Showing posts with label Game Music. Show all posts
Showing posts with label Game Music. Show all posts

Wednesday, November 10, 2010

AES 2010 - Game Audio Track Wrap

It is a special privilege to be able to connect to other like minded individuals out there in the world today. Whether trolling the internets, tweeting the hottness, or conversing in person; it's a beautiful thing to share your geek with peeps that are into it. It was with this appreciation that I descended upon San Francisco this past weekend to take part in and contribute to the 2011 Audio Engineering Society Game Audio Track.

Having been to a handful of Game Developer Conferences in the past 5 years, I had never made the pilgrimage to AES. Either due to circumstances, or what seemed like a lack of technically inspired game audio programming, the annual GDC has always matched or exceeded what was offered at the emerging AES Game Audio Track. Couple that with the high volume of game geeks present at GDC and the scales have always tipped in favor of connecting with the development tribe of professionals I'm so used to working with.

After having spent the weekend soaking in the current state of affairs I feel like I'm quickly coming to terms with exactly what Game Audio is and could be to the AES. As an example of where my line of thinking is leading, the mission of Siggraph is to "promote the generation and dissemination of information on computer graphics and interactive techniques." What comes of that statement is a successful cross pollination of very technical white papers focused on furthering the state of the art and the adoption and absorption of such idea's by today's computer graphics creative leaders.

I think there is a growing correlation between what is going on with crossover at Siggraph in the potentials for crossover at AES with regard to game audio. In addition to several presentations targeted at the general audio professionals in attendance, there was a slice of technical and future focused talks that helped cement game audio as an industry that belongs as part of the AES whose acknowledged role is as "an international organization that unites audio engineers, creative artists, scientists and students worldwide by promoting advances in audio and disseminating new knowledge and research."

Here's a brief rundown of the things I found most exciting.

Technically Speaking

Thursday Peter "pdx" Drescher helped educate attendee's in the fundamentals of C++ through the use of FMOD Ex and FMOD Designer in conjunction with a custom written program that enabled functionality from outside the provided toolsets. He has uploaded the FMOD Xcode Project so that others may benefit from his awesomeness!

Friday saw Kristoffer Larson waxing philosophical on the use of high level programming language Lua in games and went on to illustrate it's accessibility and use in an open source 2D game engine called "LÖVE" which utilizes OpenAL to play back audio.

Later that day Michael Kelly followed up with an overview of XML for use in games.

Highlight Up My Life

Richard Dekkard and Tim Gedemer dug into 5.1 Orchestral recording and ended up unloading a pile of technical information about how sound is handled in games. Their stories from the trenches and wisdom regarding process and motivation made for a great introduction for audio professionals coming from outside the game industry.

David Mollerstedts presentation on 'Mixing the DICE Way' was a well placed and laid back presentation disguised as a treasure trove of technical implementation that illustrated (warts and all) the HDR approach to Battlefield Muti-Player and the need for additional creative control moving forward with their single player campaign. Needless to say the topic of interactive and dynamic mixing is a hot topic these days, and the solution that DICE has implemented seems to be serving their aesthetic design quite well. If that wasn't enough David is also one of the great minds behind the Teenage Engineering OP-1, the only piece of hardware to have me salivating in recent years. (or at least since the Tenori-On)

Adam Levenson gave a lunchtime keynote on the "Trappings of Hollywood" during which he crystallized my favorite theme of the conference when he suggested that the future of interactive audio involves synthesis and procedural techniques to a great degree. This was echoed by a whitepaper written and presented on by Simon Hendry entitled "Physical Modeling and Synthesis of Motor Noise for Replication of a Sound Effects Library" in which Max/MSP was used to simulate the sound of DC motors for interactive applications. Moving every step a little bit closer to a believable model of reality.

Closing things out on Sunday afternoon, the 'Physics Psychosis' panel I had the pleasure of kicking off was one that (obviously) had a special place in my heart. After having presented several time on the technical side of physics in games, I chose to pull back and instead focus on the artistic considerations of approaching a dynamic physics system, while laying down some fundamentals and illustrating with examples from The Force Unleashed. I joined the audience in what was set to be a ramp up in technical detail as Stephen Hodde from Volition proceeded to blow minds with footage and information from the forthcoming Red faction installment and iteration of their GeoMod technology. Of special interest was a super-sexy debug fly-through that enabled visualization of the different sounds emanating from a structure during it's destruction.A beautiful sight to behold. Next up in the continuation of rapid technical acceleration was Jay Weinland from Bungie showing off the Bonobo Toolset that they've been building behind closed doors for the past 10 years. What looked like a powerhouse of properties and potential for the customization of sound playback in games resulted in very articulate and accurate playback of the 100's of surface types and potential object interactions. The cleanup crew was brought in shortly after to clean up grey matter from the room dividers after the spontaneous explosion of several attendee's.

Wrap it Up

Which brings me to an interesting intersection that occured en-route to the convention while reading the latest copy of Computer Graphics World. In an article by Noriko Kurachi presenting an overview of technologies from this years Siggraph she outlines one of the idea's presented that was based on "sound rendering" and Harmonic Fluids. Essentially the simulation of fluid dynamics tied inherently to the synthesis and reproduction of sound, based on the simulation in realtime. This convergence of graphics and sound at an unabashedly graphics focused conference makes me long for the same symbiosis between the acedemic and practical in game audio.
 
My head is still spinning from the overspilling information that I was witness to during the conference, but my key take-away is that feeling of belonging to a group of people who is as passionate about audio as I am. It's during ties like these that I feel like it's important to note that in alot of ways we are all on our own solving the same problems; whether it's Physics, Mixing, Synthesis, or Surround. Industry events where people can come together and share their experiences and dream a brighter future are the petri dishes where the state of the art get's challenged and eventually pushed forward.

See you at GDC 2011!

-lcl

UPDATE:


Audio Recordings of sessions and presentations are available for sale via convention recording service Mobiltape:
http://www.mobiltape.com/conference/Audio-Engineering-Society-129th-Convention

The Geek

10AES-G01 
Code Monkey Part 1: What Game Audio Content Providers Need to Know About C++ Programming
10AES-G04 
Code Monkey Part 2: LUA is not a Hawaiian Picnic - The Basics of Scripting for Dynamic Audio Implementation
10AES-G08
Code Monkey Part3: XML

The Tweak:

10AES-G03
The Wide Wonderful World of 5.1 Orchestral Recordings
10AES-G12
Mixing the DICE Way - Battlefield, HDR Audio, and Instantiated Mixing
10AES-G14
Physics Psychosis

The Freak:

10AES-G10
Audio Cage Match!


The Biz:

10AES-G13
Takin' Care of Business


The Buzz:

10AES-SE07
Lunchtime Keynote: Adam Levenson

There's other good ones in there, for a summary of these see above!

Monday, October 11, 2010

Game Audio Relevance 003


Climbin' in your internet snatchin' your game audio links up.
Hide yr tweets, hide yr tabs. (Hide yr tweets, hide yr tabs)

AudioStage: New dimensions in 3D audio authoring
Caught in a Loop: The Sound of Falling Tetrominoes
Keeping (Audio) Budgets Low and Spirits High
What the iPhone’s Sound Capabilities Can Do for Your Projects
Game Audio 101: The Creative and Technical Aspects of Music & Sound in Games
Reactive Music: Can artists learn from game developers?
The Sound of “Enslaved” (Video)
Bogotá AES online Presentation - Info on sound design for games & "How to Get a Job"
More About the Sound of "Crackdown 2"
Interview with iD Audio Lead Zack Quarles
Videogame soundtracks are often better than movie scores
Behind the music of Civilization V
The Music and Sound of “Front Mission Evolved” (Video)
Breaking into Game Audio
Nice selection of resources for learning about field recordings by The Wire Magazine
PSAI (Periscope Studios Audio Intelligence) outlined in EDGE magazine (zipped pdf)
Wwise - Convolution Reverb, DSP, Sidechain, YouTube Tutorials
Commandments of Bug Tracing
Implementing Sound for “Ace Attack” (iOS)
Julian Treasure on Sound health in 8 Steps
One to One & One to Many Relationships in Game Audio
Minnesota Sounds: Ice cream and summer, I hardly knew you
The Sound And The Fury Of Fallout: New Vegas
Sound Development for Ace Attack
Learn about sound waves and their sources watching this vintage video lesson
Sound and music for Retro City Rampage
Develop Magazine: Care in the Development Community
Penumbra Audio Physics
Making of Amnesia - Sound Designer Tapio Liukkonen
Mixing movies vs. mixing games. Watch ‎"HALO: REACH" game audio video!
Master of Sound: Tyre Textures & Indiana Jones


GameAudio Podcast #4 - Procedural Game Audio
Audio Implementation Greats #8: Procedural Sound Now!
Procedural Sound Now! [LINKS]


Hopefully I can keep rounding these up once a month to keep the aggregate digestable.
Where do you go for your daily dose of game audio related news?

-lcl

Sunday, June 20, 2010

Game Audio Relevance 001


Inspired by Tim Prebble and his Detritus series over at the incredible Music of Sound Blog I've decided to round up a host of links floating around online that have specific relevance to Game Audio. Maybe not the first time i've attempted such a round up, but hopefully I can get onboard with keeping these digestible from now on, this one is rather lengthy...we'll see how it goes.

A powerful ally for narrative: The audio of Bad Company 2
Game Audio Basics” March Issue of Mix Magazine

Cracking the Code: Breaking Into Game Sound

Edge Magazine takes a good, hard look at the state of Game Audio

Interview - Bay Area Sound

An oldie on surround music in games

Erick Ocampo Talks About the Sound Design of  “Front Mission Evolved”

Exclusive game audio videos from GDC posted!

Footsteps – Informal Game Sound Study

The music and sound of Flower

Akira Yamaoka's Sound Design Lecture at GDC 2010

Cadet 227 - An action/adventure game for the visually impaired / blind.

The Beautiful Sounds of Arcades: Arcade Ambience Project

Tutorial blog post - Adaptive Music with FMOD

Sound Spam - Interactive Audio Crimes in HEAVY RAIN

Dead to Rights: Retribution - Creating a coherent audio mix Pg.54

GDC 2010 - Lua and adaptive audio - Don Veca (Dead Space/ Activision) Presentation

Chuck Russom Special: God of War I & II

Chuck Russom Special: Call of Duty

DICE Publications: Audio Presentations

Video Game Audio Breakdown - Interactive Music [lecture]



Introduction to Audio API's, Comparison between Xact, FMOD, Wwise, And Unreal

The Sound Design of "Splinter Cell: Conviction" (Video)

Video with Lightning Bolt bassist/game scorer Brian Gibson

"FMOD Designer 2010 – Let’s Take a Look"

Recording motorcycles for the SBKX video game 

Develop is stocked with audio goodness. BF2, Wwise, and interactive dialogue

Interview: Audio Director Kristofor Mellroth on the sounds of Crackdown 2

Mario Music of Golden Proportions

Evolution of PC Audio - As Told by Secret of Monkey Island

LeftBrainBlog: Game Audio Inspiration - Dead Space

Why Audio Guys Use "Nice" Speakers

Develop Magazine: The Evolution of Middleware, FMOD Spotlight and Audio Track 2010

Psai Engine: "Periscope Studio Audio Intelligence"

APB in-game music sequencer

BerkleeLC forum "A Crash Course in Video Game Sound Design"

Stefan Strandberg on the Sound of "Battlefield: Bad Company 2"

Article about audio in the game design process

Disney Adds New Audio Descriptions to Theme Parks

Getting game audio right

Microsoft Gamefest 2010 Audio Presentations

How to break into Game Audio

UDK Game Audio Demo Project - Extensive Documentation

Blog post about closed captioning in games [CC]

Blind Community Upset By Nissan’s Choice of Sounds for New Elecrtric Car


The wealth of knowledge on the subject of game audio is somewhat staggering these days. It wasn't so long ago that I can't remember reading between the lines in articles trying to figure out how they did this and that in whatever game or interactive project was being discussed.

Hopefully the details of different techniques being exposed will lead to a better understanding of what goes on behind the scenes, and continue us down the path of standardization and best practices as an industry.

Got more links?
Drop em' on by!