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Published byMarlene Small Modified over 9 years ago
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Automatic Audio in Frostbite David Möllerstedt, Head of Audio Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se
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Agenda Frostbite vision Automation in Bad Company HDR audio principle
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Vision How long is your game?
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Vision To make it ever more challenging: –Sandbox experience –Open ended gameplay –Tactical destruction
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Vision Games are fundamentally different Automatic Models are needed
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Manual result Automatic result Manual effort Automatic effort Complexity Time Complexity
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Frostbite
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Bad Company 1.Perceived loudness (HDR) 2.Interaction Points (Weapons,Vehicles) 3.Counteract repetition These were our 3 primary focus areas
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Bad Company Weapons, Vehicles + cause & effect = destruction, explosions, bullet impacts, etc. VOMusicAmbient The complete experience
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Process Execution Choice of Technology Execution Analysis Choice of Style
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Primary Interaction How many times does a player fire in a 10 hour shooter?
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Weapon Design
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Sound Design Play wav
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Sound Design STYLE OF SOUND -what color is your game?
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Comparison Examples
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HDR Audio Automatic Mixing –Prioritizing sound sources –Makes Battlefield moments sound good
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0db0db 140db 12db 30db 55db 120db 35 db Time HDR off example
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0db0db 140db 12db 30db 55db 120db 35 db Time Masked HDR on example
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HDR Audio - Theory Measure loudness at listener position – Scale all sound sources accordingly 155db 95db
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HDR Audio - Theory Handle the dynamic range from the quietest sound noticeable to the pain threshold
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HDR Audio - Theory Functions similar to HDR lighting
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HDR Audio - Reality HDR Audio functions as a culling algorithm Loudness is a good approximation for ‘importance’ especially in FPS game X XX X
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HDR Audio FAQ HDR Audio is not compression, all sounds are played uncompressed The effect is sometimes similar to compression NOT
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HDR Audio FAQ HDR Audio works on logical loudness values and does not touch the actual audio waveform
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Bad Company Battlefield: Bad Company™ Run Time Demo
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Summary Automatic Systems will make the game sound better and the work more fun We have done a few Hope you got inspired!
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Sounds Interesting? We are always looking for talented and devoted persons to join our audio teams jobs.ea.com
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Questions Who has the first question?
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Thank You Please, fill out the questionnaire
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