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

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Leanings from creating soundscapes for online multiplayer games. With experiences from the Battlefield Series with an emphasis on Battlefield: Bad Company.

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

  1. 1. Develop ‘08 <ul><li>Audio For Multiplayer & Beyond </li></ul><ul><ul><li>Mixing Case Studies From Battlefield: Bad Company & Frostbite </li></ul></ul><ul><li>David Möllerstedt – EA DICE </li></ul>
  2. 2. Agenda <ul><li>DICE History </li></ul><ul><li>Battlefield: Bad Company </li></ul><ul><li>HDR Audio </li></ul><ul><li>Master Unit </li></ul><ul><li>Frostbite </li></ul><ul><li>Future </li></ul>
  3. 3. Me <ul><li>David Möllerstedt </li></ul><ul><li>Head of Audio </li></ul><ul><li>DICE Sept 05 </li></ul>
  4. 4. History <ul><li>DICE started 1992 </li></ul><ul><li>An EA Company since 2006 </li></ul><ul><li>Battlefield 1942 </li></ul><ul><li>RalliSport Challenge 1 </li></ul><ul><li>Battlefield 2 </li></ul><ul><li>RalliSport Challenge 2 </li></ul><ul><li>Battlefield 2142 </li></ul>
  5. 5. Battlefield: Bad Company <ul><li>Single Player Campaign </li></ul><ul><li>Sandbox Multiplayer </li></ul>
  6. 6. Battlefield: Bad Company
  7. 7. Playtime <ul><li>How long is your game? </li></ul>?
  8. 8. How Long is Your Game? Average logged playtime Accumulated play time across all players 61 hours 45 hours 9500 years 33200 years
  9. 9. How Long is Your Game? <ul><li>Sound Design </li></ul><ul><li>The Mix </li></ul>
  10. 10. Sound Design
  11. 11. HDR Audio <ul><li>Measure loudness at Listener position – scale all sound sources accordingly </li></ul>135db 95db
  12. 12. HDR Audio <ul><li>Functions similar to HDR lighting </li></ul>
  13. 13. HDR Audio <ul><li>HDR Audio is not compression, all sounds are played uncompressed </li></ul><ul><li>The effect is sometimes similar to compression </li></ul>NOT
  14. 14. HDR Audio <ul><li>HDR Audio works on logical loudness values and does not touch the actual audio waveform </li></ul>
  15. 15. <ul><li>Priority </li></ul><ul><li>Based on Loudness </li></ul><ul><li>Automatic </li></ul><ul><li>Mindset </li></ul>HDR Audio
  16. 16. <ul><li>HDR Audio Demo </li></ul>HDR Audio
  17. 17. Playback Environment <ul><li>How do you listen to your game? </li></ul>?
  18. 18. How Do You Listen? <ul><li>Perceived Loudness </li></ul>
  19. 19. Master Unit <ul><li>Realtime mastering of the 4.0 ingame audio </li></ul><ul><li>LFE & Centre channel and the Direct Out Bus are not routed through the Master Unit </li></ul>
  20. 20. Master Unit <ul><li>Master Unit chain </li></ul><ul><ul><li>HP </li></ul></ul><ul><ul><li>Low Shelf </li></ul></ul><ul><ul><li>High Shelf </li></ul></ul><ul><ul><li>Compressor </li></ul></ul><ul><ul><li>Clip </li></ul></ul>
  21. 21. Master Unit <ul><li>Three settings </li></ul><ul><ul><li>Home Cinema </li></ul></ul><ul><ul><li>Hi-Fi (default) </li></ul></ul><ul><ul><li>TV </li></ul></ul>
  22. 22. <ul><li>Active end user system </li></ul><ul><li>Make your sounds heard </li></ul>Master Unit
  23. 23. <ul><li>Demo </li></ul>Master Unit
  24. 24. Frostbite <ul><li>Frostbite </li></ul><ul><ul><li>DICE’s games engine </li></ul></ul>
  25. 26. The Future <ul><li>What about the future? </li></ul>?
  26. 29. <ul><li>You can do anything! </li></ul><ul><li>Focus </li></ul>The Future
  27. 30. <ul><li>Thank you! </li></ul>The End
  28. 31. <ul><li>DICE is always looking for devoted talents </li></ul><ul><li>Check: </li></ul><ul><ul><li>jobs.ea.com </li></ul></ul>The End
  29. 32. <ul><li>Q & A! </li></ul>The End
  30. 33. The End

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