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Develop ‘08 Audio For Multiplayer & Beyond Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE

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Page 1: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Develop ‘08• Audio For Multiplayer & Beyond

– Mixing Case Studies From Battlefield: Bad Company & Frostbite

• David Möllerstedt – EA DICE

Page 2: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Agenda• DICE History• Battlefield: Bad Company• HDR Audio• Master Unit• Frostbite• Future

Page 3: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Me• David Möllerstedt

• Head of Audio

• DICE Sept 05

Page 4: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

History• DICE started 1992• An EA Company since 2006

• Battlefield 1942• RalliSport Challenge 1• Battlefield 2• RalliSport Challenge 2• Battlefield 2142

Page 5: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Battlefield: Bad Company• Single Player Campaign• Sandbox Multiplayer

Page 6: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Battlefield: Bad Company

Page 7: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Playtime• How long is your game?

?

Page 8: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Average logged playtime

Accumulated playtime across all

players

61 hours

45 hours 9500 years

33200 years

How Long is Your Game?

Page 9: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

How Long is Your Game?• Sound Design• The Mix

Page 10: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Sound Design

Page 11: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

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

135db95db

Page 12: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

HDR Audio• Functions similar to HDR lighting

Page 13: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

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

• The effect is sometimes similar to compression

NOT

Page 14: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

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

Page 15: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• Priority• Based on Loudness• Automatic• Mindset

HDR Audio

Page 16: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• HDR Audio Demo HDR Audio

Page 17: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Playback Environment• How do you listen to your game?

?

Page 18: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

How Do You Listen?• Perceived Loudness

Page 19: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

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

Page 20: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Master Unit• Master Unit chain

– HP– Low Shelf– High Shelf– Compressor– Clip

Page 21: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Master Unit• Three settings

– Home Cinema– Hi-Fi (default)– TV

Page 22: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• Active end user system• Make your sounds heard

Master Unit

Page 23: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• Demo

Master Unit

Page 24: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Frostbite• Frostbite

– DICE’s games engine

Page 25: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Page 26: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

The Future• What about the future?

?

Page 27: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Page 28: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite
Page 29: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• You can do anything!• Focus

The Future

Page 30: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Thank you!

The End

Page 31: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

• DICE is always looking for devoted talents• Check:

– jobs.ea.com

The End

Page 32: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

Q & A!

The End

Page 33: Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite

The End