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