adaptive mixing in frostbite
TRANSCRIPT
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HDR Audio
Adaptive mixing in Frostbite
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David Möllerstedt, Head of Audio Stefan Standberg, Audio director
Battlefield: Bad Company™EA – DICEaudio<@>dice.se
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Agenda• Battlefield Heritage• HDR Audio Principle• Focused Sound Design• Frostbite™• Battlefield: Bad Company™ Runtime Demo• Summary• Questions
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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
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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
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0db
140db
12db
30db
55db
120db
35 db
Time
Hdr off example
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0db
140db
12db
30db
55db
120db
35 db
TimeMasked
Hdr on example
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Focused Sound Design•Cinematic approach
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Focused Sound Design
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Focused Sound Design•Prioritize, instead of compete for dynamic range•Play the right sounds, not all sounds•Vital to the sandbox architecture of Battlefield
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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
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Frostbite™
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Frostbite™
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Battlefield: Bad Company™
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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
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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
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Boundaries• Not the Silver Bullet
• Special situations still need attention
• First Person focus
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Summary
“HDR Audio Make Loud sounds sound loud, and quieter sounds sound as loud as loud sounds”
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Summary• Automatic mixing solution• Handle Infinitive dynamic range• Transparent sound
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Sounds Interesting?• We are always looking for talented and devoted persons
to join our audio teams
• jobs.ea.com
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Questions• Who has the first question?
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Thank You
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