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Princeton Digital Licenses Audio Reverb To Xbox 360 SDK

According to the companies, Princeton Digital and Microsoft have entered into a joint development and licensing agreement to develop professional quality audio processing...

Simon Carless, Blogger

October 5, 2005

1 Min Read
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According to the companies, Princeton Digital and Microsoft have entered into a joint development and licensing agreement to develop professional quality audio processing software for Microsoft’s Xbox 360. Under the terms of the licensing agreement, Microsoft will include a custom version of the Princeton Digital reverb, the Reverb2016/360, with the Xbox Software Development Kit, thereby adding a powerful, flexible and natural sounding reverb to the game developer’s audio toolkit. Princeton Digital’s reverbs have been used on hundreds of recordings over the last 20 years. These reverbs are known for their natural sound but require processing power well beyond the capabilities of previous generation game platforms. The Xbox 360’s powerful processors have the power to run these natural sounding reverb simulations with ease. The Princeton Digital Reverb 2016/360 is a 5.1 channel enhanced version of the classic Reverb 2016. Enhancements include multi-channel output, new parameters to control the size of the room, room resonance, independent position controls and filtering to simulate obstructions and occlusions. The Reverb 2016/360 brings a level of environmental simulation that previously has been only available in professional sound studios or high end audio workstations,” said Brian Schmidt, audio program manager for Microsoft. “We’re extremely happy to get these algorithms into the hands of Xbox 360 game developers.” Tony Agnello, Princeton Digital’s founder and president, commented: “By adapting and enhancing our classic algorithms, we’ve created a natural sounding reverb that gives sound designers the creative control that they need to simulate any kind of acoustic environment. And we were able to keep resource usage within fairly tight CPU and memory constraints important for game consoles.”

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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