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Automatic Audio in Frostbite

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Page 1: Automatic Audio in Frostbite
Page 2: Automatic Audio in Frostbite

Automatic Audio in Frostbite David Möllerstedt,

Head of Audio Stefan Strandberg,

Audio director Battlefield: Bad Company™

EA – [email protected]

Page 3: Automatic Audio in Frostbite

Agenda• Frostbite vision• Automation in Battlefield: Bad Company• HDR audio principle• Battlefield: Bad Company Runtime Demo

Page 4: Automatic Audio in Frostbite

Me?

Page 5: Automatic Audio in Frostbite

Vision• How long is your game?

Page 6: Automatic Audio in Frostbite

Average logged playtime

Accumulated playtime across all

players

Vision

61 hours

45 hours 9500 years

33200 years

Page 7: Automatic Audio in Frostbite

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

Page 8: Automatic Audio in Frostbite

Vision• Games are fundamentally different

• Automatic Models are needed

Page 9: Automatic Audio in Frostbite

Manual result

Automatic result

Manual effort

Automatic effort

Complexity

Time

Com

plex

ityEff

ort

Resu

lt

Page 10: Automatic Audio in Frostbite

ManualAutomaticLagom

Complexity

Time

Com

plex

ityRe

sult

Page 11: Automatic Audio in Frostbite

Vision• Automate to adapt to increased complexity• Focus on what is important• Focus on what is fun

Page 12: Automatic Audio in Frostbite

Frostbite

Page 13: Automatic Audio in Frostbite

Frostbite

Page 14: Automatic Audio in Frostbite

Frostbite

Page 15: Automatic Audio in Frostbite

Lagom

Complexity

Time

Mixing

Variation

Resu

lt

Page 16: Automatic Audio in Frostbite

Battlefield: Bad Company1. Perceived loudness (HDR)2. Interaction Points (Weapons,Vehicles)3. Counteract repetition

These were our 3 primary focus areas

Page 17: Automatic Audio in Frostbite

Bad Company

Weapons, Vehicles+ cause & effect

= destruction, explosions, bullet impacts, etc.

VO Music Ambient

The complete experience

Page 18: Automatic Audio in Frostbite

Process

Execution

Choice of Technology Execution

Analysis

Choice of Style

Page 19: Automatic Audio in Frostbite

Primary interactionHow many times does a player fire in a 10

hour shooter?

Page 20: Automatic Audio in Frostbite

Weapon Design

Page 21: Automatic Audio in Frostbite

Weapon Design

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Weapon Design

Whooah !

What ?

Page 23: Automatic Audio in Frostbite

Weapon Design

Shot

Shot

Shot

Shot

Shot

Shot

Shot Shot_far Reflection

Reflection

Reflection

Reflection

Reflection

Reflection

Reflection

Reflection_far

Shot_far

Shot_far

Shot_far

Shot_far

Shot_far

Shot_far

Reflection_far

Reflection_far

Reflection_far

Reflection_far

Reflection_far

Reflection_far

World Variation, Urban, Openfield, Indoor, Run Time IR reverb

Discrete LFE Content

Identity World

Page 24: Automatic Audio in Frostbite
Page 25: Automatic Audio in Frostbite

Weapon Design

Page 26: Automatic Audio in Frostbite

Sound Design

Result = Firing is created by automation

Page 27: Automatic Audio in Frostbite

Sound Design

Play wav

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Sound Design

STYLE OF SOUND-what color is your game?

Page 29: Automatic Audio in Frostbite

Sound DesignStar Wars

2001

Hollywood

Realism

Diverse

Homogenous

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Sound Design

HollywoodRealism

Diverse

Homogenous

Page 31: Automatic Audio in Frostbite

Sound Design

Not IntrusiveIntrusive

Diverse

Homogenous

HollywoodRealism

Page 32: Automatic Audio in Frostbite

Comparison Examples

Page 33: Automatic Audio in Frostbite
Page 34: Automatic Audio in Frostbite

Sound DesignMedal of Honor:

AirborneBattlefield: Bad

Company

Page 35: Automatic Audio in Frostbite

Sound Design

The audio for Bad Company was designed with one image in mind.

– not its individual components

Page 36: Automatic Audio in Frostbite

Sound Design

Page 37: Automatic Audio in Frostbite

Sound Design

Page 38: Automatic Audio in Frostbite

Sound Design

Page 39: Automatic Audio in Frostbite

HDR Audio• Automatic adaptive mixing

Page 40: Automatic Audio in Frostbite

HDR AudioSandbox

Page 41: Automatic Audio in Frostbite

HDR AudioBig Sandbox

Page 42: Automatic Audio in Frostbite

HDR Audio

Big Sandbox

+

Anything can

happen at any time

+

Page 43: Automatic Audio in Frostbite

HDR Audio

Big Sandbox

+

Anything can

happen at any time

Destruction

+

Page 44: Automatic Audio in Frostbite

HDR Audio• Automatic Mixing Prioritizing sound sources

Page 45: Automatic Audio in Frostbite

0db

140db

12db

30db

55db

120db

35 db

Time

HDR off example

Page 46: Automatic Audio in Frostbite

0db

140db

12db

30db

55db

120db

35 db

TimeMasked

HDR on example

Page 47: Automatic Audio in Frostbite
Page 48: Automatic Audio in Frostbite

HDR Audio - Theory• Measure loudness at Listener position – scale all sound sources accordingly

135db95db

Page 49: Automatic Audio in Frostbite

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

Page 50: Automatic Audio in Frostbite

HDR Audio - Theory• Functions similar to HDR lighting

Page 51: Automatic Audio in Frostbite

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

XX XX

Page 52: Automatic Audio in Frostbite

HDR Audio FAQ• HDR Audio is not compression, all sounds are played uncompressed

• The effect is sometimes similar to compression

NOT

Page 53: Automatic Audio in Frostbite

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

Page 54: Automatic Audio in Frostbite

Bad Company

Battlefield: Bad Company™Run Time Demo

Page 55: Automatic Audio in Frostbite

Summary• Automatic Systems will make the game sound better

• and the work more fun• We have done a few• Hope you got inspired!

Page 56: Automatic Audio in Frostbite

Sounds Interesting?• We are always looking for talented and devoted persons to join our audio teams

• jobs.ea.com

Page 57: Automatic Audio in Frostbite

Thank you!

The End

Page 58: Automatic Audio in Frostbite

Questions

Who has the first question?

Page 59: Automatic Audio in Frostbite

Thank You Please, fill out the questionnaire


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