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Learn about the importance of audio metering in game development, including different meter types, calibration, setup options, and software plug-ins. Discover how audio meters can be used by audio directors, mix engineers, programmers, quality assurance teams, and production/marketing departments to ensure consistent and high-quality audio in games.
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Audio Metering for Game Developers • Jason Cobb • Game Audio Design • GL33k • The Sound Department – Austin
Game Audio Metering Room Survey • Who uses audio meters to examine game sound output levels on a regular basis?
Game Audio Metering Room Survey • Who uses audio meters to examine game sound output levels on a regular basis? • Who considered metering but has not set it up?
Game Audio Metering Room Survey • Who uses audio meters to examine game sound output levels on a regular basis? • Who considered metering but has not set it up? • Who is unfamiliar with audio metering?
Audio Meters are a Fixed Frame of Reference • Playback systems color sound output • Listening environments are different • Amplification is variable • Listener fatigue changes perception of loudness • Individuals hear things differently
Audio Meters Provide Useful Information • Warnings for loudness issues and signal clipping • Visualization of levels and spectral response • Practical metrics for discussion of mix changes and audio modulation • Coordinate sound teams and inform other disciplines
Game Audio Metering Potential Users • Audio Directors and Mix Engineers • Established tools for audio production • Stay on top of the mix • Loudness consistency across game levels implemented by a team
Game Audio Metering Potential Users • Audio Directors and Mix Engineers • Established tools for audio production • Stay on top of the mix • Loudness consistency across game levels implemented by a team • Audio Programmers and Designers • Check reference of sounds implemented • Log audible result of audio modulations • Debug audio engine errors
Game Audio Metering Potential Users • Quality Assurance • Identify cases of over-modulation • Gain insight into audio bugs • Verify adherence to technical standards
Game Audio Metering Potential Users • Quality Assurance • Identify cases of over-modulation • Gain insight into audio bugs • Verify adherence to technical standards • Production and Marketing • Avoid distorted game capture audio • Reminder to sometimes mute channels in game captures • (Record only sound effects in game captures and add voice and music in post)
Audio Meter Types • Peak Program (PPM) • Identify signal peaks • Root Mean Squared (RMS) • Identify average loudness • Frequency Weighted Loudness • (VU, CBS, ITU BS.1770) • Illustrate loudness in context of hearing
Audio Meter Types • Signal Phase Comparison • Illustrate differences between channels • Multiband Filtered • Illustrate bands of frequency response • Spectral Transform • Illustrate signal frequency response • Time graphs and statistics • View level history
Game Audio Meter Calibration • Calibration test tones in game • Noise, Sine, Sweep, Transient • Game audio channel options at full volume • Or an agreed-upon calibration volume • No attenuation between game output and meters • Gain and stereo balance at unity
Game Audio Meter Calibration • View level of test tones in meters • Verify levels match reference values • Adjust gain trim to compensate • Offset any direct current • Set meter type, scale, zero, and ballistics
Game Audio Sources • Game engine or audio middleware self-metering • Digital stereo and matrix surround • Digital encoded surround sound • Analog mono / stereo / surround • Analog matrix surround sound
Audio Metering Setup Options • Developers workstation sound card input • Virtual audio cable • Input meter routing in session of primary audio workstation • Spare audio workstation • Mobile recording laptop rig
Digital Audio Connections • Digital Audio Optical Splitter • Passive device • Ground isolation
Digital Audio Connections • Digital Audio Coaxial • 75 Ohm passive video splitter • Digital Audio Router • Handle multiple sources • Mixed-type connections
Analog Audio Connections • Consumer Stereo Audio Splitter • RCA plugs with taps • RCA Y-splitters and cables • Impedance adapters • Consumer Headphone Connections • Stereo mini-jack splitters • Inline volume trim • Micro-jack adapters
Audio Metering Software • Orban • Loudness Meter
Audio Metering Software • Audiofile Engineering • Spectre
Audio Metering Software • Programmable Analysis Software • Spectrum Analyzer Pro
Audio Metering Software • Pinguin • Audio Meter Pro
Audio Metering Software • Metric Halo • SpectraFoo
Audio Metering Plug-Ins • Roger Nichols Digital • Inspector
Audio Metering Plug-Ins • Roger Nichols Digital • Inspector XL
Audio Metering Plug-Ins • Flux • Stereo Tool
Audio Metering Plug-Ins • Digidesign • Trillium Lane Labs MasterMeter
Audio Metering Plug-Ins • Digidesign • PhaseScope and SurroundScope
Audio Metering Plug-Ins • Digidesign • Dolby Surround Tools
Audio Metering Plug-Ins • Neyrinck • SoundCode
Audio Metering Plug-Ins • Waves • PAZ Analyzer
Audio Metering Plug-Ins • Waves • Dorrough Stereo and 360
Audio Metering Plug-Ins • Nugen Audio • Visualizer
Audio Metering Plug-Ins • Blue Cat Audio • Analysis Pack
Audio Metering Plug-Ins • Bias • Reveal
Audio Metering Plug-Ins • TC Electronic • LM5 Loudness Radar
Game Audio Metering Takeaways • Use as a starting point for sound implementation volume levels
Game Audio Metering Takeaways • Use as a starting point for sound implementation volume levels • Coordinate work of multiple implementers
Game Audio Metering Takeaways • Use as a starting point for sound implementation volume levels • Coordinate work of multiple implementers • Keep in view and mix as you implement
Game Audio Metering Takeaways • Use as a starting point for sound implementation volume levels • Coordinate work of multiple implementers • Keep in view and mix as you implement • Minimize mixing at the end of the project
Game Audio Metering Takeaways • Use optical digital audio if possible
Game Audio Metering Takeaways • Use optical digital audio if possible • Use analog audio when limited by gear or situation