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Interactive Audio Design: Where the Heck do we go from Here??. Brian Schmidt A software company. Premises. We are at the most exciting time: The creation and evolution of a new media and art form: Interactive Audio Design and Delivery
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Interactive Audio Design:Where the Heck do we go from Here?? Brian Schmidt A software company
Premises • We are at the most exciting time: • The creation and evolution of a new media and art form: Interactive Audio Design and Delivery • The issues are still fuzzy, but getting clearer by the day • Plenty of BIG issues still need to be solved
Our Holy Grail The creation and delivery audio soundtracks for interactive entertainment that give the illusion that they were created post-production, but are generated or assembled at run-time.
Our Holy Grail (paraphrased) Make games stop sounding like $%%&$@ games!!!
Our Holy Grail:How we find it(where the heck do we go) • Identify challenges • Look at people, roles, aesthetic issues • Identify tools, technologies, to be addressed
Challenges Above and Beyond Linear Entertainment • Music and sound effects need to FIT. • Not “kinda fit,” “Sorta go with,” “almost get it,” “be generally the right mood…” • Music and sound need to be as tightly integrated to action as linear media, without having the advantage of precognition • Delivery platforms vary • Leads to “least common denominator” implementations
Challenges Above and Beyond Linear Entertainment • Difficult to harness nuance and musicianship of artists and performers and have soundtrack fit with media • Pre-scored music captures nuance at expense of flexibility • Musicians perform on non-traditional instruments, if at all • Too much reliance on keyboard as input medium
Challenges Above and Beyond Linear Entertainment • All media decisions in an interactive product interact with and have ramifications with the rest of the product • Most obvious: Processor/Frame rate concerns • Also other resource usage issues (cd, dvd, memory etc.) • Audio Architect’s role is to scope the project to maximize audio in context of game
New paradigms mean expanded Job Descriptions • Specialization • Composer • Interactive arranger • Sound Designer • Audio Integration Engineer • Audio Architect • Describes tasks, not necessarily headcount • Headcount comes with maturity of industry
Audio Job Categories:Composer • Writes da music • Probably orchestrates the music • Creates musical themes, building blocks • Works within constraints provided by Audio Architect
Audio Job Categories: Interactive Arranger • Analogous to arranger/orchestrator for Film music • Formats composed pieces for integration into game • Works closely with rest of game team
Audio Job Categories:Sound Effects Designer • Identifies required sound effects for title • Leads “spotting” sessions • Creates sound elements • Works within constraints provided by Audio Architect • Provides direction to Audio Implementation Engineer
Audio Job Categories:Audio Implementation Engineer (AIE) • Responsible for integrating audio elements into game • Integrating = “programming” • Works with programmer to implement audio, spot queue points, etc. • Analogous to “Audio Engineer” in tradition post-production • Works closely with Interactive Arranger and Sound Designer. • Helps arranger/sound designer utilize technology to the fullest
Audio Job Categories:Audio Architect • Scopes and defines suitable audio implementation strategies with “the big picture” in mind • Works closely with rest of game and audio team • Identify resource issues • Tracks and estimates performance implications • On the project from Day Zero • Provides blueprint for audio implementation that works within the entire game • Maximizes audio without negatively impacting game as a whole
Aesthetic issues • As long as sounds are just “wave files”; as long as music is “fire and forget,” games will continue to sound like “games.”
Aesthetic Issues • Compositional Techniques • Some borrowed from film? • Foreshadowing • Musical “fake out” • Some New • How interactive does it need to be • Composing non-linear music that still has form • Use of performers for real-time rendered scores
Aesthetic Issues • Designing sound effects designed to be played/listened to multiple times • Avoiding predictability and monotony • “Sounds for every situation” • The above weighed against the need to provide information • Far more important than for linear media
Technology: Major Areas for Advancement(What we should be working on) • Production Tools and Technology • Delivery Technology
Production Tools and Technologies • Non-linear sequencers • Allow composers to write music designed to be played back interactively • Deep musical representations • Provides more “knobs” on musical control • Mood, key, intensity, etc. • Tools to author to specific run-time rendered environments • Musically relevant sound generation tools • Audio designer-friendly access to rendering and playback parameters
Inter-Production Tools and Technologies (2) • Audio integration environment • Perhaps the #1 most important issue keeping audio quality down • Analogous to the post-production studio • Audio Integration and contextual auditioning must be independent from rest of game development process • Economics and production realities demand it • Development Tools that do not require significant interaction with the rest of the development process
Create Media Give to Programmer WAIT Listen in Context
What’s Broken? • Too much reliance on programmer • Turn around far too long • “It’s easiest to implement” is often an implementation criteria • Weak link • Better question “What’s not broken?”
Process must be more similar to linear media “post production” • Audio integration must be able to be performed by audio experts • Can not rely on re-compile, etc. for “edit, listen, modify” loop • Technological issues must be well understood by those creating the content
Delivery Technologies Required • Extraordinarily high quality run-time rendered music and sound effects • “Studio in the box” • Sophisticated synthesis technologies • High level delivery technologies • Seamless integration of pre-rendered and run-time rendered audio • Multi-faceted audio delivery systems • Provides different ways to provide audio for specific situations
Summary • We are 150 miles into a 1000 mile journey • Non-trivial progress but a long way to go • Lots of great technologies to invent and deliver • Lots of great creative challenges ahead • This room has the best collection of people on the planet to tackle these issues.