What are the blockers remaining for Star Audio?
Well, some of the biggest blockers are just the sheer volume of systems that we have running. And the design of Star Audio is that we take all the features embedded in those game systems and make them all part of the engine. And we're chipping away at that. So that's the biggest blocker for it to be covering everything is that we need to have every single possible audio feature covered within the engine. Whereas right now there's a lot of game code, a lot of very specific code for certain situations that's been designed for those specific situations. So it's all about making everything as generic as possible and making all these features available to whichever game system wants to use them. So the biggest blocker is the sheer volume of work involved. That's the only way I can put it.