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Automated Audio Testing Bernard Rodrigue Software Developer, - PowerPoint PPT Presentation

Automated Audio Testing Bernard Rodrigue Software Developer, Audiokinetic Agenda History of Audio Testing Optimizing human interventions RoboQA in details Other forms of testing Your game and tools History Designer Test


  1. Automated Audio Testing Bernard Rodrigue Software Developer, Audiokinetic

  2. Agenda ● History of Audio Testing ● Optimizing human interventions ● RoboQA in details ● Other forms of testing ● Your game and tools

  3. History

  4. Designer Test Game (Authoring) Applications Audio Engine Platform Audio

  5. Manual Testing ● Audio Engine code needs to be tested ● Interactive testing ● In game ● In test applications ● In designer tools ● Human ears

  6. Issues with this Strategy ● Hard to structure ● Depends on human ears ● Repetitive and error prone ● Very low test coverage ● No quality metrics

  7. Designer Test Script Game (Wwise) Applications Engine Audio Engine Platform Audio

  8. Defining Test Scenarios ● Scripts library ● First quality metrics ● Listen to the script output ● Have expectations of what to hear ● Approve the audio or not ● Run on a many platforms

  9. Issues with this Strategy ● Depends on human ears ● Can not detect subtle issues ● Long and repetitive process (weeks!) ● Easy to get distracted and overlook issues ● The tests are not run often enough ● The tester becomes insane

  10. A New Era +

  11. Audio Testing Goals  Minimize dependency on human ears  Minimize human interventions  Catch regression issues early  Increase test coverage  Maintain high quality builds

  12. Key Elements ● Solid script library ● Record and compare the audio output ● Process the audio in offline vs. real-time ● Record 1 minute in 5 seconds ● Multiple platforms/configurations ● Daily

  13. The Automated System WAV files Platforms Test Xbox360 Script Window s Audio iOS Data PS3 PS3 PS3 PS3

  14. Daily Sequence Build Machine Test Server Target Platform Daily Build Prepare Tests Convert Audio Build Test Data Copy test input Execute Test Copy test output Process results

  15. Evaluating the Test Results Test is executed Output is analyzed User Output == no no Investigation Reference Accepts? yes yes Issue Fixed Reference is updated End

  16. Report - Front End

  17. Also in the report ● Error return values ● Crashes ● Asserts ● Execution issues ● Network and System failures

  18. Focusing on Important Details ● Very important ● New differences ● New Asserts and Crashes ● Less important ● System or execution failures ● Not important ● Known issues ● Success

  19. Diff Application

  20. Diff Tool Reference Daily Test Output Diff

  21. Measure Tools Peak:-7.4 dB 5.388s 86204 samples 0.522s, 8350 samples 16000Hz 16 bit Peak:-12.7 dB 1.0 0.522s, 8350 samples

  22. Compare Across Platforms PS3 Wii Win32 Xbox360 x64

  23. Diff Algorithm [] Diff( a[], b[] ) { for i = 0; i < min(a.count, b.count) diff[i] = a[i] – b[i]; return diff; }

  24. Lua Scripts

  25. Lua Programming Language ● Lua ● Simple – Light - Powerful ● Easy type conversion (Coercion) ● Garbage collection ● Advanced Lua ● Use closures to define dynamic functions ● Use tables to define test data

  26. Script Example

  27. Script Wrapping

  28. A Great Deal of Data

  29. Multiplication of data x86/x64/vc9/vc10 Xbox360 ● Over 200 test scripts PS3 Wii ● Over 5000 test functions WiiU ● 10 platforms 3DS Vita ● Debug, Profile, Release Android ● 5.1 and Stereo Mac ● 300 000 combinations! iOS

  30. Disk space ● 350 GB of wav files ● 150 hours of audio (6 days+) ● Select configuration/platform per test ● 90 000 reference wav files ● Keep tests short!

  31. Output Hashing ● Do not transfer 350 GB on network! ● Avoid sending redundant information ● While executing a test: ● Hash the wav data ● Only transfer if different from reference ● Save bandwidth ● Save time

  32. Other issues

  33. Handling constant randomness ● Tests must always sound the same ● Set the seed to a constant value ● Same random sequence every time

  34. Non-audible differences • Some differences are non audible • Automatically accept -90dB • Run peak level analysis on the difference • Focus on serious issues

  35. Other forms of testing

  36. Performance Testing ● Run suite of benchmark scenarios ● Use the profiling services to calculate CPU usage ● Run in real-time (not offline) ● Run on all platforms ● Compare performance over time

  37. Performance scenarios ● Examples: ● Playing 32 vorbis voices from memory ● Running 64 EQ plugin simultaneously ● Run the scenario a couple of times ● Store the mean and variance

  38. Stress Testing ● Cover the 10% non tested ● Test the memory allocation failures ● Random null pointer on alloc() ● Run at repetition ● No output recording ● No constant random seed ● Catch any crash

  39. What is Next?

  40. Code coverage ● Improve test metrics ● How much code has been tested? ● Use a code coverage tool ● Identify non-tested code

  41. Future improvements ● Better integration with bug tracker ● Collect crash dumps ● Detect audio glitches ● Save Profiler output

  42. Applying this to your game ● Audio tools ● Effects or sources plug-in ● Complex audio structures ● Guns ● Cars ● Any audio code

  43. Game walk-through recording ● Build a script while playing the game ● Replay the script every day ● Record the audio ● Seed the random with constant value

  44. Game Simulator ● Check out: ● Wwise Game Simulator ● AkLuaFramework.lua ● StartOutputCapture() ● Test!

  45. Question?

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