HDR Audio  Adaptive mixing in Frostbite  David Möllerstedt, Head of Audio  Stefan Standberg, Audio director Battlefield: Bad Company™ EA – DICE.

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Presentation transcript:

HDR Audio  Adaptive mixing in Frostbite

 David Möllerstedt, Head of Audio  Stefan Standberg, Audio director Battlefield: Bad Company™ EA – DICE audio dice.se

Agenda Battlefield Heritage HDR Audio Principle Focused Sound Design Frostbite™ Battlefield: Bad Company™ Runtime Demo Summary Questions

Battlefield heritage Sandbox experience, gameplay driven design, open ended, free roaming, multiplayer online All out destruction in Battlefield: Bad Company™ increasing the challenge Other alternatives; duckers, snapshot mixers, scene defines, don’t solve the problem

HDR Audio Principle Measure loudness at Listener position – Scale all sound sources accordingly Handle the dynamic range from the quietest sound noticeable to the pain threshold, Some 130 dB Functions similar to HDR lighting

0db0db 140db 12db 30db 55db 120db 35 db Time Hdr off example

0db0db 140db 12db 30db 55db 120db 35 db Time Masked Hdr on example

Focused Sound Design Cinematic approach

Focused Sound Design

Prioritize, instead of compete for dynamic range Play the right sounds, not all sounds Vital to the sandbox architecture of Battlefield

Frostbite™ DICE’s game engine Frostbite™ Tight system integration, audio one of the core components Destruction integral part of the engine Developed for Battlefield: Bad Company™and to be used by future projects at DICE

Frostbite™

Battlefield: Bad Company™

Loudness HDR Audio functions as a culling algorithm This is a positive side effect Priority is set according to loudness, loudness is a good approximation for ‘importance’ especially in FPS game We set loudness values to create any desired effect

Not Compression HDR Audio does not have a specific “sound” HDR Audio is not compression, all sounds are played uncompressed The effect and thus the sound is sometimes similar HDR Audio works on logical loudness values and does not touch the actual audio waveform

Boundaries Not the Silver Bullet Special situations still need attention First Person focus

Summary “HDR Audio Make Loud sounds sound loud, and quieter sounds sound as loud as loud sounds”

Summary Automatic mixing solution Handle Infinitive dynamic range Transparent sound

Sounds Interesting? We are always looking for talented and devoted persons to join our audio teams jobs.ea.com

Questions Who has the first question?

Thank You  Please, fill in the questionnaire