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Adaptive Mixing in Frostbite
 

Adaptive Mixing in Frostbite

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Introducing the HDR Audio System in Frostbite and the sound design principles for Battlefield: Bad Company. Focusing on how these work towards creating an adaptive mix environment.

Introducing the HDR Audio System in Frostbite and the sound design principles for Battlefield: Bad Company. Focusing on how these work towards creating an adaptive mix environment.

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    Adaptive Mixing in Frostbite Adaptive Mixing in Frostbite Presentation Transcript

    •  
    • HDR Audio
      • Adaptive mixing in Frostbite
      • David Möllerstedt, Head of Audio
      • Stefan Standberg, Audio director Battlefield: Bad Company™
      • EA – DICE
      • audio<@>dice.se
    • Agenda
      • Battlefield Heritage
      • HDR Audio Principle
      • Focused Sound Design
      • Frostbite™
      • Battlefield: Bad Company™ Runtime Demo
      • Summary
      • Questions
    • Battlefield heritage
      • S andbox experience, g ameplay 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 , d on’t solve the problem
    • 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
    • 0 d b 140 db 12db 30db 55db 120db 35 db Time Hdr off example
    • 0 d b 140 db 12db 30db 55db 120db 35 db Time Masked Hdr on example
    • Focused Sound Design
      • Cinematic approach
    • Focused Sound Design
    • Focused Sound Design
      • Prioritize, instead of compete for dynamic range
      • Play the right sounds, not all sounds
      • Vital to the sandbox architecture of Battlefield
    • Frostbite™
      • DICE’s game engine Frostbite™
      • Tight s ystem integration, a udio one of the core comp onents
      • Destruction integral part of the engine
      • Developed for Battlefield: Bad
      • Company™and to be used by
      • future projects at DICE
    • Frostbite™
    • Frostbite™
    • Battlefield: Bad Company™
    • 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
    • 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
    • Boundaries
      • Not the Silver Bullet
      • Special situations still need attention
      • First Person focus
    • Summary
      • “ HDR Audio Make Loud sounds sound loud, and quieter sounds sound as loud as loud sounds”
    • Summary
      • Automatic mixing solution
      • Handle Infinitive dynamic range
      • Transparent sound
    • Sounds Interesting?
      • We are always looking for talented and devoted persons to join our audio teams
      • jobs.ea.com
    • Questions
      • Who has the first question?
    • Thank You
      • Please, fill in the questionnaire