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Type: New audio interfaces clear filter
Thursday, May 22
 

9:00am CEST

The Advance of UWB for High Quality and Low Latency Audio
Thursday May 22, 2025 9:00am - 10:00am CEST
UWB as a RF protocol is being heavily used by handset manufacturers for device location applications. As a transport option, UWB offers tremendous possibilities for Professional audio use cases which also require low latency for real time requirements. These applications include digital wireless microphones and In Ear Monitors (IEM’s). These UWB enabled devices, when used for live performances, can deliver a total latency which is able to service Mic to Front of House Mixer and back to the performers IEM’s without a noticeable delay.

UWB is progressing as an audio standard within the AES and it's first iteration was in live performance applications. Issues relating to body blocking due to frequencies (6.5 / 8GHz) and also clocking challenges that could result in dropped packets have been addressed to ensure a stable, reliable link. This workshop will outline how UWB is capable of delivering a low latency link and providing up to 10MHz of data throughput for Hi Res (24/96) Linear PCM audio.

The progression of UWB for Audio is seeing the launch of high end devices which are being supported by several RF wireless vendors. This workshop will dive into the options open to device manufacturer who are considering UWB for their next generation product roadmaps.
Speakers
JM

Jonathan McClintock

Audio Codecs Ltd
Thursday May 22, 2025 9:00am - 10:00am CEST
C3 ATM Studio Warsaw, Poland
 
Friday, May 23
 

9:00am CEST

How to create and use audio for accessible video games?
Friday May 23, 2025 9:00am - 10:00am CEST
Sound is one of the most powerful tools for accessibility in video games, enabling players with visual impairments or cognitive disabilities to navigate, interact, and fully engage with the game world. This panel will explore how sound engineers can leverage audio design to enhance accessibility, making games more inclusive without compromising artistic intent. Experts from different areas of game development will discuss practical approaches, tools, and case studies that showcase how audio can bridge gaps in accessibility.

Discussion Topics:

• Why is sound crucial for accessibility in video games? Audio cues, spatial sound, and adaptive music can replace or complement visual elements, guiding players with disabilities through complex environments and interactions.
• Designing effective spatial audio for navigation and interaction. Using 3D audio and binaural rendering to provide players with intuitive sound-based navigation, enhancing orientation and gameplay flow for blind or visually impaired users.
• Audio feedback and sonification as key accessibility tools. Implementing detailed auditory feedback for in-game actions, menu navigation, and contextual cues to improve usability and player experience.
• Case studies of games with exemplary accessible audio design. Examining how games like The Last of Us Part II, BROK: The InvestiGator, and other titles have successfully integrated sound-based accessibility features.
• Tools and middleware solutions for accessible sound design (example: InclusivityForge). Showcasing how game engines and plugins such as InclusivityForge can streamline the implementation of accessibility-focused audio solutions.
• Challenges in designing accessible game audio and overcoming them. Addressing common technical and creative challenges when designing inclusive audio experiences, including balancing accessibility with immersive design.
• Future trends in accessibility-driven audio design. Exploring how AI, procedural sound, and new hardware technologies can push the boundaries of accessibility in interactive audio environments.

Panel Guests:

• Dr Joanna Pigulak - accessibility expert in games, researcher specializing in game audio accessibility, assistant professor at the Institute of Film, Media, and Audiovisual Arts at UAM.
• Tomasz Tworek - accessibility consultant, blind gamer, and audio design collaborator specializing in improving audio cues and sonification in video games.
• Dr Tomasz Żernicki - sound engineer, creator of accessibility-focused audio technologies for games, and founder of InclusivityForge.

Target Audience:

• Sound engineers and game audio designers looking to implement accessibility features in their projects.
• Game developers interested in leveraging audio as a tool for accessibility.
• UX designers and researchers focusing on sound-based interaction in gaming.
• Middleware and tool developers aiming to create better solutions for accessible audio design.
• Industry professionals seeking to align with accessibility regulations and best practices.

This panel discussion will explore how sound engineers can enhance game accessibility through innovative audio solutions, providing insights into the latest tools, design techniques, and industry best practices.
Speakers
avatar for Tomasz Żernicki

Tomasz Żernicki

co-founder, my3DAudio
Tomasz Zernicki is co-founder and former CEO of Zylia (www.zylia.co), an innovative company that provides tools for 3D audio recording and music production.Additionally, he is a founder of my3DAudio Ventures, whose goal is to scale audio companies that reach the MVP phase and want... Read More →
Friday May 23, 2025 9:00am - 10:00am CEST
Hall F ATM Studio Warsaw, Poland
 


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