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[object Object],[object Object],[object Object]
What Goes Into Game Audio?
Games = Gateway to Geekdom?
Video Games = Evil?
Games = Gateway to Innovation
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object]
A Brief Historical Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],2.1 8-BIT
Pong  (Atari 1972) (Al Alcorn) 2.1 8-BIT
Space Invaders  (Midway 1978)  ,[object Object],2.1 8-BIT
Rally X  (Namco/Midway 1980) ,[object Object],2.1 8-BIT
Making a “beep” in assembly ( Time & memory constraints ) ,[object Object],From  Using Assembly Language  by Allen L Wyatt   2.1 8-BIT
Technological Constraints ,[object Object],2.1 8-BIT
Atari VCS (2600) ,[object Object],2.1 8-BIT
Captain Comic  (Color Dreams 1988) 2.1 8-BIT
[object Object],[object Object],[object Object],2.1 8-BIT
Working With Constraints: Nintendo NES ,[object Object],[object Object],2.1 8-BIT
Ballblazer  (LucasArts 1984) (Peter Langston) ,[object Object],[object Object],[object Object],[object Object],[object Object],2.8-BIT
Working With Constraints: Commodore 64 Track 1 (e.g. “Level_One”) Instrument 1 (envelope, waveform, effect filters, etc.) Instrument 2 (envelope, waveform, effect filters, etc.) Rob Hubbard’s  Module Format 2.1 8-BIT Pattern 1 (sequence of notes) Pattern 2 (sequence of notes) Pattern 3 (sequence of notes)
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],;C900 pat38: .byte $86, $0D, $00 ; set instrument .byte $23, $D5 .byte $9B, $05, $23 ; play note .byte $86, $0E, $00 ; set instrument .byte $9B, $05, $5A ; play note .byte $D6 .byte $9B, $05, $5A ; play note .byte $86, $0D, $00 ; set instrument .byte $9B, $05, $23 .byte $D5 .byte $9B, $05, $23 ; play note .byte $86, $0E, $00 ; set instrument .byte $9B, $05, $5A ; play note .byte $D6 .byte $9B, $05, $5A ; play note .byte $86, $0F, $00 ; set instrument .byte $00, $D0 .byte $9B, $03 ; restore state .byte $00 .byte $00, $00 2.1 8-BIT
Shadow of the Beast 2  (Psygnosis 1989) (David Whittaker) 2.2 16-BIT MOD/Tracker on Amiga
Combining modules (in MIDI)  with control statements MIDI and the Creation of iMUSE 2.2 16-BIT Land, Michael Z. and Peter N. McConnell.  Method and Apparatus for Dynamically Composing  Music and Sound Effect Using a Computer  Entertainment System . US Patent No. 5,315,057.  24 May, 1994.
Super Mario World  (Nintendo 1991) (Koji Kondo) 2.2 16-BIT Musical layering  technique Mario jumps on Yoshi &  gets extra layer of music (SNES).
Legend of Zelda: Ocarina of Time  (Nintendo 1999) (Koji Kondo) (N64) ,[object Object],2.3 64-BIT
The Sims  (Maxis 2000)   ,[object Object],2.4 128-BIT
Music  driving  gameplay elements. New Super Mario Bros  (Nintendo DS 2006) (Koji Kondo) 2.5 Mobile
State-of-the-Art Today ,[object Object],[object Object],[object Object],[object Object],[object Object],2.6 TODAY
[object Object],[object Object]
Fundamental Problems ,[object Object],[object Object],[object Object],[object Object],[object Object]
3.1 Mixing Who needs mixing? Chicken Shift (Bally 1984)
Problem: Mixing: Unpredictability, Variability 3.1 Mixing
Problem: Mixing: current state of dynamic range …  in a popular film …  in a popular game Graphics adapted from those supplied by Rob Bridgett of Swordfish Studios . 3.1 Mixing
Solutions: Real-time Weighted Mixing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3.1 Mixing
Solution: Location-Based Run-Time Mixing ,[object Object],[object Object],[object Object],[object Object],3.1 Mixing
3.2 Variability ,[object Object],[object Object],[object Object]
Solution: Granular Synthesis 3.2 Variability
“ Granular” Synthesis ,[object Object],[object Object],[object Object],3.2 Variability
Granular synthesis: Graphic Equivalent 3.2 Variability Input Sample   Synthesized Result "Texture Synthesis from Multiple Sources", by Li-Yi Wei. In SIGGRAPH 2003 Applications and Sketches.
Making a Sound Granular 3.2 Variability Parker and Behm 2007 ”Generating Audio Textures by Example”,  Journal of Game Development,  2007
Granular Synthesis Examples ,[object Object],[object Object],[object Object],3.2 Variability Crowd and speech examples borrowed from Leonard Paul at Vancouver Film School
Granular: Remaining Open Questions ,[object Object],[object Object],[object Object],3.2 Variability
3.3 Adaptability Problem : Games are non-linear,  unpredictable and very long! A to B: 16 units A to all: 376 units 30 rooms: 11280 units 10 levels: 100K+ units Transitional Units
Solution: Game Audio Algorithms ,[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
Variable Musical Parameters ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
#8 Variable (Open) Form ,[object Object],[object Object],[object Object],3.3 Adaptability
#8 Example: Variable (Open) Form 3.3 Adaptability http://www.home.cs.utwente.nl/~zsofi/mozart/ Variations: 11 14  x 2 2  = 1 518 999 334 332 964
#8 Variable Form: Non-linear Sequencing ,[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
#9 Parameter Based Music: Parameters ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],The transition matrix approach and the creation of transitional units 3.3 Adaptability
#9 Example: Parameter-Based Music ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
#9 Example:  No One Lives Forever ,[object Object],[object Object],[object Object],3.3 Adaptability
#10. Algorithmic Variations (ongoing research focus) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
Semiotics ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
Semiotics of sound: Why is it important? An example… 3.3 Adaptability
Revised… 3.3 Adaptability
Defining a Sound Semiotics Grammar ,[object Object],[object Object],3.3 Adaptability
Distributed Classification Examples 3.3 Adaptability
What Does the User Get? ,[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
ESP Game 3.3 Adaptability Player 1 Player 2 GUESSING: KID GUESSING: BOY GUESSING: CAR GUESSING: HAT GUESSING: CAR SUCCESS! Consensus on:   CAR Input:
Games for Audio Tagging:  Interactively Building an Online Database ,[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
Adapting the Algorithms For MIR ,[object Object],[object Object],[object Object],[object Object],[object Object],3.3 Adaptability
4. Summary/Conclusions
Unified Architecture Routing, allocation and scheduling (includes system clocks) Input: Game Data Parameters Detection (Beat tracking, phrase matching, pitch matching, harmony and key matching). Prediction (Neural nets, fuzzy logic.) Wave banks Audio Data (MIDI) Algorithmic composition/modelling Samplers, synths, tone generators Intelligent mixing engine AI Audio Engine
Why CS needs Arts (and vice versa)
Thank-you to … Further information:  [email_address]   www.GamesSound.com  (my web site) www.algorithmic.net www.granularsynthesis.com www.audiokinetic.com www.iasig.org

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Problems and Solutions in Game Audio

  • 1.
  • 2. What Goes Into Game Audio?
  • 3. Games = Gateway to Geekdom?
  • 5. Games = Gateway to Innovation
  • 6.
  • 7.
  • 8.
  • 9.
  • 10. Pong (Atari 1972) (Al Alcorn) 2.1 8-BIT
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. Captain Comic (Color Dreams 1988) 2.1 8-BIT
  • 17.
  • 18.
  • 19.
  • 20. Working With Constraints: Commodore 64 Track 1 (e.g. “Level_One”) Instrument 1 (envelope, waveform, effect filters, etc.) Instrument 2 (envelope, waveform, effect filters, etc.) Rob Hubbard’s Module Format 2.1 8-BIT Pattern 1 (sequence of notes) Pattern 2 (sequence of notes) Pattern 3 (sequence of notes)
  • 21.
  • 22. Shadow of the Beast 2 (Psygnosis 1989) (David Whittaker) 2.2 16-BIT MOD/Tracker on Amiga
  • 23. Combining modules (in MIDI) with control statements MIDI and the Creation of iMUSE 2.2 16-BIT Land, Michael Z. and Peter N. McConnell. Method and Apparatus for Dynamically Composing Music and Sound Effect Using a Computer Entertainment System . US Patent No. 5,315,057. 24 May, 1994.
  • 24. Super Mario World (Nintendo 1991) (Koji Kondo) 2.2 16-BIT Musical layering technique Mario jumps on Yoshi & gets extra layer of music (SNES).
  • 25.
  • 26.
  • 27. Music driving gameplay elements. New Super Mario Bros (Nintendo DS 2006) (Koji Kondo) 2.5 Mobile
  • 28.
  • 29.
  • 30.
  • 31. 3.1 Mixing Who needs mixing? Chicken Shift (Bally 1984)
  • 32. Problem: Mixing: Unpredictability, Variability 3.1 Mixing
  • 33. Problem: Mixing: current state of dynamic range … in a popular film … in a popular game Graphics adapted from those supplied by Rob Bridgett of Swordfish Studios . 3.1 Mixing
  • 34.
  • 35.
  • 36.
  • 37. Solution: Granular Synthesis 3.2 Variability
  • 38.
  • 39. Granular synthesis: Graphic Equivalent 3.2 Variability Input Sample Synthesized Result "Texture Synthesis from Multiple Sources", by Li-Yi Wei. In SIGGRAPH 2003 Applications and Sketches.
  • 40. Making a Sound Granular 3.2 Variability Parker and Behm 2007 ”Generating Audio Textures by Example”, Journal of Game Development, 2007
  • 41.
  • 42.
  • 43. 3.3 Adaptability Problem : Games are non-linear, unpredictable and very long! A to B: 16 units A to all: 376 units 30 rooms: 11280 units 10 levels: 100K+ units Transitional Units
  • 44.
  • 45.
  • 46.
  • 47.
  • 48. #8 Example: Variable (Open) Form 3.3 Adaptability http://www.home.cs.utwente.nl/~zsofi/mozart/ Variations: 11 14 x 2 2 = 1 518 999 334 332 964
  • 49.
  • 50.
  • 51.
  • 52.
  • 53.
  • 54.
  • 55. Semiotics of sound: Why is it important? An example… 3.3 Adaptability
  • 57.
  • 59.
  • 60. ESP Game 3.3 Adaptability Player 1 Player 2 GUESSING: KID GUESSING: BOY GUESSING: CAR GUESSING: HAT GUESSING: CAR SUCCESS! Consensus on: CAR Input:
  • 61.
  • 62.
  • 64. Unified Architecture Routing, allocation and scheduling (includes system clocks) Input: Game Data Parameters Detection (Beat tracking, phrase matching, pitch matching, harmony and key matching). Prediction (Neural nets, fuzzy logic.) Wave banks Audio Data (MIDI) Algorithmic composition/modelling Samplers, synths, tone generators Intelligent mixing engine AI Audio Engine
  • 65. Why CS needs Arts (and vice versa)
  • 66. Thank-you to … Further information: [email_address] www.GamesSound.com (my web site) www.algorithmic.net www.granularsynthesis.com www.audiokinetic.com www.iasig.org

Editor's Notes

  1. Introduce self, thank Cognos and Carleton.