Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company &...

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Develop ‘08 Audio For Multiplayer & Beyond Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE

Transcript of Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company &...

Page 1: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

Develop ‘08• Audio For Multiplayer & Beyond

– Mixing Case Studies From Battlefield: Bad Company & Frostbite

• David Möllerstedt – EA DICE

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Agenda• DICE History• Battlefield: Bad Company• HDR Audio• Master Unit• Frostbite• Future

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Me• David Möllerstedt

• Head of Audio

• DICE Sept 05

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History• DICE started 1992• An EA Company since 2006

• Battlefield 1942• RalliSport Challenge 1• Battlefield 2• RalliSport Challenge 2• Battlefield 2142

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Battlefield: Bad Company• Single Player Campaign• Sandbox Multiplayer

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Battlefield: Bad Company

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Playtime• How long is your game?

?

Page 8: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

Average logged playtime

Accumulated playtime across all

players

61 hours

45 hours 9500 years

33200 years

How Long is Your Game?

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How Long is Your Game?• Sound Design• The Mix

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Sound Design

Page 11: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

HDR Audio• Measure loudness at Listener position – scale all sound sources accordingly

135db95db

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HDR Audio• Functions similar to HDR lighting

Page 13: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

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

• The effect is sometimes similar to compression

NOT

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HDR Audio

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

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• Priority• Based on Loudness• Automatic• Mindset

HDR Audio

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• HDR Audio Demo

HDR Audio

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Playback Environment• How do you listen to your game?

?

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How Do You Listen?• Perceived Loudness

Page 19: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

Master Unit

• Realtime mastering of the 4.0 ingame audio• LFE & Centre channel and the Direct Out Bus are not routed through the Master Unit

Page 20: Develop 08 Audio For Multiplayer & Beyond –Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE.

Master Unit• Master Unit chain

– HP– Low Shelf– High Shelf– Compressor– Clip

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Master Unit

• Three settings– Home Cinema– Hi-Fi (default)– TV

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• Active end user system• Make your sounds heard

Master Unit

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• Demo

Master Unit

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Frostbite• Frostbite

– DICE’s games engine

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The Future• What about the future?

?

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• You can do anything!• Focus

The Future

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Thank you!

The End

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• DICE is always looking for devoted talents• Check:

– jobs.ea.com

The End

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Q & A!

The End

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The End