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Develop ‘08• Audio For Multiplayer & Beyond
– Mixing Case Studies From Battlefield: Bad Company & Frostbite
• David Möllerstedt – EA DICE
Agenda• DICE History• Battlefield: Bad Company• HDR Audio• Master Unit• Frostbite• Future
Me• David Möllerstedt
• Head of Audio
• DICE Sept 05
History• DICE started 1992• An EA Company since 2006
• Battlefield 1942• RalliSport Challenge 1• Battlefield 2• RalliSport Challenge 2• Battlefield 2142
Battlefield: Bad Company• Single Player Campaign• Sandbox Multiplayer
Battlefield: Bad Company
Playtime• How long is your game?
?
Average logged playtime
Accumulated playtime across all
players
61 hours
45 hours 9500 years
33200 years
How Long is Your Game?
How Long is Your Game?• Sound Design• The Mix
Sound Design
HDR Audio• Measure loudness at Listener position – scale all sound sources accordingly
135db95db
HDR Audio• Functions similar to HDR lighting
HDR Audio• HDR Audio is not compression, all sounds are played uncompressed
• The effect is sometimes similar to compression
NOT
HDR Audio
• HDR Audio works on logical loudness values and does not touch the actual audio waveform
• Priority• Based on Loudness• Automatic• Mindset
HDR Audio
• HDR Audio Demo
HDR Audio
Playback Environment• How do you listen to your game?
?
How Do You Listen?• Perceived Loudness
Master Unit
• Realtime mastering of the 4.0 ingame audio• LFE & Centre channel and the Direct Out Bus are not routed through the Master Unit
Master Unit• Master Unit chain
– HP– Low Shelf– High Shelf– Compressor– Clip
Master Unit
• Three settings– Home Cinema– Hi-Fi (default)– TV
• Active end user system• Make your sounds heard
Master Unit
• Demo
Master Unit
Frostbite• Frostbite
– DICE’s games engine
The Future• What about the future?
?
• You can do anything!• Focus
The Future
Thank you!
The End
• DICE is always looking for devoted talents• Check:
– jobs.ea.com
The End
Q & A!
The End
The End