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.

Related News
Battlefield 6’s Multiplayer and More Revealed
Electronic Arts Inc.
Jul 31, 2025
Electronic Arts Reports Q1 & FY26 Results
Electronic Arts Inc.
Jul 29, 2025
Battlefield 6 first trailer reveals the thrilling future of the iconic seri…
Electronic Arts Inc.
Jul 24, 2025