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Immersiveness of Audio Implementations across Video Game Engines Presented by Mark Schlax Outline Refresher of Acoustics What is a Video Game Engine? Why Real Time Audio is Difficult Audio Emulation Across Engines Audio


  1. Immersiveness of Audio Implementations across Video Game Engines Presented by Mark Schlax

  2. Outline Refresher of Acoustics ● ● What is a Video Game Engine? ● Why Real Time Audio is Difficult Audio Emulation Across Engines ● Audio Showcase ● ● Comparing Differing Techniques ● Implementation effect on Immersiveness References ●

  3. Refresher of Acoustics Sound energy travels as a mechanical wave ● ○ Thus it requires a medium, typically air It interacts with surroundings: echoing, doppler effect, more... ○ ● The human hearing range is typically between 20Hz to 20,000Hz ○ Below 20Hz is generally felt instead of heard ○ The hearing range is greatly affected by environmental factors ● Perception of sound intensity is logarithmic, not linear Use decibels (dB) as scale ○ ○ A double in intensity is 3dB, a million times is 60dB

  4. What is a Video Game Engine Software Development Environment Suite ● ○ Graphic Renderer Physics ○ ○ Sound Scripting ○ ○ Animation Artificial Intelligence ○ ○ Networking Much more… ○

  5. Why Real Time Audio is Difficult The physics engine would need to have mechanical waves across a medium ● ○ Properly done, this would require simulation at an atomic level Such engines exist, but rely on static scenes or backed by supercomputer ● Video games typically contain dynamic environments and interactions ● ● Real time further complicates the necessity of fast computations

  6. Audio Emulation Across Engines Popular “Public” Engines, free up to a point ● ○ Unreal Engine 4 Unity ○ ○ NVidia VRWorks Not an engine, more on this later ■ ● Proprietary ○ Electronic Arts Frostbite

  7. Audio Emulation Across Engines: UE4 Unreal Engine 4 Supports Sound Asset Types: ● ○ Sound cues Sound nodes offer behavioral modifies to final output ■ ○ Reverb Effects Echo density, air absorption, reverb gain, more... ■ ○ Sound Attenuation Ability for sound to lower in volume based on distance from listener ■ ● Min and Max radius with a distance algorithm in between Min radius for attenuation start, max radius for end ○ ○ Linear, logarithmic, log-reverse, inverse, natural Allows adjustment to attenuation in a reusable manner ■ ● Define for one sound asset and use for another

  8. Audio Emulation Across Engines: Unity Unity emulates audio via Audio Sources and Audio Listeners ● ○ Emitted by one object and received by another Audio filters can be applied to a given object ○ ■ Attenuation is done by rolloff volume-distance curve Min/max radius, with three algorithms: linear, log, custom ● ■ Ducking Groups sounds together, modify group volume as whole ● ■ Snapshots Settings of group sounds can be saved ● ● A list of snapshots can be transitioned between

  9. Audio Emulation Across Engines: Frostbite Frostbite engine is closed ● ○ Given goals with engine are known: high variability with low predictability Ducking and Mixing work well with predictable soundscape ○ ○ High Dynamic Range as early as 2009 with Frostbite 1 Sounds need to feel loud, while still being able to hear quiet sounds ■ ■ Measure each sound’s perceived loudness, give each sound a priority HDR window is defined by the minimum, size and release time ● ○ The loudest sounds push the window away from quiet sounds Distance is inferred by loudness ● ○ No Min/Max radius, it will be heard or culled! Less control for a particular sound ○

  10. Audio Emulation Across Engines: VRWorks Nvidia VRWorks library for Unreal Engine 4, one package is Audio ● ○ Focuses on emulating sound in 3D space using Nvidia OptiX ray tracing Path of sound is traced in real-time from source to listener ■ ■ When ray interacts with object, apply a filter to the sound How Sound Moves in Space Modeling Propagation

  11. Audio Showcase: Unreal Engine 4

  12. Audio Showcase: Unity

  13. Audio Showcase: Frostbite 1 & 3

  14. Audio Showcase: Nvidia VRWorks - Audio

  15. Comparing Differing Techniques Public Game Engines ● ○ Audio functionality is largely similar Unity allows for a custom attenuation, UE supports larger range of default curves ■ ■ Both allow for reverb effects, ducking, equalizer of volume and pitch Large control over sound properties ○ ■ Each sound must be calibrated or loaded from saved parameters Frostbite & VRWorks ● ○ Introduce a paradigm shift ■ Less control for the developer ■ At any time, the sound may or may not be heard based on environment ○ Inclusive ■ Frostbite is EA’s Proprietary engine ■ VRWorks only available as package for UE, and does not work with AMD Radeon

  16. Implementation effect on Immersiveness Immersiveness is highly subjective for video games ● ○ Usually visual senses take priority in immersion Goal has been to more accurately emulate sound ● ○ Naturally immersion will come along with it ● Progress has been made in Public and Proprietary engines When an engine incorporates a feature, another is quick to adopt ○ ■ Exception for paradigm shifts such as HDR with Frostbite Computers are becoming more powerful ○ ■ Real time ray tracing is computationally taxing Not as much as simulating per particle physics ●

  17. References Images: ● ○ http://luboslenco.com/notes/2015_04_25/editor.jpg ○ https://developer.nvidia.com/sites/default/files/akamai/VRWorks/Training/VRWAudioPropag001b.png ● Unreal Engine 4 https://docs.unrealengine.com/en-us/Engine/Audio/DistanceModelAttenuation ○ ○ https://docs.unrealengine.com/en-us/Engine/Audio/Overview ● Unity Engine ○ https://docs.unity3d.com/Manual/AudioOverview.html ○ https://docs.unity3d.com/Manual/AudioSpatializerSDK.html Frostbite Engine ● ○ https://www.ea.com/frostbite/news/how-hdr-audio-makes-battlefield-bad-company-go-boom

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