Showing posts with label Game Sound. Show all posts
Showing posts with label Game Sound. Show all posts
Monday, May 14, 2012
Racing Game Sound Study [Links]
I tend to bury a lot of information within the text of these sound studies to serve as a further "jumping off point" for readers to dig deeper after they've made their way through the bulk of the research. Understandable, not everyone is into power-browsing with a multi-tabbed monstrosity within their search engine. So, here are the various links that were sprinkled throughout the study for you to further peruse at your leisure.
The study is represented by three posts:
Racing Game Sound Study - Lost Chocolate Lab
Racing Game Sound Study -Track Time Audio
Racing Game Sound Study - Game Audio Podcast
And an introductory article in Game Developer Magazine:
Vroom Vroom - A Study of Sound in Racing Games
Also, be sure to back the Dyno Sessions Kickstarter Project
More links after the [JUMP]
Tuesday, May 01, 2012
Racing Game Sound Study
Welcome to the Racing Game Sound Study
These informal game sound studies aim to expose the technical side of game audio by making an assessment of current generation titles. The assessment is then used as a way to better understand the differences in approach, aesthetics, and progression of techniques across a small sample. By turning the focus onto emerging details that arise during the course of the study we are able to identify area’s of significance and interest that help communicate the current state of the art. These finding are then represented in a content-rich report that includes: video’s, article links, and specialized interviews. The goal is to help raise awareness for the technical side of sound design and help in the understanding of what is often not very well represented in current literature.
The study is represented by three posts:
Racing Game Sound Study - Lost Chocolate Lab
Racing Game Sound Study -Track Time Audio
Racing Game Sound Study - Game Audio Podcast
And an introductory article in Game Developer Magazine:
Vroom Vroom - A Study of Sound in Racing Games
...and a seperate post rounding up all the embedded links in this post:
Racing Game Sound Study [Links]
Here's an admission: I'm not really that into cars. The last one I owned took it's own life last fall in a billowing smoke cloud of explosive glory and has yet to be replaced. I still drive on occasion when I have to, but I guess that's one of the reasons I like living in the city: there's plenty of potential within walking/ biking distance and I don't mind having an excuse to slow down the flow of time. Don't get me wrong though, the sound of engines speak deeply to my love of noise and penchant for drones - coupled with games it becomes an almost irresistible combination.
Here's another thing: racing games present an interesting challenge. On one hand, they represent a deep simulation that attempts to recreate the base components of a vehicle’s engine and mechanical performance, and on the other hand attempts to give players access to an experience that is often unobtainable. It's a small pool of highly specialized talent that will ever have occasion to strap into a rally or formula one car to experience the thrill of racing. But being able to experience the thrill without the danger is something that games have always provided a safe place to experiment with.
While games generally do a good job of enabling role-play, not all racing games have their roots so firmly planted in the reality of everyday life. I mean, most of us have driven cars. We know what it means to accelerate and break, the feel of inertia when turning a corner and the emotion involved when interacting with other drivers on the road. Racing games do a good job of taking this shared experience and amplifying it by creating a time based reward system that is dependent on your skill as a driver. Additionally, the sound and fury of driving is often abstracted from the realistic simulation going on under-the-hood in order to make a more compelling and fun driving experience.
- TIRE SQUEALS
- ENGINE ACCELERATION/ DECELERATION
- SURFACE MATERIALS
- CAMERA PERSPECTIVES
- ENVIRONMENTAL AND DAMAGE
- USER INTERFACE
Wednesday, April 04, 2012
Racing Game Sound Study - Pending
Wrapping up the last few bits of the Racing Game Sound Study.
Until then, here's a bit of history put together by my sound study co-conspiritor David Nichols from Track Time Audio.
Oh, did we mention having recorded a podcast as part of our research?
Don't go looking for it yet, media blitz pending!
Tease,
-lcl
Wednesday, January 05, 2011
Game Audio Relevance 006
This series of game audio relevant links may serve as sort of an origin story for me, as I am floored on a monthly basis by the amount of related output that goes by on a monthly basis. What makes this the genesis of the 'lab you might ask? Well as few as 5 short years ago, you'd be remiss to find much out there regarding game audio on the net, at least information about the technical side was significantly lacking. I often found myself buried in SDK docs for HL2 or reading through OpenAL programmer API's in order to understand some of the fundamentals of how audio get's integrated into games. To say that we are in an information age is understating the obvious, but there really is a ton of stuff out there flowing down the stream of interactive audio if you've got your ears on.
Hopefully there's something of interest in this latest batch of madness, keep em' peeled!
Game Audio Rewind: 2010
Audio Implementation Greats #10: Mushroom Men -Made for the Metronome
Game Audio Podcast Ep 7: Mushroom Men -Made for the Metronome
Frank Bry Special: Sound Design for Supreme Commander: This Is Just Way Too BIG!
Frank Bry Special: Methods of a Metadata Madman [Part 2]
Frank Bry Special: Methods of a Metadata Madman [Part 1]
“Fallout: New Vegas” – Exclusive Interview with Audio Director Scott Lawlor
New audio middleware company on the scene: http://www.giganticsoftware.com/
Mix Magazine: Naughty Dog Puts a Byte into Game Audio
GameAudio101: Brian Schmidt on the past, present and future of Game Audio
Gamasutra: The Sound Beneath Our Feet
Gamasutra: Resetting Accessibility in Games
Chuck Russom and Watson Wu featured in Game Sauce Magazine
How Players Listen - Simon N. Goodwin
Irrational Games - From the Vault: The Audio Incident
UDK weapon sounds triggering external synths like SuperCollider through OSC
More UDK madness from Sound Designer Graham Gatheral
Epic Games Announces Unreal Dev Kit For iOS Arrives
iOS Audio Design: What Everyone Needs To Know
What mobile means for Game Audio, from an insider.
Game Audio 101: Lode Runner Goes Mobile
Binaural audio game for iOS: Papa Sangre
Audio Jobs Blog: Lectures, and paid/ unpaid opportunities
"Oddworld: Stranger’s Wrath" – Dev Diary 3: Audio
Video Interview with Watson Wu
Civilisation V soundtrack was scored in Sibelius
The Music of LittleBigPlanet 2
LittleBigPlanet 2 video interview with Baiyon on in-game synthesizers
The Music of Splatterhouse
Flashback Interview 2009: Interview with deadly creatures composer Dave Lowmiller
CAS Quartely: Game Sound from the Ears of a Linear Mixer
Gunpei Yokoi exhibit and unreleased SNES mouse game called Sound Fantasy
Game Audio Podcast Ep 6: Independent Sound Libraries
The Force Unleashed II (Music Review)
Engine Audio 2010 Year In Review. A spotlight our year gone by.
Q&A: Kenley Kristofferson on Interactivity in Manitoba Music
The Troublesome Truth about Voice-Overs
In The Future, Will All Cars Have Built-in Synthesizers?
Ambisonics
Third-Order Ambisonic Extensions for MaxMSP With Musical Applications
Next-gen Cross-platform Audio Technology w/ OpenAL - Creative Labs GDC 2007
Dirt Interview - Simon N Goodwin
Blue Ripple Sound - Rapture3D
Ambisonics: 3D7.1
3D Sound for 3D Games - Beyond 5.1 - Simon N. Goodwin
Interview: Simon N Goodwin, Codemasters: Dirt2
Interview with Simon Goodwin of Codemasters on the PS3 game DiRT and Ambisonics
Got more?
Wednesday, December 01, 2010
Game Audio Relevance 005
You wake up late for school man you don't wanna go!
New Audio Oddworld: Stranger's Wrath Dev Diary
Registration is now open for the AESorg 41st Conference on Audio for Games!
Machinima.com personal picks - Inside Gaming Awards 2010 Best Sound Design
Wwise 2010.3 Now Available
Designing Sound - Jamey Scott Special: Reader Questions
Designing Sound - Jamey Scott Special: Unreal Tournament [Exclusive Interview]
Designing Sound - Jamey Scott Special: Gears of War [Exclusive Interview]
Designing Sound - Audio Director Mike Keogh on the sound of "The UnderGarden"
Designing Sound - “Fable III” – Exclusive Interview with Kristen Quebe, Kristofor Mellroth and Shannon Potter
TinySubversions: GDC networking stories from Jeff Edward Ball
First videogame console was mute! Magnavox Odyssey: Music To Play Games By via SounDesignBlog
SALMAN RUSHDIE raps on RED DEAD REDEMPTION & THE VIDEOGAMES
We Love Indie GameMusic
Game Audio Forum München
Zach Quarles New blog post: 10 Years Strong
Terraformers post mortem - a 3D game for both blind and sighted
“How Video Games are Different from Anything You’ve Worked on Before!"
Time Machine - part IV: Sound Tricks of Mickey Mouse
The Polynomial: Space of the music
Battlefield Vietnam Hardware #7: The Sounds of the 60's
Official photos from AESSF
Buy MP3s of sessions you missed at AESSF
In The Loop: Planning for Feedback in Game Audio Production
GraphicalScores.org Everythings related to graphic scores and Wiki
The Music of Majin and The Forsaken Kingdom
New "Field and Toys 2010" video here
Maya pyramids = acoustics riddle
FABLE III: A Fable in and of Itself
Making of Rabbit Ears Audio Hydrophonic Library
Using FMOD and simple music visualizer demo code and slides are up
Kawasaki ZX6R sound with fmod designer
Intro to Audio API's: FMOD, Wwise & Unreal
New MusicofSound blog post:: Creative Process
The Artistic Necessity Of Constraint
Robert Henke (Monolake) speaks of Making Decisions in Music Making
Dynamic Interference - New site post: Rollback...AES 2010 Day 3
Dynamic Interference - New site post: Rollback...AES 2010 Day 2
Interview with Composer Jared Emerson-Johnson on Tales of Monkey Island
Interview with Jared Emerson-Johnson Bay Area Sound's Composer Wunderkind
Trinigy/ Firelight Partner to Bundle FMODEX into Vision Engine 8 via EngineAudio.com
One of the best demonstrations of sound design in the FMOD Sandbox I have seen in a while via EngineAudio.com
UDK problem using Distance Crossfade for 1p/3p sounds, sound gets retriggered. Ideas on a fix? See Video Example via EngineAudio.com
via Lost Lab (that's me!)
Music Vault: The Pac-Man Album
Game Developer - Sound Design: The Forgotten Team
AES 2010 - Game Audio Track Wrap
Keep em' peeled,
-lcl
Wednesday, November 10, 2010
Game Audio Relevance 004
Hot on the heels of my AES 2010 Wrap Up I'm corraling the last months Game Audio related news into a impossibly verbose and undigestible chunk of internet link goodness.
SONORY is a company that specializes in synthesizing the sound of vehicles
Goldeneye DS Dynamic Music
Now Hear This - "Sound Rendering" and Harmonic Fluids
RjDj-style augmented/interactive sound-project based on the Inception-soundtrack?
Andy Serkis on Enslaved and acting in video games
Framework for making 2D games with Lua using a basic OpenAL interface.
A 'batteries included' awesome sauce solution to getting Lua up and running.
Presentation .PDF of San Fran GameSoundCon 2010 talk on procedural audio for games
N64 -Wii, Re-imagining “GoldenEye 007? Exclusive Interview w/ Graeme Norgate and Steve Duckworth
Notation vs BINKY vs visualisation
Microsoft DirectMusic Producer - No I haven't missed you, but here we are again.
Whats So Special About Interactive Audio?
Call for Papers: The Oxford Handbook of Interactive Audio
Making Interactive Music
Dynamic Music in Wwise
Shmusicup: Dodge Bullet Patterns Created By Your Own Music
Behind the Sounds of Fable III: From Chicken Singalongs to Very Angry Dogs
Epic Mickey Music and Sound
Good piece on Rock Band 3, Power Gig, and the decline of music games.
Rock Band 3, Behind the Scenes: When A Music Game Gets More Real
An Interview with Zachary Quarles, ID Software’s Audio Lead
The Game Audio Tutorial's take on Portal's GlaDos
Stephan Schütze: FMOD 101
Stephan Schütze: Using XACT for Sound Design
Stephan Schütze: Boingy Boingy Boingy - Why I hate repetition and what can be done about it.
Interview with New Vegas composter Inon Zur
Part 2 of a behind the scenes look at Back to the Future: The Game, 'Hey McFly!' now!
Ben Long talks with Jeff Essex, a veteran of Interactive Audio
Stadium Crowd Recording Session - NCAA Football UF Gators vs. LSU Tigers
Sound in Canabalt
Information about Attenuation and the Distance Model in the Unreal audio system.
'From the Shadows of Film Sound', is available now!
Interview: Super Meat Boy 's Silly Take On Classic Platformers
BeatPortal - How to get music in video games
"How to get into the Video Game Industry" (Sound Designer Edition)!
[GCAP 2010] Interview: Emily Ridgway - Emily Industries
Brutal Legend: More Than Just Noise: It's Called...Heavy Metal!
Aaron Marks Special: Function of Game Sound Effects
Podcast with Bernie Krause, who collected an impressive library of soundscapes: listen to ants singing!
Soundtracking Mario - Koji Kondo. Edge Mag article
The tech behind the music of Fallout: New Vegas' Mojave Wasteland
Sound of the Dead: audio design in Dead Nation
Official PS3 sound bar designed to enhance game dialog
Mick Gordon interview with the awesome Stylus Monkey
Splash Damage Talks Audio for "Brink"
Subversion: Dev Blog 20 - Multi-track Music w/ tool pics and video examples
A ton about BioShock Infinite's tech? Check out this reply from TD Chris Kline
Audio Implementation Greats #9: Ghost Recon Advanced Warfighter 2 Multiplayer: Dynamic Wind System
Now that I've got all of that off my chest, it's time to get back to work!
-lcl
SONORY is a company that specializes in synthesizing the sound of vehicles
Goldeneye DS Dynamic Music
Now Hear This - "Sound Rendering" and Harmonic Fluids
RjDj-style augmented/interactive sound-project based on the Inception-soundtrack?
Andy Serkis on Enslaved and acting in video games
Framework for making 2D games with Lua using a basic OpenAL interface.
A 'batteries included' awesome sauce solution to getting Lua up and running.
Presentation .PDF of San Fran GameSoundCon 2010 talk on procedural audio for games
N64 -Wii, Re-imagining “GoldenEye 007? Exclusive Interview w/ Graeme Norgate and Steve Duckworth
Notation vs BINKY vs visualisation
Microsoft DirectMusic Producer - No I haven't missed you, but here we are again.
Whats So Special About Interactive Audio?
Call for Papers: The Oxford Handbook of Interactive Audio
Making Interactive Music
Dynamic Music in Wwise
Shmusicup: Dodge Bullet Patterns Created By Your Own Music
Behind the Sounds of Fable III: From Chicken Singalongs to Very Angry Dogs
Epic Mickey Music and Sound
Good piece on Rock Band 3, Power Gig, and the decline of music games.
Rock Band 3, Behind the Scenes: When A Music Game Gets More Real
An Interview with Zachary Quarles, ID Software’s Audio Lead
The Game Audio Tutorial's take on Portal's GlaDos
Stephan Schütze: FMOD 101
Stephan Schütze: Using XACT for Sound Design
Stephan Schütze: Boingy Boingy Boingy - Why I hate repetition and what can be done about it.
Interview with New Vegas composter Inon Zur
Part 2 of a behind the scenes look at Back to the Future: The Game, 'Hey McFly!' now!
Ben Long talks with Jeff Essex, a veteran of Interactive Audio
Stadium Crowd Recording Session - NCAA Football UF Gators vs. LSU Tigers
Sound in Canabalt
Information about Attenuation and the Distance Model in the Unreal audio system.
'From the Shadows of Film Sound', is available now!
Interview: Super Meat Boy 's Silly Take On Classic Platformers
BeatPortal - How to get music in video games
"How to get into the Video Game Industry" (Sound Designer Edition)!
[GCAP 2010] Interview: Emily Ridgway - Emily Industries
Brutal Legend: More Than Just Noise: It's Called...Heavy Metal!
Aaron Marks Special: Function of Game Sound Effects
Podcast with Bernie Krause, who collected an impressive library of soundscapes: listen to ants singing!
Soundtracking Mario - Koji Kondo. Edge Mag article
The tech behind the music of Fallout: New Vegas' Mojave Wasteland
Sound of the Dead: audio design in Dead Nation
Official PS3 sound bar designed to enhance game dialog
Mick Gordon interview with the awesome Stylus Monkey
Splash Damage Talks Audio for "Brink"
Subversion: Dev Blog 20 - Multi-track Music w/ tool pics and video examples
A ton about BioShock Infinite's tech? Check out this reply from TD Chris Kline
"BioShock 1's audio system was... umm... "sub-optimal". This time around our sound team demanded a new audio pipeline based on AudioKinetic's WWise technology that supported 5.1 with adjustable dynamic range and a fully dynamic mixing system. Not only did our engineers rise to that task, but they subsequently took it up a notch and implemented both a custom sound propagation system (so voices properly echo down corridors and around buildings) and a dynamic wind audio system that reinforces the dynamic weather in the world."
Audio Implementation Greats #9: Ghost Recon Advanced Warfighter 2 Multiplayer: Dynamic Wind System
Now that I've got all of that off my chest, it's time to get back to work!
-lcl
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.
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.
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.
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
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
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 Wide Wonderful World of 5.1 Orchestral Recordings
10AES-G12
Mixing the DICE Way - Battlefield, HDR Audio, and Instantiated Mixing
10AES-G14
Physics Psychosis
Audio Cage Match!
Takin' Care of Business
Lunchtime Keynote: Adam Levenson
There's other good ones in there, for a summary of these see above!
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-G01Code 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-G03The 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-G10Audio Cage Match!
The Biz:
10AES-G13Takin' Care of Business
The Buzz:
10AES-SE07Lunchtime 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
Labels:
Game Audio,
Game Audio Relevance,
Game Music,
Game Sound
Tuesday, March 16, 2010
Footsteps – Informal Game Sound Study
THE STOCK MARKET
Lately, I've been taking stock. Not the usual “What have I done with my life?” or “Where is everything headed?” (although those questions perpetually tumble around my brain stem on a regular basis); I somehow found myself obsessed with the minute details of movement sound and system design. If you're working in games today, chances are good that you've recorded, implemented, or designed systems for the playback of character footsteps and Foley at some point during the course of your career. It's even more likely that you've played a game where, at some point during your experience, footstep sound wrestled your focus away from the task at hand and demanded your listening attention.
Yet, let it be said, all footsteps are not created equal – which seems obvious given that no two games are exactly the same, neither should their footsteps or the way in which they are implemented be (necessarily) the same. At the end of the day, as content creators, we should be slaves to the games we are helping to make and not showboating unnecessarily in our own art by accentuating or spending time of things that have little consequence outside of our own satisfaction; however, for a sound type that may be heard for countless hours across every level in a game, surely they deserve more than a passing thought. (or maybe I'm trying to justify my current obsession!)
Now that that's been said I want to take a moment to recognize the ubiquity of footsteps across almost every genre – they're everywhere! It's with the utmost care and delicacy that this simple aspect of sound be handled so as to lend itself to player immersion, lest the veil of realism drop and expose the pixels on the screen as what they truly are: groups of flashing lights to stimulate the visual cortex. Oops...SPOILER!
*A Squid Eating Dough in a Polyethylene Bag Is Fast and Bulbous, Got Me?
So it is with this soft eared attention to detail that we will delve into the details of movement design from a systems perspective, and try to carve out some common practices. When jumping (hah) into the throng of movement oriented sounds the core components boil down to: Footsteps and Foley.
THE FAIRY TALE
Once upon a time it was enough to provide a small number of step-only audio files that could be sequenced or randomized in time with the foot falls of the player on screen. In the not so distant past, it was not uncommon to deliver these same steps with a portion of Foley movement embedded into each to help add character to the movement. As available memory and increased polyphony became available, the ability to split these elements into separate assets that could be layered and recombined at runtime by the audio engine became a reality that many have been quick to adopt.
Now that we have these elements separated and playing back independently, we are free to swap out material and clothing types without redelivering our step-only content for each outfit and surface material type. We can keep our content footprint (lol) down by not having to exponentially create combinations, and the flexibility we gain opens up a greater diversity when these elements are shuffled on top of each other during character movement. Coupled with the ability to randomize pitch, volume, and low pass filter between a set of values this content now becomes a seemingly endless array of diversity for any given action.
Developing in parallel to these audio aspects were the refining of animations, increased subtlety of character movement, and increased depth of player control: all of which helped unlock a level of detail necessary to bring Footsteps and Foley towards a model approaching reality. Games that are now reaching for a level of realism have been set free to further granularize their sound content sets to include: additional step types beyond walk or run, to allow for the changing of clothing types, to increase the number and types of movements available to the player at a given time, and expand the list of surface materials a character may be able to move across.
Sometimes writing about sound can be like dancing about architecture, and so I've assembled a series of game video's that focus specifically on footsteps and Foley within the current generation of games in an attempt to provide perspective. While some might cry foul at the removal of music in the examples presented, the goal was not to assess footstep mix related issues (which could fill up a whole other study) but to allow for a distanced abstracted critical listening experience. In games where as the player you find yourself running for extended periods with only ambient sound and your perpetual footsteps to keep you company it makes solid sense to focus on the persistent ticking of heels and toes whilst traversing the landscape. If, as the player character, you would never find yourself walking or creeping stealthily between places, then the complete lack of subtlety for this aspect of footstep sound can usually be forgiven.
FREE RUNNING/ PARKOUR
A comparison of the 3 titles whose core gameplay is centered around the players ability to deftly traverse the environment turned out to present a stunning example of aesthetic choices in sound design, as well as showcasing a high level of detail inherent within each of the system designs. While they all focus on player movement and Foley in a similar way, each communicates a style that I feel services the visual side of the equation in a complimentary way. Where Assassin's Creed 2 is the most fluid and “real” sounding, the added iconic/ earconic elements in the Prince of Persia Foley (recognizable – for example – in the identifiable hand grabbing the ring sound) really lent a sense of satisfaction to a successful execution of this action.
“the footstep system uses more than 1,500 original recorded samples. We managed 22 surface materials, with 14 different step intentions — sneak, walk, run, jump, land, pivot, et cetera — including three to eight variations for each intention per surface.”
In contrast, Mirror's Edge's movement sound was delivered stylistically in compliment to it's grand visual design – stark, clean, and clearly bristling with crispy audio detail. From an interview at Gamasutra with Owen O'Brien, senior producer on DICE's Mirror's Edge:
“In most games, footsteps are a pretty simple thing to add, but running and moving was so integral to Mirror's Edge that we had to create a huge library of footsteps and a system to manage them. We had them for different speeds, different surfaces, different landings; the list goes on and on.”
SQUAD/ GROUP BASED
Video: Footstep Study – Dragon Age
The squad or group based gameplay of Dragon Age and Mass Effect introduces it's own set of challenges when it comes to movement sounds. In support of the player character, you may have have additional party members following your every move. This means as they trail behind you in close proximity, their footsteps can be heard in a chorus of movement mirroring your progression through the level. This can be good and bad, depending. It's likely that, in order to combat the repetition of playing the same sound files twice, the content requirements demand an increased number of variations to keep things from sounding too similar. Also, it becomes critical that the AI for your group members be intelligent enough to keep pace smoothly without the walk, stop, walk stutter which presents itself when the player is walking slowly. Hearing the AI react poorly in this situation is just as bad as watching an AI walk endlessly into a wall – both expose the underlying shortcomings of the systems behind the action and contribute to a lost sense of immersion.
In a list of suggestions for making Mass Effect 2 a better experience, one player cited “less generic footsteps” as a possible solution:
“I never realized how important it is to hear the footsteps of your character while you are stomping around in a game. To be more precise: how important it is to hear those footsteps reflect the surface that you are walking on....With the amount of walking that you do in Mass Effect, the lack of variety can really get on your nerves. Even changing the pitch of the sound somewhat for different surfaces would improve things dramatically.”
The same could be said about many games where a small number of surface types are repeated throughout. Aside from the battle against the grey-ification of our game worlds, as sound professionals we may be able to help by suggesting variances to surface types that would be reflected in the sound of player movement.
One area that Dragon Age succeeds greatly, is in changing out Foley movement sounds based on the type of armor equipped on both the player and any following party members. By enabling the layering technique mentioned above, Bioware was able to communicate the change of armor through sound, and helped add a level of audio feedback to their system. This feedback, while seemingly inconsequential, enables the player to feel connected to their decisions when reflected back at them not just visually in the armor displayed on-screen, but by the resulting sound when moving. The small touches of detail help to sell the player's role in defining the soundscape in their game, and gives a greater sense of involvement in character progression.
1ST / 3RD PERSON
Video: Footstep Study – Fallout3
Video: Footstep Study – Borderlands
Video: Footstep Study – Fracture
Video: Footstep Study – Crackdown
The first person perspective brings with it a certain level of disconnect. The oft-cited “floatiness” inherent with the inability to actually see you feet as the player can be difficult to anchor – with any sense of physicality – to the environment. Optimistically, this is a perfect opportunity for sound to swoop in and save the day by providing an audible feedback representation of the action on screen. While the immersive aspect of the first person viewpoint in games is widely debated, I don't think anyone would argue with the the addition of footstep sounds as providing a necessary connection to the game world.
When I first assessed the footsteps in Crackdown I commented in this thread at the Game Audio Forum that “while I think (the footsteps) sounded ok when running/ running fast...the slow walk did have too much thunk to sell the finesse of the movement.” Thanks to a revelatory response by Tom Todia at Engine Audio, I was able to peel back the academic wax that had accumulated in my ears and remind myself that the game is all about grand, larger-than-life gestures. I can imagine spending almost no time in consideration of actually walking during normal gameplay in Crackdown, which I think highlights what was likely a creative decision that the developer needed to make regarding what was (more) important: the addition of walk steps or increased variations of giant explosions!
In a blog post by Raymond Usher at Gamasutra, he discusses footsteps and “the expectation (from the development team) that we 'need' footsteps” and how that might take focus away from other area's that may be more important.
In a discussion of advanced Modern Warfare 2 perks, the subject of changing the footstep sounds as a part of gameplay is overviewed:
“These advanced perks provide a small secondary benefit, usually of little consequence, to the perk’s main function. For instance, the first game had a perk called “Dead Silence” that muffled the sound of that player’s footsteps. While theoretically useful for stealthy players, in practice it was easily outclassed by every other perk in that tier. In the sequel, silent footsteps became a secondary effect of the pro version of “Ninja” (invisibility to heartbeat sensors).”
Another interesting example I stumbled across in this group comes in the form of Fallout 3 Audio Director Mark Lampert's decision to include a slider in the menu options specifically for adjusting the footstep volume. Where it has been common to see volumes for Music, Sound, and Voice, this ability to adjust the footstep sound in relation to the rest of the mix to suit user preference is an interesting addition.
MELEE COMBAT
Video: Footstep Study – Brutal Legend
Video: Footstep Study – Star Wars: The Force Unleashed
Video: Footstep Study – Conan
Video: Footstep Study – Star Wars: The Force Unleashed
Video: Footstep Study – Conan
In games that focus on melee combat, or are otherwise consumed with bringing across multiple systems while catering significantly towards cutting a path through a sometimes endless hoard of baddies, the role of footsteps is often downplayed by design with wall to wall carnage. Which is to say that detailed player movement sound is certainly not the focus for any sustained length of time. For each character in Star Wars: The Force Unleashed we had about 10-16 file variations per step type randomly shuffled across 20 materials for walk, run, and land. In Conan we had 4 file variations per foot across 9 materials and 2 step types. There is no magic number when it comes to deciding at what point you have enough variation, often it becomes a complicated equation of space vs. perceived need for diversity.
RPG
In the current generation we have 10-20 times the memory of last gen, our tools are more intuitive, and our understanding of the process is greater. What I've come to find in my assessment and experience is that despite this ability, there seems to be two schools of thought regarding footsteps in the current generation, of which Lost Odyssey is currently my poster-child.
1. Maximum variation: Both at the file level (lots of steps) and through randomized pitch and volume.
I think the idea of maximum variation is covered pretty well above regarding our current capabilities, but the idea of Iconic footsteps might still be a bit vague. Essentially the idea of is that, as an aesthetic choice, a minimal amount of footstep variations are chosen because they exemplify the particular character and step type without the need for randomness or variation. The thinking seems to be that if exactly the right (for example) two footsteps for a given step type are chosen, then the action can succeed with minimal variation and the sound of the character can be defined iconically by the sound instead of bowing to a perceived reality.
While the choice to go Iconic for footsteps could be due to limitations of RAM, I'm finding it difficult to believe that this is the case, and so I've started to think that it is a conscious design choice. I'm also trying hard not to label it a "last gen" technique and chalk it up as a hangover from a time when you were lucky to get 2MB of RAM for the entire level of a game. I would like to believe that this is a choice that some designers are making, instead of a response to limitations – especially because of the pervasive presence of footsteps throughout the entirety of a game makes it hard to ignore and certainly is a decision that must be consciously made.
I have no info about the technical choices and tradeoff's that were made in the creation of the footsteps for Lost Odyssey, but it's easy to hear that they have implemented a smaller more iconic set of footsteps for each step and material type with little to no pitch or volume randomization. This is especially apparent when climbing up and down ladders. That said, they sound exceedingly appropriate and are designed to a high level of detail.
(The interactive bell ringing playground equipment is also a must see/hear!)
THE CONCLUSION
At the end of the day, it should be about building appropriate systems that support well designed content in order to best portray the action on screen as a way to sell the players role in the environment. Whether this comes with or without fast bulbous squids, it all boils down to the same thing: we're all slaves to the game.
Until next time!
Special thanks to contributers to the contributers to the Game Audio Forum post that fueled my fire and our special guests on Episode 2 of the Game Audio Podcast where we discussed some of these things.
**EDIT**
I ended up spinning this into a talk given at GDC 2011 and further reprised it at my local IGDATC meeting.
Here's the video:
Concept Art © Aaron Armstrong and extra special thanks for console's, insight, and game saves.
*That's right, The Mascara Snake. Fast and bulbous! Also, a tin teardrop!*Thank you Captain
Special thanks to contributers to the contributers to the Game Audio Forum post that fueled my fire and our special guests on Episode 2 of the Game Audio Podcast where we discussed some of these things.
**EDIT**
I ended up spinning this into a talk given at GDC 2011 and further reprised it at my local IGDATC meeting.
Here's the video:
Concept Art © Aaron Armstrong and extra special thanks for console's, insight, and game saves.
Subscribe to:
Posts (Atom)











