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How HDR Audio

Makes Battlefield: Bad Company Go BOOM

GDC 2009

This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. It explains in detail how using real-world sound level approximations and an adjustable dynamic range transformed the usually tedious and time-consuming act of mixing the game into an enjoyable play-through, which meant more resources could be devoted to polish.

How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM from Anders Clerwall
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