOD, and other audio design tools will immediately benefit from the techniques and tools provided in this talk.

Audio engineers who have not yet considered adding spatial sound to their titles will find this talk enabling, giving them a huge head start on creating a baseline for audio parameters needed to create realistic environments.

Tech Directors and Producers looking for ways to support their audio engineering teams should make sure they have an understanding of how techniques used for graphics, are being applied to audio in a way can save costs, save time, and improve outcomes/quality when creating immersive audio.