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.

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Adaptive Mixing in Frostbite

  1. 2. HDR Audio <ul><li>Adaptive mixing in Frostbite </li></ul>
  2. 3. <ul><li>David Möllerstedt, Head of Audio </li></ul><ul><li>Stefan Standberg, Audio director Battlefield: Bad Company™ </li></ul><ul><li>EA – DICE </li></ul><ul><li>audio<@>dice.se </li></ul>
  3. 4. Agenda <ul><li>Battlefield Heritage </li></ul><ul><li>HDR Audio Principle </li></ul><ul><li>Focused Sound Design </li></ul><ul><li>Frostbite™ </li></ul><ul><li>Battlefield: Bad Company™ Runtime Demo </li></ul><ul><li>Summary </li></ul><ul><li>Questions </li></ul>
  4. 5. Battlefield heritage <ul><li>S andbox experience, g ameplay driven design, open ended, free roaming, multiplayer online </li></ul><ul><li>All out destruction in Battlefield: Bad Company™ increasing the challenge </li></ul><ul><li>Other alternatives; duckers, snapshot mixers, scene defines , d on’t solve the problem </li></ul>
  5. 6. HDR Audio Principle <ul><li>Measure loudness at Listener position – Scale all sound sources accordingly </li></ul><ul><li>Handle the dynamic range from the quietest sound noticeable to the pain threshold, Some 130 dB </li></ul><ul><li>Functions similar to HDR lighting </li></ul>
  6. 7. 0 d b 140 db 12db 30db 55db 120db 35 db Time Hdr off example
  7. 8. 0 d b 140 db 12db 30db 55db 120db 35 db Time Masked Hdr on example
  8. 9. Focused Sound Design <ul><li>Cinematic approach </li></ul>
  9. 10. Focused Sound Design
  10. 11. Focused Sound Design <ul><li>Prioritize, instead of compete for dynamic range </li></ul><ul><li>Play the right sounds, not all sounds </li></ul><ul><li>Vital to the sandbox architecture of Battlefield </li></ul>
  11. 12. Frostbite™ <ul><li>DICE’s game engine Frostbite™ </li></ul><ul><li>Tight s ystem integration, a udio one of the core comp onents </li></ul><ul><li>Destruction integral part of the engine </li></ul><ul><li>Developed for Battlefield: Bad </li></ul><ul><li>Company™and to be used by </li></ul><ul><li>future projects at DICE </li></ul>
  12. 13. Frostbite™
  13. 14. Frostbite™
  14. 15. Battlefield: Bad Company™
  15. 16. Loudness <ul><li>HDR Audio functions as a culling algorithm </li></ul><ul><li>This is a positive side effect </li></ul><ul><li>Priority is set according to loudness, loudness is a good approximation for ‘importance’ especially in FPS game </li></ul><ul><li>We set loudness values to create any desired effect </li></ul>
  16. 17. Not Compression <ul><li>HDR Audio does not have a specific “sound” </li></ul><ul><li>HDR Audio is not compression, all sounds are played uncompressed </li></ul><ul><li>The effect and thus the sound is sometimes similar </li></ul><ul><li>HDR Audio works on logical loudness values and does not touch the actual audio waveform </li></ul>
  17. 18. Boundaries <ul><li>Not the Silver Bullet </li></ul><ul><li>Special situations still need attention </li></ul><ul><li>First Person focus </li></ul>
  18. 19. Summary <ul><li>“ HDR Audio Make Loud sounds sound loud, and quieter sounds sound as loud as loud sounds” </li></ul>
  19. 20. Summary <ul><li>Automatic mixing solution </li></ul><ul><li>Handle Infinitive dynamic range </li></ul><ul><li>Transparent sound </li></ul>
  20. 21. Sounds Interesting? <ul><li>We are always looking for talented and devoted persons to join our audio teams </li></ul><ul><li>jobs.ea.com </li></ul>
  21. 22. Questions <ul><li>Who has the first question? </li></ul>
  22. 23. Thank You <ul><li>Please, fill in the questionnaire </li></ul>
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