Game Developers Conference 07: March 5-9, 2007: The Moscone Center, San Francisco, CA (Audio Track)
Disc
| System | MP3 Audio Disc |
| Media | CD |
| Category | Audio |
| Region |
|
| Language |
|
| Disc Serial | 07-GDC |
| Edition | Original |
| Errors | 0 |
Dump
| Status | Unverified |
| Added | 2024-12-23 09:19 UTC |
| Modified | 2026-06-28 01:32 UTC |
| Dumper | HeroponRikiBestest |
Comments
Volume Label: GDC-07_Audio Track MP3 CD CD-R Audio is encoded with 22khz, 32 kb/s, 32 bits per sample, mono MP3.
Contents
Overview PDF Audio: Advanced Audio Techniques for Racing Games: Creating Audio for Forza Motorsport 2 / Greg Shaw, Joel Robinson, Mike Caviezel Anatomy of an Experimental Game Score / Garry Schyman The Importance of Audio In Gaming: Investing in Next Generation Sound / Martin H. Klein, Sarju Shah, Scott Gershin, Stephen Root, Tracy W. Bush The Art of Orchestration: Part Deux! / Cris Velasco, Lennie Moore, Sascha Dikiciyan Advanced Granular Synthesis for Next Generation Games / Leonard Paul Managing Audio in 3rd Party Development / Alexander Brandon How to Convert to Data-driven Audio and What Can Go Wrong / Tomas Neumann Theme Song: Make Your Soundtrack Stand Out / Zak Belica Realtime Physically Based Sound Synthesis for Games / Ming Lin, Nikunj Raghuvanshi G.A.N.G. Demo Derby / Paul Lipson PS3 Audio: More Than Extra Channels / Jason Page, Michael Kelly How To Score Your Video Game With An Orchestra / Audrey deRoche, Jack Wall, Ross deRoche, Tommy Tallarico The Sound Design of Gears of War / Daniel Vogel, Jamey Scott, Mike Larson Tomb Raider: The Art of Epic Scoring / Troels Folmann Scarface: Sound Design and Mixing Using a Post Production Audio Model / Rob Bridgett PS3: Audio Development From the Trenches / Dave Murrant Music: Design, Production and Implementation / Chuck Doud, Clint Bajakian, Jonathan Mayer, Matt Levine Exploring Multiplayer Sound Design in Ghost Recon: Advanced Warfighter / Jeffrey Wesevich, Justin Drust Mobile Audio Has Gone Bizerk! / Brad Fuller, Chris Grigg, Devin Maxwell, Steve Horowitz How to Produce an Effective Demo Package / Adam Levenson, Bob Rice, Simon Pressey, Tom Salta, Tommy Tallarico Multichannel Audio: Techniques for a Hi-Def Experience / Bryan Pearson Creating More Original, Unique Music for Games / Greg O’Connor-Read, Inon Zur, Jesper Kyd, Richard Jacques, Tim Larkin Asset Management for Large Game Dialogue Projects / Greg deBeer, Ken Kato, Rafel Lopez, Tom Hays Why “Work-for-Hire” Doesn’t Work for Composers: Concrete Steps to Improve a Deal / Jim Charne Music Licensing for the Next Generation / Sergio Pimentel Production: Ideas for the Next Generation...What Next? / Dan Bardino, Dave Murrant, Tim Larkin Painting an Interactive Musical Landscape / Koji Kondo
Tracks
| # | Type | Pregap | Length | Sectors |
|---|---|---|---|---|
| 01 | Data/Mode 1 | 00:00:00 |
41:05:59 |
184934 |
| Total | 41:05:59 |
184934 |
Files
| Filename | Size | CRC-32 | MD5 | SHA-1 |
|---|---|---|---|---|
Game Developers Conference 07 - March 5-9, 2007 - The Moscone Center, San Francisco, CA (USA) (Audio Track).cue |
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Game Developers Conference 07 - March 5-9, 2007 - The Moscone Center, San Francisco, CA (USA) (Audio Track).bin |
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Game Developers Conference 07 - March 5-9, 2007 - The Moscone Center, San Francisco, CA (USA) (Audio Track).img |
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Rings
| # | Mastering Code | Offset | |
|---|---|---|---|
| 1 | L0 | 80 PG7484 | +18 |
PVD
| Contents | Date | Time | GMT | |
|---|---|---|---|---|
| Creation | 32 30 30 37 30 33 33 30 31 31 30 34 35 39 30 30 00 |
2007-03-30 |
11:04:59.00 |
+00:00 |
| Modification | 32 30 30 37 30 33 33 30 31 31 30 36 33 35 30 30 00 |
2007-03-30 |
11:06:35.00 |
+00:00 |
| Expiration | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |
0000-00-00 |
00:00:00.00 |
+00:00 |
| Effective | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |
0000-00-00 |
00:00:00.00 |
+00:00 |