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ASTOUNDSOUND	
  FOR	
  GAMING:	
  THE	
  NEXT	
  
DIMENSION	
  IN	
  THE	
  EVOLUTION	
  OF	
  AUDIO!	
  
JERRY	
  MAHABUB,	
  FOUNDER	
  &	
  CEO,	
  GENAUDIO,	
  INC.	
  
MICHEL	
  HENEIN,	
  SVP	
  GAMING	
  PRODUCTS	
  ,	
  GENAUDIO,	
  INC.	
  
3D	
  AUDIO	
  
TODAY	
  

y Surround	
  Sound	
  (encode/decode)	
  
‒ Auro3D	
  (11.1,	
  13.1),	
  Dolby	
  ATMOS	
  (64)	
  
‒ Expensive	
  playback	
  hardware	
  
‒ Large	
  number	
  of	
  speakers	
  is	
  
imprac[cal	
  for	
  games	
  

y PsychoacousDcs	
  
‒ HRTF	
  
‒ Dummy	
  Head	
  

‒ BRTF	
  
‒ The	
  Human	
  Brain	
  

2	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
GAME	
  AUDIO	
  
TODAY	
  

y QuesDons	
  
‒ How	
  does	
  the	
  human	
  brain:	
  
‒ Process	
  spaDal	
  audio	
  informaDon?	
  
‒ Determine	
  where	
  sound	
  sources	
  are	
  coming	
  from?	
  

‒ What	
  kind	
  of	
  brain	
  acDvity	
  measurements	
  could	
  provide	
  
enough	
  informaDon	
  to	
  make	
  these	
  determinaDons?	
  
MagneDc	
  Resonance	
  Imaging	
  R&D	
  is	
  the	
  key!	
  

3	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
FOUNDATIONAL	
  R&D	
  
BRAIN	
  RESEARCH	
  

y fMRI/MEG/EEG	
  human	
  brain	
  scan	
  
measurements	
  
‒ Suggested	
  that	
  the	
  brain	
  determines	
  how	
  we	
  
posi[on	
  sounds	
  in	
  space	
  
y This	
  led	
  to	
  the	
  quesDon:	
  
‒ Can	
  an	
  accurate	
  model	
  be	
  built	
  that	
  determines	
  
how	
  the	
  human	
  brain	
  localizes	
  a	
  sound	
  source?	
  
y Answer:	
  Yes	
  –	
  the	
  basis	
  of	
  AstoundSound®	
  

4	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
TECHNOLOGY	
  DEVELOPMENT	
  
CHRONOLOGY	
  

	
  
MRI	
  Imaging:	
  (1988	
  -­‐	
  1991):	
  Over	
  7000	
  discrete	
  fMRI	
  scans	
  to	
  measure	
  human	
  
brain	
  magnitude	
  response	
  characteris[cs.	
  
✦ 

Data	
   Analysis:	
   (1991	
   to	
   2001):	
   Computa[onal	
   physics	
   &	
   numerical	
   analysis	
  
were	
   used	
   to	
   decipher	
   [me	
   dependent	
   data	
   based	
   on	
   EEG	
   and	
   MEG	
  
measurements.	
  
✦ 

ComputaDon/Results:	
   (2001	
   to	
   2003):	
   7,337	
   discrete	
   Brain	
   Response	
   Transfer	
  
Func[ons	
  (BRTFs)	
  were	
  computed	
  upon	
  comple[on	
  of	
  the	
  data	
  analysis.	
  
✦ 

AstoundSound	
   Backend	
   DSP:	
   (2003	
   to	
   2009):	
   The	
   BRTF	
   dataset	
   was	
   ini[ally	
  
represented	
  as	
  FIR	
  filters	
  and	
  subsequently	
  IIR	
  filters.	
  
✦ 

Current	
   AstoundSound	
   Products:	
   (2008	
   to	
   2013):	
   AstoundExpander®	
  
Computer	
   Sogware,	
   AstoundSound	
   for	
   CE	
   integra[on,	
   AstoundSoundPro®,	
  
AstoundSurround®,	
   and	
   AstoundSoundRTI®	
   (Real-­‐Time	
   Interface	
   for	
   Gaming),	
  
AstoundConference®,	
  	
  AstoundHearing®,	
  	
  and	
  AstoundPilot®.	
  
✦ 

5	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
3D	
  GAME	
  AUDIO	
  
TRUE	
  3D	
  AUDIO	
  	
  

y  TRUE	
  3D:	
  	
  Accurate	
  sound	
  

placement	
  in	
  all	
  three	
  spa[al	
  
dimensions	
  (x,y,z)	
  or	
  (r,	
  θ,	
  φ)	
  
y  Dynamic:	
  	
  Real-­‐[me	
  change	
  
in	
  rela[ve	
  posi[on	
  and	
  
orienta[on	
  between	
  listener	
  
and	
  sound	
  source	
  

6	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
SOLUTIONS	
  

ASTOUNDSOUND	
  IS	
  PRACTICAL	
  

Ideal	
  soluDon	
  

AstoundSound®	
  3D	
  	
  

Full,	
  dynamic	
  3D	
  (height)	
  

Full,	
  dynamic	
  3D	
  (height)	
  

Direct	
  game	
  integra[on	
  

Direct	
  game	
  integra[on	
  

Use	
  exis[ng	
  audio	
  setup	
  
	
  

Stereo	
  speakers	
  or	
  
headphone	
  

Easy	
  to	
  setup	
  

No	
  special	
  setup	
  

Easy	
  developer	
  authoring	
  

Plugins	
  for	
  developers	
  

Guaranteed	
  audio	
  resources	
  

AMD	
  TrueAudio	
  

7	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  FOR	
  GAMING	
  
3	
  PLUGINS	
  SOLUTIONS	
  

y AstoundSound	
  3D	
  RTI	
  
‒ Mono	
  to	
  stereo	
  
‒ Full	
  3D,	
  posi[onal,	
  interac[ve	
  spa[aliza[on	
  interface	
  
y AstoundSound	
  Fold-­‐down	
  
‒ Mul[channel	
  (n-­‐channel)	
  to	
  stereo	
  processor	
  
‒ Ini[ally	
  available	
  as	
  5.1	
  to	
  stereo,	
  7.1	
  to	
  stereo	
  this	
  year	
  
‒ Beyond	
  11.1	
  to	
  stereo	
  possible	
  
y AstoundSound	
  Expander	
  
‒ Stereo	
  in/stereo	
  out	
  enhancement	
  

8	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  3D	
  RTI	
  
MONO	
  TO	
  STEREO	
  PLUGIN	
  

9	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  3D	
  RTI	
  
HOW	
  IT	
  WORKS	
  

y  Two	
  inputs	
  to	
  processor	
  
‒ Audio:	
  processes	
  mono	
  sound	
  sources	
  –	
  outputs	
  stereo	
  in	
  3D	
  
‒ PosiDonal	
  data:	
  Inputs	
  XYZ	
  posi[onal	
  data	
  from	
  in-­‐game	
  
sound	
  sources	
  

y  Distance	
  control	
  
‒ Standard	
  a]enuaDon	
  (default)	
  
‒ 3D	
  distance	
  cue	
  processing	
  available	
  for	
  maximum	
  depth	
  
percepDon	
  

Result:	
  	
  Illusion	
  of	
  sounds	
  coming	
  from	
  game	
  space	
  to	
  

corresponding	
  locaDon	
  	
  in	
  actual	
  listening	
  environment	
  

Benefit:	
  	
  Allows	
  players	
  to	
  correctly	
  hear	
  spaDal	
  auditory	
  cues	
  
‒ Enhanced	
  immersion	
  due	
  to	
  ‘feeling’	
  of	
  all	
  three	
  dimensions	
  
‒ Enhanced	
  situaDonal	
  awareness	
  
10	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

Simply	
  put,	
  it’s	
  
how	
  players	
  should	
  
listen	
  to	
  their	
  
game	
  sound!	
  
ASTOUNDSOUND	
  3D	
  RTI	
  
HOW	
  IT	
  WORKS	
  

11	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  3D	
  RTI	
  
WWISE	
  PLUGIN	
  

12	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  3D	
  RTI	
  
PERFORMANCE	
  

Performance	
  Analysis:	
  AstoundSound	
  3D	
  RTI	
  Plugin	
  (Wwise	
  
Profiler)	
  
Intel	
  i7	
  Quad	
  Core	
  2.2	
  GHz	
  

Plugin	
  CPU	
  %	
  

Direc[on	
  only,	
  No	
  Distance	
  Cues	
  

0.987	
  %	
  (audio	
  thread	
  only)	
  

10	
  voices	
  using	
  AstoundSound	
  (each)	
  

Approx.	
  10%	
  processor	
  uDlizaDon	
  (audio	
  
thread	
  only)	
  

(with	
  filter	
  interpola[on,	
  standard,	
  non-­‐enhanced	
  filters)	
  

With	
  TrueAudio	
  Enabled	
  (non-­‐opDmized)	
  
10	
  voices	
  using	
  AstoundSound	
  (each)	
  

Plugin	
  CPU:	
  0%	
  

10	
  voices	
  using	
  AstoundSound	
  (each)	
  

TrueAudio	
  :	
  %40	
  

13	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
ASTOUNDSOUND	
  FOLD-­‐DOWN	
  
PROCESSING	
  

y  Fold-down Processor
‒ Virtual speakers created for input
channels, then output as stereo
‒ Proper fold-down vs ITU which
maintains no spatial experience
‒ Can be used with the RTI to
spatialize sounds not using RTI

!
14	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
Effi

✦

ASTOUNDSOUND	
  EXPANDER	
  
PROCESSING	
  

✦

y  Expansion Processor

✦

‒ Virtual speakers created for 2 input
✦
channels, then output as stereo
‒ Creates a widened stereo image ✦
‒ Can be used with the RTI to enhance
stereo sources
✦
‒ Music
‒ Back-ground effects

Tes

✦
✦
✦
!
15	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

8-T
Ult
AN
Hig
pro
Filt
req

✦

Stre
All
Rap
ASTOUNDSOUND	
  BRANDING	
  
WHY	
  IT’S	
  KEY	
  

y  Branding	
  is	
  Necessary	
  
‒ If	
  AstoundSound	
  is	
  used,	
  players	
  must	
  know	
  that	
  
the	
  AstoundSound	
  experience	
  is	
  not	
  produced	
  by	
  
compe[ng	
  audio	
  formats	
  

y  Logo	
  Placement	
  
‒ Game	
  audio	
  seqngs	
  
‒ Splash	
  Screen	
  
‒ Packaging	
  

y  DifferenDaDon	
  
‒ Let	
  gamers	
  know	
  your	
  game	
  has	
  AstoundSound®	
  
‒ Enable	
  strong	
  market	
  differen[a[on	
  among	
  the	
  
compe[[ve	
  landscape	
  
‒ BE	
  AMONG	
  THE	
  FIRST	
  TO	
  DELIVER	
  ASTOUNDSOUND®	
  

16	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  
DISCLAIMER	
  &	
  ATTRIBUTION	
  

The	
  informa[on	
  presented	
  in	
  this	
  document	
  is	
  for	
  informa[onal	
  purposes	
  only	
  and	
  may	
  contain	
  technical	
  inaccuracies,	
  omissions	
  and	
  typographical	
  errors.	
  
	
  
The	
  informa[on	
  contained	
  herein	
  is	
  subject	
  to	
  change	
  and	
  may	
  be	
  rendered	
  inaccurate	
  for	
  many	
  reasons,	
  including	
  but	
  not	
  limited	
  to	
  product	
  and	
  roadmap	
  
changes,	
  component	
  and	
  motherboard	
  version	
  changes,	
  new	
  model	
  and/or	
  product	
  releases,	
  product	
  differences	
  between	
  differing	
  manufacturers,	
  sogware	
  
changes,	
  BIOS	
  flashes,	
  firmware	
  upgrades,	
  or	
  the	
  like.	
  AMD	
  assumes	
  no	
  obliga[on	
  to	
  update	
  or	
  otherwise	
  correct	
  or	
  revise	
  this	
  informa[on.	
  However,	
  AMD	
  
reserves	
  the	
  right	
  to	
  revise	
  this	
  informa[on	
  and	
  to	
  make	
  changes	
  from	
  [me	
  to	
  [me	
  to	
  the	
  content	
  hereof	
  without	
  obliga[on	
  of	
  AMD	
  to	
  no[fy	
  any	
  person	
  of	
  
such	
  revisions	
  or	
  changes.	
  
	
  
AMD	
  MAKES	
  NO	
  REPRESENTATIONS	
  OR	
  WARRANTIES	
  WITH	
  RESPECT	
  TO	
  THE	
  CONTENTS	
  HEREOF	
  AND	
  ASSUMES	
  NO	
  RESPONSIBILITY	
  FOR	
  ANY	
  
INACCURACIES,	
  ERRORS	
  OR	
  OMISSIONS	
  THAT	
  MAY	
  APPEAR	
  IN	
  THIS	
  INFORMATION.	
  
	
  
AMD	
  SPECIFICALLY	
  DISCLAIMS	
  ANY	
  IMPLIED	
  WARRANTIES	
  OF	
  MERCHANTABILITY	
  OR	
  FITNESS	
  FOR	
  ANY	
  PARTICULAR	
  PURPOSE.	
  IN	
  NO	
  EVENT	
  WILL	
  AMD	
  BE	
  
LIABLE	
  TO	
  ANY	
  PERSON	
  FOR	
  ANY	
  DIRECT,	
  INDIRECT,	
  SPECIAL	
  OR	
  OTHER	
  CONSEQUENTIAL	
  DAMAGES	
  ARISING	
  FROM	
  THE	
  USE	
  OF	
  ANY	
  INFORMATION	
  
CONTAINED	
  HEREIN,	
  EVEN	
  IF	
  AMD	
  IS	
  EXPRESSLY	
  ADVISED	
  OF	
  THE	
  POSSIBILITY	
  OF	
  SUCH	
  DAMAGES.	
  
	
  
ATTRIBUTION	
  
©	
  2013	
  Advanced	
  Micro	
  Devices,	
  Inc.	
  All	
  rights	
  reserved.	
  AMD,	
  the	
  AMD	
  Arrow	
  logo	
  and	
  combina[ons	
  thereof	
  are	
  trademarks	
  of	
  Advanced	
  Micro	
  Devices,	
  
Inc.	
  in	
  the	
  United	
  States	
  and/or	
  other	
  jurisdic[ons.	
  	
  SPEC	
  	
  is	
  a	
  registered	
  trademark	
  of	
  the	
  Standard	
  Performance	
  Evalua[on	
  Corpora[on	
  (SPEC).	
  Other	
  
names	
  are	
  for	
  informa[onal	
  purposes	
  only	
  and	
  may	
  be	
  trademarks	
  of	
  their	
  respec[ve	
  owners.	
  
17	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEMBER	
  28,	
  2013	
  	
  	
  |	
  	
  	
  CONFIDENTIAL	
  

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  • 1. ASTOUNDSOUND  FOR  GAMING:  THE  NEXT   DIMENSION  IN  THE  EVOLUTION  OF  AUDIO!   JERRY  MAHABUB,  FOUNDER  &  CEO,  GENAUDIO,  INC.   MICHEL  HENEIN,  SVP  GAMING  PRODUCTS  ,  GENAUDIO,  INC.  
  • 2. 3D  AUDIO   TODAY   y Surround  Sound  (encode/decode)   ‒ Auro3D  (11.1,  13.1),  Dolby  ATMOS  (64)   ‒ Expensive  playback  hardware   ‒ Large  number  of  speakers  is   imprac[cal  for  games   y PsychoacousDcs   ‒ HRTF   ‒ Dummy  Head   ‒ BRTF   ‒ The  Human  Brain   2   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 3. GAME  AUDIO   TODAY   y QuesDons   ‒ How  does  the  human  brain:   ‒ Process  spaDal  audio  informaDon?   ‒ Determine  where  sound  sources  are  coming  from?   ‒ What  kind  of  brain  acDvity  measurements  could  provide   enough  informaDon  to  make  these  determinaDons?   MagneDc  Resonance  Imaging  R&D  is  the  key!   3   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 4. FOUNDATIONAL  R&D   BRAIN  RESEARCH   y fMRI/MEG/EEG  human  brain  scan   measurements   ‒ Suggested  that  the  brain  determines  how  we   posi[on  sounds  in  space   y This  led  to  the  quesDon:   ‒ Can  an  accurate  model  be  built  that  determines   how  the  human  brain  localizes  a  sound  source?   y Answer:  Yes  –  the  basis  of  AstoundSound®   4   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 5. TECHNOLOGY  DEVELOPMENT   CHRONOLOGY     MRI  Imaging:  (1988  -­‐  1991):  Over  7000  discrete  fMRI  scans  to  measure  human   brain  magnitude  response  characteris[cs.   ✦  Data   Analysis:   (1991   to   2001):   Computa[onal   physics   &   numerical   analysis   were   used   to   decipher   [me   dependent   data   based   on   EEG   and   MEG   measurements.   ✦  ComputaDon/Results:   (2001   to   2003):   7,337   discrete   Brain   Response   Transfer   Func[ons  (BRTFs)  were  computed  upon  comple[on  of  the  data  analysis.   ✦  AstoundSound   Backend   DSP:   (2003   to   2009):   The   BRTF   dataset   was   ini[ally   represented  as  FIR  filters  and  subsequently  IIR  filters.   ✦  Current   AstoundSound   Products:   (2008   to   2013):   AstoundExpander®   Computer   Sogware,   AstoundSound   for   CE   integra[on,   AstoundSoundPro®,   AstoundSurround®,   and   AstoundSoundRTI®   (Real-­‐Time   Interface   for   Gaming),   AstoundConference®,    AstoundHearing®,    and  AstoundPilot®.   ✦  5   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 6. 3D  GAME  AUDIO   TRUE  3D  AUDIO     y  TRUE  3D:    Accurate  sound   placement  in  all  three  spa[al   dimensions  (x,y,z)  or  (r,  θ,  φ)   y  Dynamic:    Real-­‐[me  change   in  rela[ve  posi[on  and   orienta[on  between  listener   and  sound  source   6   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 7. SOLUTIONS   ASTOUNDSOUND  IS  PRACTICAL   Ideal  soluDon   AstoundSound®  3D     Full,  dynamic  3D  (height)   Full,  dynamic  3D  (height)   Direct  game  integra[on   Direct  game  integra[on   Use  exis[ng  audio  setup     Stereo  speakers  or   headphone   Easy  to  setup   No  special  setup   Easy  developer  authoring   Plugins  for  developers   Guaranteed  audio  resources   AMD  TrueAudio   7   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 8. ASTOUNDSOUND  FOR  GAMING   3  PLUGINS  SOLUTIONS   y AstoundSound  3D  RTI   ‒ Mono  to  stereo   ‒ Full  3D,  posi[onal,  interac[ve  spa[aliza[on  interface   y AstoundSound  Fold-­‐down   ‒ Mul[channel  (n-­‐channel)  to  stereo  processor   ‒ Ini[ally  available  as  5.1  to  stereo,  7.1  to  stereo  this  year   ‒ Beyond  11.1  to  stereo  possible   y AstoundSound  Expander   ‒ Stereo  in/stereo  out  enhancement   8   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 9. ASTOUNDSOUND  3D  RTI   MONO  TO  STEREO  PLUGIN   9   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 10. ASTOUNDSOUND  3D  RTI   HOW  IT  WORKS   y  Two  inputs  to  processor   ‒ Audio:  processes  mono  sound  sources  –  outputs  stereo  in  3D   ‒ PosiDonal  data:  Inputs  XYZ  posi[onal  data  from  in-­‐game   sound  sources   y  Distance  control   ‒ Standard  a]enuaDon  (default)   ‒ 3D  distance  cue  processing  available  for  maximum  depth   percepDon   Result:    Illusion  of  sounds  coming  from  game  space  to   corresponding  locaDon    in  actual  listening  environment   Benefit:    Allows  players  to  correctly  hear  spaDal  auditory  cues   ‒ Enhanced  immersion  due  to  ‘feeling’  of  all  three  dimensions   ‒ Enhanced  situaDonal  awareness   10   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL   Simply  put,  it’s   how  players  should   listen  to  their   game  sound!  
  • 11. ASTOUNDSOUND  3D  RTI   HOW  IT  WORKS   11   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 12. ASTOUNDSOUND  3D  RTI   WWISE  PLUGIN   12   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 13. ASTOUNDSOUND  3D  RTI   PERFORMANCE   Performance  Analysis:  AstoundSound  3D  RTI  Plugin  (Wwise   Profiler)   Intel  i7  Quad  Core  2.2  GHz   Plugin  CPU  %   Direc[on  only,  No  Distance  Cues   0.987  %  (audio  thread  only)   10  voices  using  AstoundSound  (each)   Approx.  10%  processor  uDlizaDon  (audio   thread  only)   (with  filter  interpola[on,  standard,  non-­‐enhanced  filters)   With  TrueAudio  Enabled  (non-­‐opDmized)   10  voices  using  AstoundSound  (each)   Plugin  CPU:  0%   10  voices  using  AstoundSound  (each)   TrueAudio  :  %40   13   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 14. ASTOUNDSOUND  FOLD-­‐DOWN   PROCESSING   y  Fold-down Processor ‒ Virtual speakers created for input channels, then output as stereo ‒ Proper fold-down vs ITU which maintains no spatial experience ‒ Can be used with the RTI to spatialize sounds not using RTI ! 14   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 15. Effi ✦ ASTOUNDSOUND  EXPANDER   PROCESSING   ✦ y  Expansion Processor ✦ ‒ Virtual speakers created for 2 input ✦ channels, then output as stereo ‒ Creates a widened stereo image ✦ ‒ Can be used with the RTI to enhance stereo sources ✦ ‒ Music ‒ Back-ground effects Tes ✦ ✦ ✦ ! 15   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL   8-T Ult AN Hig pro Filt req ✦ Stre All Rap
  • 16. ASTOUNDSOUND  BRANDING   WHY  IT’S  KEY   y  Branding  is  Necessary   ‒ If  AstoundSound  is  used,  players  must  know  that   the  AstoundSound  experience  is  not  produced  by   compe[ng  audio  formats   y  Logo  Placement   ‒ Game  audio  seqngs   ‒ Splash  Screen   ‒ Packaging   y  DifferenDaDon   ‒ Let  gamers  know  your  game  has  AstoundSound®   ‒ Enable  strong  market  differen[a[on  among  the   compe[[ve  landscape   ‒ BE  AMONG  THE  FIRST  TO  DELIVER  ASTOUNDSOUND®   16   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  • 17. DISCLAIMER  &  ATTRIBUTION   The  informa[on  presented  in  this  document  is  for  informa[onal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informa[on  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  sogware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obliga[on  to  update  or  otherwise  correct  or  revise  this  informa[on.  However,  AMD   reserves  the  right  to  revise  this  informa[on  and  to  make  changes  from  [me  to  [me  to  the  content  hereof  without  obliga[on  of  AMD  to  no[fy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo  and  combina[ons  thereof  are  trademarks  of  Advanced  Micro  Devices,   Inc.  in  the  United  States  and/or  other  jurisdic[ons.    SPEC    is  a  registered  trademark  of  the  Standard  Performance  Evalua[on  Corpora[on  (SPEC).  Other   names  are  for  informa[onal  purposes  only  and  may  be  trademarks  of  their  respec[ve  owners.   17   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL