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Automatic Audio in Frostbite David Möllerstedt,
Head of Audio Stefan Strandberg,
Audio director Battlefield: Bad Company™
EA – [email protected]
Agenda• Frostbite vision• Automation in Battlefield: Bad Company• HDR audio principle• Battlefield: Bad Company Runtime Demo
Me?
Vision• How long is your game?
Average logged playtime
Accumulated playtime across all
players
Vision
61 hours
45 hours 9500 years
33200 years
Vision• To make it ever more challenging Sandbox experience Open ended gameplay Tactical destruction
Vision• Games are fundamentally different
• Automatic Models are needed
Manual result
Automatic result
Manual effort
Automatic effort
Complexity
Time
Com
plex
ityEff
ort
Resu
lt
ManualAutomaticLagom
Complexity
Time
Com
plex
ityRe
sult
Vision• Automate to adapt to increased complexity• Focus on what is important• Focus on what is fun
Frostbite
Frostbite
Frostbite
Lagom
Complexity
Time
Mixing
Variation
Resu
lt
Battlefield: Bad Company1. Perceived loudness (HDR)2. Interaction Points (Weapons,Vehicles)3. Counteract repetition
These were our 3 primary focus areas
Bad Company
Weapons, Vehicles+ cause & effect
= destruction, explosions, bullet impacts, etc.
VO Music Ambient
The complete experience
Process
Execution
Choice of Technology Execution
Analysis
Choice of Style
Primary interactionHow many times does a player fire in a 10
hour shooter?
Weapon Design
Weapon Design
Weapon Design
Whooah !
What ?
Weapon Design
Shot
Shot
Shot
Shot
Shot
Shot
Shot Shot_far Reflection
Reflection
Reflection
Reflection
Reflection
Reflection
Reflection
Reflection_far
Shot_far
Shot_far
Shot_far
Shot_far
Shot_far
Shot_far
Reflection_far
Reflection_far
Reflection_far
Reflection_far
Reflection_far
Reflection_far
World Variation, Urban, Openfield, Indoor, Run Time IR reverb
Discrete LFE Content
Identity World
Weapon Design
Sound Design
Result = Firing is created by automation
Sound Design
Play wav
Sound Design
STYLE OF SOUND-what color is your game?
Sound DesignStar Wars
2001
Hollywood
Realism
Diverse
Homogenous
Sound Design
HollywoodRealism
Diverse
Homogenous
Sound Design
Not IntrusiveIntrusive
Diverse
Homogenous
HollywoodRealism
Comparison Examples
Sound DesignMedal of Honor:
AirborneBattlefield: Bad
Company
Sound Design
The audio for Bad Company was designed with one image in mind.
– not its individual components
Sound Design
Sound Design
Sound Design
HDR Audio• Automatic adaptive mixing
HDR AudioSandbox
HDR AudioBig Sandbox
HDR Audio
Big Sandbox
+
Anything can
happen at any time
+
HDR Audio
Big Sandbox
+
Anything can
happen at any time
Destruction
+
HDR Audio• Automatic Mixing Prioritizing sound sources
0db
140db
12db
30db
55db
120db
35 db
Time
HDR off example
0db
140db
12db
30db
55db
120db
35 db
TimeMasked
HDR on example
HDR Audio - Theory• Measure loudness at Listener position – scale all sound sources accordingly
135db95db
HDR Audio - Theory• Handle the dynamic range from the quietest sound noticeable to the pain threshold
HDR Audio - Theory• Functions similar to HDR lighting
HDR Audio - Reality• HDR Audio functions as a culling algorithm • Loudness is a good approximation for ‘importance’ especially in FPS game
XX XX
HDR Audio FAQ• HDR Audio is not compression, all sounds are played uncompressed
• The effect is sometimes similar to compression
NOT
HDR Audio FAQ• HDR Audio works on logical loudness values and does not touch the actual audio waveform
Bad Company
Battlefield: Bad Company™Run Time Demo
Summary• Automatic Systems will make the game sound better
• and the work more fun• We have done a few• Hope you got inspired!
Sounds Interesting?• We are always looking for talented and devoted persons to join our audio teams
• jobs.ea.com
Thank you!
The End
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