Virtual Reality & Real Audiotwvideo01.ubm-us.net/o1/vault/gdc2016/Presentations... · E.g. Voices...

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Virtual Reality & Real Audio Simon Pressey - Director of Audio @ Crytek Florian Füsslin - Audio Director @ Crytek

Transcript of Virtual Reality & Real Audiotwvideo01.ubm-us.net/o1/vault/gdc2016/Presentations... · E.g. Voices...

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Virtual Reality & Real Audio Simon Pressey - Director of Audio @ Crytek Florian Füsslin - Audio Director @ Crytek

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Simon Pressey – Director of Audio at Crytek ● Audio engineering production

● 20+ years of popular music engineering and production

● Post production, SFX editing , Foley Recordist , Mixer

●Commercials-Film and TV

● Video games- since 2000

●Ubisoft –Montreal, Director of Audio

●Rainbow Six, Splinter Cell, Prince of Persia, Myst, Assassins Creed... etc.

●Bioware- Edmonton, Audio Director

●Dragon Age , Mass Effect

●Sony , SCEE, Senior Sound Designer

●R&D, Loudness -23LUFS

●Crytek – Director of Audio

●Ryse, Warface, The Climb, Robinson-The Journey, Return to Dinosaur Island, CryEngine

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Florian Füsslin - Bio

● Audio Director in Frankfurt

● 10 years in Game Audio

● Crysis Series, Ryse: Son of Rome, Warface

● CRYENGINE Technology Demos

● CRYENGINE Audio Pipeline

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● CRYTEK was founded 1999 and is a leading, internationally operating developer and publisher of video games

● Main Office in Frankfurt, Germany

● Studios in Ukraine, Hungary, Bulgaria, South Korea, China, Turkey and USA

● Centralized Audio Department

● Embedded Audio Designers per Project

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FIRST FINDINGS

● Isolation & Immersion

● Dynamics & Loudness Range

● Diegetic & Non-Diegetic

● Player & Presence

● Audio & Leading

● The New Smoke XY & Z

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ISOLATION & IMMERSION

● Remove the player from the surroundings they are in, and replace it with what they are experiencing visually.

● Whilst the player is still hearing the Real World, they can’t let go of it.

● As soon as you mask reality the more accepting of the new visual reality the brain can be.

● When it hears it’s in a small room it still is.

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ISOLATION & IMMERSION

● Close your eyes

● Imagine the vista

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ISOLATION & IMMERSION

Did it work?

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ISOLATION & IMMERSION

● The auditory system is hard to deceive.

● It updates much more rapidly than the visual system.

● If it doesn’t sound ‘real’ it’s more difficult to believe.

● You know where your head is, and in VR you are even more aware of this, even though you don’t have a body. Your ears (brain) need to believe they are in the world.

● Audio needs to reproduce the VR’s total world of both story and action.

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BACK TO DINOSAUR ISLAND

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BACK TO DINOSAUR ISLAND

● Physical Interaction (Dragonfly, Dino, Eggs)

● Focus on Immersion

● Focus on Perspective

● Focus on the Action

● Focus on Positioning

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BACK TO DINOSAUR ISLAND

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DYNAMICS & LOUDNESS RANGE

● Wider is better.

● People like loud.

● Just not ALL the TIME!

● In the isolation of headphones wide dynamics are possible and necessary.

● Less listener fatigue.

● More REAL!

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DYNAMIC & RANGE

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DYNAMIC & RANGE

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DIEGETIC & NON-DIEGETIC

WHAT YOU SEE IS WHAT YOU HEAR – NOT NECESSARILY

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DIEGETIC

● Diegetic Sound or actual sound coming from the action or environment of the media E.g. Voices of characters, World Sounds, Foley, etc.

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NON-DIEGETIC

● Non-Diegetic or commentary sound stands for audio which has additionally implied in the action E.g. Narrator, Dramatic Sound Effects, Mood Music

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BACK TO DINOSAUR ISLAND 2

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DIEGETIC & NON-DIEGETIC

● Much more difficult to accept non-diegetic music

● If you want a cinematic moment with music set up a cinematic visual

● Very short stings that accent drama

● Mix from Diegetic to Non-Diegetic

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BACK TO DINOSAUR ISLAND 2

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PLAYER & PRESENCE

● Connecting the player to their in game sound

● Player acceptance of breath and voice immersive or distracting

● Binaural recordings for player sound

● Context makes it believable

● Requirement of intelligent dialog systems

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PLAYER & PRESENCE

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PLAYER & PRESENCE

● Connecting the player to their in game sound

● Player acceptance of breath and voice immersive or distracting

● Binaural recordings for player sound

● Context makes it believable

● Requirement of intelligent dialog systems

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PLAYER & PRESENCE

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AUDIO & LEADING

● Provoking Player Awareness

● Avoiding distraction - Listener Angle - Ducking

● Creating distraction - Foreshadow

● Creating believability - Immersion

● Sustaining believability - Avoid Repetition

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EXAMPLE: SKYHARBOR

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EXAMPLE: SKYHARBOR

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EXAMPLE: SKYHARBOR

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EXAMPLE: SKYHARBOR

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THE NEW SMOKE XY & Z

● Rendering all the sounds in a world in true 3d is more involved.

● Focus and prioritization is essential

● We can only really listen to one thing at a time. Especially if it is moving.

● The rest is there but we don’t really spatialize it. Cocktail Party Effect

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AUDIO FOCUS IN 3D

● The closest

● The loudest

● The most important of that moment

● The biggest mover

● In the 2-4k frequency range

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Real Audio Makes Virtual Reality

● Audio is significant in VR

● The more realistic the better

● Work with hyper realistic detail

● Update on tools/tech required

● Update on Audio Hardware

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QUESTIONS

Crytek Booth #1602 South Hall

Career Center #2402 North Hall

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THANK YOU

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THANK YOU