|The Eighth Annual Interactive
PROJECT BAR-B-Q 2003
Group Report: IXMF Rollout Outline
|Participants: A.K.A. "The Chunks"||David Javelosa; Academy of Ent. & Tech, SMC|
|Jack Buser; Dolby Labs Licensing||Scott Snyder; Atari|
Chris Grigg; Beatnik
|Richard Dekkard; Orphic Rez|
|Bob Starr; QSound||
Julian Kwasneski; Bay Area Sound Department
|Darwin Grosse; Cycling '74||George Sanger; The Fat Man|
|Matti Hamalainen; Nokia Research Center||Facilitator: Spencer Critchley; composer|
Our goal is to provide a workable outline of a possible rollout plan for the rapid adoption of iXMF by the interactive audio community.
Developers, publishers and content creators are currently wasting time and money by working with multiple and incompatible audio systems. Even though there have been many advances in implementation tools, creative control is still often not in the hands of the audio artist and remains the responsibility of the game programmer. This compromises quality and wastes resources and these problems are exacerbated when developing multi-platform titles. Completion of the iXMF spec in itself is not enough to solve this problem so we are providing a roadmap for its accelerated adoption by the industry.
What is iXMF?
iXMF is a public standard structured audio file format that supports cross-platform interchange of advanced interactive audio soundtracks. It uses a que-oriented model, is programming-neutral, and can be used without license agreements or royalty payments.
iXMF is a draft specification being finalized in the IASIG and should be ready for public release in the first half of 2004. Our plan consists of two sections: a technical plan and a promotional/publicity plan.
Reference Code Diagram:
Creating reference code
Creation of the Authoring/Auditioning Tool
Creation of the Soundtrack Manager (C++ code layer)
Creation of the Adapter Layer (C++ code layer)
Creation of the Content demo
Promotional Publicity Plan:
Identify the channels for communication
select a section:
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