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Developer(s) | Sensaura, Creative Technology |
---|---|
Initial release | 2003 |
Final release | 2.1 |
Middleware | Audio |
Platform | Windows, Xbox, Xbox 360, PlayStation 2, GameCube |
Website | GameCODA - About at the Wayback Machine (archived January 26, 2006) |
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™.
On March 12, 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 is the central audio asset management tool which bundles the sound samples into sample banks, sound banks and reverb banks for the target console platforms. It cannot edit audio assets itself apart from sample rate, channels and size; an audio editor is needed for much more than that. It communicates with the CAGE plugins for positioning of sound and reverb environments on the basis of the 3D geometry. The CAGE plugins are available for Maya and 3D Studio Max. [1]
Using HRTF and detailed positioning of sound sources, GameCODA can create aurally accurate 3D audio environments. For more information, see Sensaura 3D Positional Audio
XTC algorithm which tries to reduce acoustic crosstalk. It uses both the distance and angle of the loudspeakers to calculate precisely the transaural crosstalk level and then generates a very accurate cancellation signal. For more information, see Sensaura 3D speaker technology
Sensaura developed different technologies to create a more realistic audio environment for the listener:
MacroFX is an algorithm that tries to create realistic close-up effects.
ZoomFX is a technology for simulating the sound of large emitters. This is achieved by creating each virtual sound area from several, similar, virtual point sources, rather than from a single point source, as is commonly done.
EnvironmentFX technology models different acoustic environments allowing the generation of early reflections and reverberation, in order to produce an immersive 3D audio environment. Not just with sounds themselves, it also factors in the acoustic contribution of the environment
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DirectSound is a deprecated software component of the Microsoft DirectX library for the Windows operating system, superseded by XAudio2. It provides a low-latency interface to sound card drivers written for Windows 95 through Windows XP and can handle the mixing and recording of multiple audio streams. DirectSound was originally written for Microsoft by John Miles.
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QSound is the original name for a positional three-dimensional (3D) sound processing algorithm from QSound Labs that creates 3D audio effects from multiple monophonic sources and sums the outputs to two channels for presentation over regular stereo speakers. QSound was eventually re-dubbed "Q1" after the introduction of "Q2", a positional 3D algorithm for headphones. When multi-speaker surround system support was later added to the positional 3D process, the QSound positional 3D audio process became known simply as "Q3D". QSound was founded by Larry Ryckman (CEO), Danny Lowe and John Lees. Jimmy Iovine served as senior vice president of music and Shelly Yakus as vice president of audio engineering in its formative years.
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 . Formed in 1991, Sensaura developed a range of technologies for incorporating 3D audio into PC's and consoles.
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Crystal River Engineering Inc. was an American technology company best known for their pioneering work in HRTF based real-time binaural, or 3D sound processing hardware and software. The company was founded in 1989 by Scott Foster after he received a contract from NASA to create the audio component of VIEW, a virtual reality based training simulator for astronauts. Crystal River Engineering was acquired by Aureal Semiconductor in 1996.
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MAGIX Samplitude/ Sequoia is a computer program made by MAGIX for recording, editing, mixing, mastering and outputting audio. The first version was released in 1992 for the Amiga and three years later for Microsoft Windows. The latest versions of the software are Samplitude Pro X5, Samplitude Pro X5 Suite and Sequoia 16. Samplitude is an example of a digital audio workstation (DAW).
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Auralization is a procedure designed to model and simulate the experience of acoustic phenomena rendered as a soundfield in a virtualized space. This is useful in configuring the soundscape of architectural structures, concert venues, and public spaces, as well as in making coherent sound environments within virtual immersion systems.
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