APTX licenses audio-over-IP solution to Microsoft Game Studios
APTX today announces the successful integration, test and commissioning of a wideband, full-duplex (2-way) voice-over-network (VoN) system for Microsoft Game Studios.
Engineered by APTX expressly for Microsoft Game Studios, this turnkey solution combines apt-X audio coding and special AoIP protocol software to enable high-quality, 2-way, voice telephony. The solution provided to Microsoft Game Studios is especially optimized for massively multi-player online games (MMOG) from Microsoft Game Studios in Redmond, Washington, USA.
APTX confirms that the apt-X codec and a new technology called stream-X are two of the major elements of this turnkey audio-streaming solution. The first element, apt-X , is a predictive audio coding engine offering significant bit rate efficient compression and delivering flawless, multiple-channel audio with imperceptible latency (delay); the second element, audio middleware code-named stream-X, is provisionally described as a packet-based data transport fabric for the retro-integration of high-performance HD-VoIP/LL-AoIP services in existing IP based Content Distribution Networks (CDN). Originally developed for wireless digital networks and transport of HDTV Surround-Sound over AES pair, apt-X is one of several audio coding engines developed by APTX that can be integrated into stream-X. As a stand-alone codec, apt-X has been widely used in Broadcast, Cinema and Consumer products, specifically Stereo Bluetooth.
Making the announcement from APTX’s North American offices in Irvine, California, Mike Canevaro, VP Business Development: “Every games studio knows that live, 2-way, voice-chat is absolutely essential to the flow of massively multi-player online games. So, we’re absolutely thrilled to have delivered this key differentiating and compelling feature to Microsoft Game Studio.”
Canevaro continued: “The audio coding and transport technology that APTX has cemented into this particular infrastructure is unparalleled, both in its size and scope. And it has potential global reach. There’s no reason why the same solution to this common challenge could not be deployed in other massively multi-player online gaming networks.”