Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE

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Presentation transcript:

Automatic Audio in Frostbite  David Möllerstedt, Head of Audio  Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE

Agenda Frostbite vision Automation in Bad Company HDR audio principle

Vision How long is your game?

Vision To make it ever more challenging: –Sandbox experience –Open ended gameplay –Tactical destruction

Vision Games are fundamentally different Automatic Models are needed

Manual result Automatic result Manual effort Automatic effort Complexity Time Complexity

Frostbite

Bad Company 1.Perceived loudness (HDR) 2.Interaction Points (Weapons,Vehicles) 3.Counteract repetition These were our 3 primary focus areas

Bad Company Weapons, Vehicles + cause & effect = destruction, explosions, bullet impacts, etc. VOMusicAmbient The complete experience

Process Execution Choice of Technology Execution Analysis Choice of Style

Primary Interaction How many times does a player fire in a 10 hour shooter?

Weapon Design

Sound Design Play wav

Sound Design STYLE OF SOUND -what color is your game?

Comparison Examples

HDR Audio Automatic Mixing –Prioritizing sound sources –Makes Battlefield moments sound good

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

HDR Audio - Theory Measure loudness at listener position – Scale all sound sources accordingly 155db 95db

HDR Audio - Theory Handle the dynamic range from the quietest sound noticeable to the pain threshold

HDR Audio - Theory Functions similar to HDR lighting

HDR Audio - Reality HDR Audio functions as a culling algorithm Loudness is a good approximation for ‘importance’ especially in FPS game X XX X

HDR Audio FAQ HDR Audio is not compression, all sounds are played uncompressed The effect is sometimes similar to compression NOT

HDR Audio FAQ HDR Audio works on logical loudness values and does not touch the actual audio waveform

Bad Company Battlefield: Bad Company™ Run Time Demo

Summary Automatic Systems will make the game sound better and the work more fun We have done a few Hope you got inspired!

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 out the questionnaire