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.
![](https://media.contentapi.ea.com/content/dam/eacom/en-us/common/white-bg-ea-bg-global-white-xl.png.adapt.320w.png)
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