Game Audio Coding vs. Aesthetics Leonard Paul of Lotus Audio - - PowerPoint PPT Presentation

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Game Audio Coding vs. Aesthetics Leonard Paul of Lotus Audio - - PowerPoint PPT Presentation

Game Audio Coding vs. Aesthetics Leonard Paul of Lotus Audio Vancouver, Canada Game Audio : Coding vs. Aesthetics Leonard Paul Lotus Audio GDC 2003 Game Audio : Coding vs. Aesthetics Code Content Coder Composer vs ? Technology


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SLIDE 1

Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Game Audio Coding vs. Aesthetics

Leonard Paul of Lotus Audio Vancouver, Canada

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Game Audio : Coding vs. Aesthetics

Code Coder Technology Left-brain Science etc.. Content Composer Creativity Right-brain Art etc.. vs?

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Game Audio : Coding vs. Aesthetics

Good game audio is: Code, content, technology, creativity, science, art, left brain, right brain and the composer and coder all brought together as one.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Game Audio Process Levels

Level 1: Short Term Unaware of most existing practices Misapplication of practices Level 2: Medium Term Aware of existing practices Application of existing techniques Level 3: Long Term Proactive practice of techniques Apply & create effective techniques

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Game Audio Topics

1) Prototyping 2) Peer Review 3) Audio Control Parameters 4) Voice and Memory Usage 5) Tools 6) Automated Mixing

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

History

  • Good old days : Coder/Composer
  • 1980's :

FM + MIDI Musicians

  • Streaming :

Pro-tools Musicians

  • 2000 :

Film Composers

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

But...

Games are not movies! Software schedules are not deterministic. More money = more people = more gaps

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Today

In 2001: US video game sales at $9.3 billion in revenues vs. Hollywood's $8.1 billion Video games adopting big budgets and management style of film studios

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Solutions?

  • Narrow and bridge the gaps
  • View the problem of audio as a whole
  • Open process & free flow of ideas
  • Don't force one side onto the other
  • Don't pigeonhole employees' talent

"Renaissance" of game audio.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Prototyping

Level 1: A first prototype is quickly built, but due to timeline constraints, it awkwardly evolves into final project Level 2: A prototype is made and later thrown

  • ut, but much of the code remains the same.

Some view the prototype as a waste of time. Level 3: Multiple iterative prototypes are made

  • rapidly. Final is built from best elements.

Entire process is archived for future reference.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Prototyping : Environments

Graphic object-oriented audio environments:

  • Native Instrument's Reaktor
  • Pure Data & Max/MSP by Miller Puckette
  • AudioMulch by Ross Bencina
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Prototyping : Editing

  • Make many sketches
  • Edit out non-essential elements
  • Strengthen & underline key elements
  • Have a friend review
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Prototyping : Traps

  • Attachment to the prototype to final project
  • Focusing on the easy problems
  • Adding too much bells & whistles
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Peer Review

Level 1: People give periodic feedback on

  • audio. Coder and composer primarily work

separately. Level 2: Peers regularly evaluate audio describing good and bad points. Composer and coder distribute workload. Level 3: Composer and coder receive and participate in open peer reviews and objectively self-evaluate working in a synergistic manner.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Peer Review : Overview

  • Reviews are tossed when schedule looms
  • Participants drag feet into reviews
  • Review should provide help and learning for

trouble spots and acknowledge good work

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Peer Review : Advantages

  • Catch early design flaws
  • Identify pipeline bottlenecks
  • Inspire confidence by identifying good work
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Peer Review : Learning

  • Sharing of good ideas & processes
  • Avoid hiding & covering up mistakes
  • Bridge gaps between peers & bonding
  • Open avenue to getting help
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Audio Control Parameters

Level 1: Sound tags are placed by tagging animation frames in a text file. Level 2: Sound tags are placed directly in animations by artists. Audio derives control parameters from game state. Level 3: Additional AI layer is added between game state and audio to make parameters possible for composer to use.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Audio Control Parameters : Methods

1) Game state (Implicit) Good : Flexible, reactive Bad : At mercy of any game changes 2) Sound tags (Explicit) Good : Reliable, clear Bad : Maintenance overhead, simplistic

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Audio Control : Authenticity

  • Don't be a "victim" of the game audio state
  • Support composer's vision
  • 3D audio may be "accurate" but not

"interesting"

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Voice and Memory Usage

Level 1: Composer has no way of accurately knowing the audio memory map and voice utilization, so he uses a spreadsheet. Level 2: Composer is provided a run-time memory map and voice utilization output. Level 3: Composer's memory map and voice utilization output includes statistics on frequency of usage and relative percentages.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Voice and Memory Usage : Overview

Sore point between composer and coder:

  • Composer doesn't have enough info
  • Coder sometime has to fix resource problems
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Voice and Memory Usage : Solutions

1) Volume Culling 2) Sound Sphere Reduction 3) Voice Stealing 4) Instance Capping 5) Sub-Mixing 6) Usable run-time statistics

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Tools

Level 1: Composer given text file to tweak volumes, pitch bends and other parameters. Level 2: Composer given a GUI to modify parameters at run-time as well and compiled scripting. Level 3: Composer is provided a graphical

  • bject-oriented environment which they can

tweak at runtime as well as interpreted scripts.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Tools : Problems

  • Tools are often at alpha state (ie. barely

work)

  • No schedule for tools development
  • No QA (composer must constantly

"complain")

  • Maintaining tools not fun for coder
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Tools : Reuse

Coders always think they can do it better

  • Use existing formats (ie. MIDI)
  • Use 3rd party tools (ie. Cubase) to generate

data

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Tools : Learning Curve

  • Tools often proprietary so composers must

learn during the project schedule

  • No dedicated training time
  • Often things are obvious for coder, not so
  • bvious for composer (usability)
  • Test with real-world data from last project
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Tools : Object-Oriented & Scripting

  • Pure Data / Max+MSP
  • Reaktor
  • Python / Lua
  • More control for composer, but balance with

requirements of control

  • Divide work between coder & composer
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing

Level 1: Audio content integrated by coder with no knowledge of audio mixing. Level 2: Coder creates real-time faders for composer for run-time tweaking. Level 3: Composer is provided a system where they can define the behaviour of the audio mix.

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing : Overview

  • Most non-audio types do not understand it
  • Often not acknowledged as a major issue
  • Setting volumes for samples non-realtime is
  • ften a nightmare for composer
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing : Licensed to Mix

  • Licensed content is often (ie. always) late
  • Licensed music complicates mix
  • Need freedom to master licensed tracks
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing : Max Headroom

  • Out of headroom? L1 it! (yikes!)
  • Relative loudness, drop other levels
  • No video game mastering guidelines
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing : Auto-mix

  • Code/Script decides mix levels
  • Difficult AI related topic of: "How would a

mixer mix the game?"

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Automated Mixing : Overload

  • Once mix is automated, how to control it?
  • Detail required, but must be clear & flexible
  • Must actually work
  • Difficult challenge
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Future

  • Real-time synthesis
  • Custom real-time DSP effects
  • Samples less static with DSP modulation
  • New burden for composer?
  • Tools & coder should look to music gear biz
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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Conclusion

  • Don't be stuck in job titles!
  • We are all creators in a creative process
  • We are all engineers in a software

engineering process Jump in, try something new & have fun!

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Game Audio : Coding vs. Aesthetics – Leonard Paul – Lotus Audio – GDC 2003

Contact

Info [at] lotusaudio.com