Automatic Audio in Frostbite David Möllerstedt, Head of Audio Stefan Strandberg, Audio director...

31

Transcript of Automatic Audio in Frostbite David Möllerstedt, Head of Audio Stefan Strandberg, Audio director...

Page 1: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.
Page 2: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Automatic Audio in Frostbite David Möllerstedt, Head of Audio Stefan Strandberg, Audio director

Battlefield: Bad Company™EA – [email protected]

Page 3: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Agenda• Frostbite vision• Automation in Bad Company• HDR audio principle

Page 4: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Vision• How long is your game?

Page 5: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Vision• To make it ever more challenging:

– Sandbox experience– Open ended gameplay– Tactical destruction

Page 6: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Vision• Games are fundamentally different

• Automatic Models are needed

Page 7: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Manual result

Automatic result

Manual effort

Automatic effort

Complexity

Time

Com

ple

xit

y

Page 8: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Frostbite

Page 9: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Frostbite

Page 10: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Bad Company

1. Perceived loudness (HDR)

2. Interaction Points (Weapons,Vehicles)

3. Counteract repetition

These were our 3 primary focus areas

Page 11: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Bad Company

Weapons, Vehicles+ cause & effect

= destruction, explosions, bullet impacts, etc.

VO Music Ambient

The complete experience

Page 12: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Process

Execution

Choice of Technology Execution

Analysis

Choice of Style

Page 13: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Primary Interaction

How many times does a player fire in a 10 hour shooter?

Page 14: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Weapon Design

Page 15: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Sound Design

Play wav

Page 16: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Sound Design

STYLE OF SOUND

-what color is your game?

Page 17: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Comparison Examples

Page 18: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio• Automatic Mixing

– Prioritizing sound sources– Makes Battlefield moments sound good

Page 19: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

0db

140db

12db

30db

55db

120db

35 db

Time

HDR off example

Page 20: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

0db

140db

12db

30db

55db

120db

35 db

TimeMasked

HDR on example

Page 21: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio - Theory• Measure loudness at listener position – Scale all sound sources accordingly

155db95db

Page 22: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio - Theory• Handle the dynamic range from the quietest sound noticeable to the pain threshold

Page 23: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio - Theory• Functions similar to HDR lighting

Page 24: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio - Reality• HDR Audio functions as a culling algorithm • Loudness is a good approximation for ‘importance’ especially in FPS game

XX XX

Page 25: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio FAQ• HDR Audio is not compression, all sounds are played uncompressed

• The effect is sometimes similar to compression

NOT

Page 26: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

HDR Audio FAQ

• HDR Audio works on logical loudness values and does not touch the actual audio waveform

Page 27: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Bad Company

Battlefield: Bad Company™

Run Time Demo

Page 28: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Summary• Automatic Systems will make the game sound better

• and the work more fun• We have done a few• Hope you got inspired!

Page 29: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Sounds Interesting?• We are always looking for talented and devoted persons to join our audio teams

• jobs.ea.com

Page 30: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Questions

Who has the first question?

Page 31: Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se.

Thank You

Please, fill out the questionnaire