Spatial Sound
Played a major role in creating Spatial Sound, launched it across Windows and Xbox consoles, and managed Microsoft’s 3D Spatial Sound platform.
Seattle, Washington
During 11 years at Microsoft, I launched Spatial Sound across Windows and Xbox consoles, managed the bring-up of custom audio silicon across two Xbox console generations, created input APIs and game features, and prepared input and accessories software for ROG Xbox Ally.
Selected accomplishments
These public projects span operating systems, developer APIs, hardware integration and new devices.
Played a major role in creating Spatial Sound, launched it across Windows and Xbox consoles, and managed Microsoft’s 3D Spatial Sound platform.
Managed the bring-up of custom audio silicon for Xbox One S, Xbox One X, Xbox Series S and Xbox Series X. These audio coprocessors offloaded Spatial Sound, effects such as convolution reverb, and audio-file decompression.
Created and evolved input APIs and platform features for games and new devices across GameInput, XInput, DirectInput and RawInput. The work gave Xbox and Windows developers a more coherent path across platforms.
Read a first-party examplePrepared operating-system input, controller and accessory software for ROG Xbox Ally, a new class of Xbox gaming device.
Public record
Two Microsoft Game Dev articles document platform changes Alex delivered and explain how developers can use them.
Read Alex’s articlesGoogle Patents identifies Alex as an inventor on publicly documented Microsoft technologies.
View the public recordMobyGames preserves public game-industry credits associated with Alex Grenier.
View industry creditsTechnical product leadership
Alex Grenier is a Seattle-based Senior Product Manager with 11 years at Microsoft and an Honours Bachelor of Science in Computer Science from the University of Toronto. His work connects operating systems, APIs, hardware, firmware, games, controllers, accessories and accessibility devices.
He began on Microsoft’s Operating Systems team with the Audio Pipeline shared by Windows and Xbox. He moved into Spatial Sound and console audio, then applied the same platform approach to input APIs, game features and new devices.
That technical background supports the product work: setting strategy and roadmaps, writing specifications, resolving tradeoffs with engineers, and making release decisions from telemetry, triage and developer feedback.
Public technical writing
First-party articles for Microsoft Game Dev show how Alex communicates platform changes to developers.
Raw HID report support, expanded motion and gyro data, live keyboard layout updates and reliability improvements for Windows and Xbox development.
How one input API can reduce cross-platform integration work across Xbox consoles and Windows PC.
Public records
First-party publications and established professional records associated with Alex Grenier.
What’s next
Alex is interested in product leadership roles where operating systems, APIs, developer tools or connected devices meet real hardware.
Connect on LinkedIn