ASTOUNDSOUND	
  FOR	
  GAMING:	
  THE	
  NEXT	
  
DIMENSION	
  IN	
  THE	
  EVOLUTION	
  OF	
  AUDIO!	
  
JERRY	
  MAHABUB...
3D	
  AUDIO	
  
TODAY	
  

y Surround	
  Sound	
  (encode/decode)	
  
‒ Auro3D	
  (11.1,	
  13.1),	
  Dolby	
  ATMOS	
  (...
GAME	
  AUDIO	
  
TODAY	
  

y QuesDons	
  
‒ How	
  does	
  the	
  human	
  brain:	
  
‒ Process	
  spaDal	
  audio	
  i...
FOUNDATIONAL	
  R&D	
  
BRAIN	
  RESEARCH	
  

y fMRI/MEG/EEG	
  human	
  brain	
  scan	
  
measurements	
  
‒ Suggested	...
TECHNOLOGY	
  DEVELOPMENT	
  
CHRONOLOGY	
  

	
  
MRI	
  Imaging:	
  (1988	
  -­‐	
  1991):	
  Over	
  7000	
  discrete	
...
3D	
  GAME	
  AUDIO	
  
TRUE	
  3D	
  AUDIO	
  	
  

y  TRUE	
  3D:	
  	
  Accurate	
  sound	
  

placement	
  in	
  all	...
SOLUTIONS	
  

ASTOUNDSOUND	
  IS	
  PRACTICAL	
  

Ideal	
  soluDon	
  

AstoundSound®	
  3D	
  	
  

Full,	
  dynamic	
 ...
ASTOUNDSOUND	
  FOR	
  GAMING	
  
3	
  PLUGINS	
  SOLUTIONS	
  

y AstoundSound	
  3D	
  RTI	
  
‒ Mono	
  to	
  stereo	
...
ASTOUNDSOUND	
  3D	
  RTI	
  
MONO	
  TO	
  STEREO	
  PLUGIN	
  

9	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
 ...
ASTOUNDSOUND	
  3D	
  RTI	
  
HOW	
  IT	
  WORKS	
  

y  Two	
  inputs	
  to	
  processor	
  
‒ Audio:	
  processes	
  mo...
ASTOUNDSOUND	
  3D	
  RTI	
  
HOW	
  IT	
  WORKS	
  

11	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NO...
ASTOUNDSOUND	
  3D	
  RTI	
  
WWISE	
  PLUGIN	
  

12	
   |	
  	
  	
  PRESENTATION	
  TITLE	
  	
  	
  |	
  	
  	
  NOVEM...
ASTOUNDSOUND	
  3D	
  RTI	
  
PERFORMANCE	
  

Performance	
  Analysis:	
  AstoundSound	
  3D	
  RTI	
  Plugin	
  (Wwise	
...
ASTOUNDSOUND	
  FOLD-­‐DOWN	
  
PROCESSING	
  

y  Fold-down Processor
‒ Virtual speakers created for input
channels, the...
Effi

✦

ASTOUNDSOUND	
  EXPANDER	
  
PROCESSING	
  

✦

y  Expansion Processor

✦

‒ Virtual speakers created for 2 input...
ASTOUNDSOUND	
  BRANDING	
  
WHY	
  IT’S	
  KEY	
  

y  Branding	
  is	
  Necessary	
  
‒ If	
  AstoundSound	
  is	
  use...
DISCLAIMER	
  &	
  ATTRIBUTION	
  

The	
  informa[on	
  presented	
  in	
  this	
  document	
  is	
  for	
  informa[onal	...
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GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein

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Presentation, GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein at the AMD Developer Summit (APU13) Nov. 11-13, 2013.

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GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein

  1. 1. ASTOUNDSOUND  FOR  GAMING:  THE  NEXT   DIMENSION  IN  THE  EVOLUTION  OF  AUDIO!   JERRY  MAHABUB,  FOUNDER  &  CEO,  GENAUDIO,  INC.   MICHEL  HENEIN,  SVP  GAMING  PRODUCTS  ,  GENAUDIO,  INC.  
  2. 2. 3D  AUDIO   TODAY   y Surround  Sound  (encode/decode)   ‒ Auro3D  (11.1,  13.1),  Dolby  ATMOS  (64)   ‒ Expensive  playback  hardware   ‒ Large  number  of  speakers  is   imprac[cal  for  games   y PsychoacousDcs   ‒ HRTF   ‒ Dummy  Head   ‒ BRTF   ‒ The  Human  Brain   2   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  3. 3. GAME  AUDIO   TODAY   y QuesDons   ‒ How  does  the  human  brain:   ‒ Process  spaDal  audio  informaDon?   ‒ Determine  where  sound  sources  are  coming  from?   ‒ What  kind  of  brain  acDvity  measurements  could  provide   enough  informaDon  to  make  these  determinaDons?   MagneDc  Resonance  Imaging  R&D  is  the  key!   3   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  4. 4. FOUNDATIONAL  R&D   BRAIN  RESEARCH   y fMRI/MEG/EEG  human  brain  scan   measurements   ‒ Suggested  that  the  brain  determines  how  we   posi[on  sounds  in  space   y This  led  to  the  quesDon:   ‒ Can  an  accurate  model  be  built  that  determines   how  the  human  brain  localizes  a  sound  source?   y Answer:  Yes  –  the  basis  of  AstoundSound®   4   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  5. 5. TECHNOLOGY  DEVELOPMENT   CHRONOLOGY     MRI  Imaging:  (1988  -­‐  1991):  Over  7000  discrete  fMRI  scans  to  measure  human   brain  magnitude  response  characteris[cs.   ✦  Data   Analysis:   (1991   to   2001):   Computa[onal   physics   &   numerical   analysis   were   used   to   decipher   [me   dependent   data   based   on   EEG   and   MEG   measurements.   ✦  ComputaDon/Results:   (2001   to   2003):   7,337   discrete   Brain   Response   Transfer   Func[ons  (BRTFs)  were  computed  upon  comple[on  of  the  data  analysis.   ✦  AstoundSound   Backend   DSP:   (2003   to   2009):   The   BRTF   dataset   was   ini[ally   represented  as  FIR  filters  and  subsequently  IIR  filters.   ✦  Current   AstoundSound   Products:   (2008   to   2013):   AstoundExpander®   Computer   Sogware,   AstoundSound   for   CE   integra[on,   AstoundSoundPro®,   AstoundSurround®,   and   AstoundSoundRTI®   (Real-­‐Time   Interface   for   Gaming),   AstoundConference®,    AstoundHearing®,    and  AstoundPilot®.   ✦  5   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  6. 6. 3D  GAME  AUDIO   TRUE  3D  AUDIO     y  TRUE  3D:    Accurate  sound   placement  in  all  three  spa[al   dimensions  (x,y,z)  or  (r,  θ,  φ)   y  Dynamic:    Real-­‐[me  change   in  rela[ve  posi[on  and   orienta[on  between  listener   and  sound  source   6   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  7. 7. SOLUTIONS   ASTOUNDSOUND  IS  PRACTICAL   Ideal  soluDon   AstoundSound®  3D     Full,  dynamic  3D  (height)   Full,  dynamic  3D  (height)   Direct  game  integra[on   Direct  game  integra[on   Use  exis[ng  audio  setup     Stereo  speakers  or   headphone   Easy  to  setup   No  special  setup   Easy  developer  authoring   Plugins  for  developers   Guaranteed  audio  resources   AMD  TrueAudio   7   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  8. 8. ASTOUNDSOUND  FOR  GAMING   3  PLUGINS  SOLUTIONS   y AstoundSound  3D  RTI   ‒ Mono  to  stereo   ‒ Full  3D,  posi[onal,  interac[ve  spa[aliza[on  interface   y AstoundSound  Fold-­‐down   ‒ Mul[channel  (n-­‐channel)  to  stereo  processor   ‒ Ini[ally  available  as  5.1  to  stereo,  7.1  to  stereo  this  year   ‒ Beyond  11.1  to  stereo  possible   y AstoundSound  Expander   ‒ Stereo  in/stereo  out  enhancement   8   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  9. 9. ASTOUNDSOUND  3D  RTI   MONO  TO  STEREO  PLUGIN   9   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  10. 10. ASTOUNDSOUND  3D  RTI   HOW  IT  WORKS   y  Two  inputs  to  processor   ‒ Audio:  processes  mono  sound  sources  –  outputs  stereo  in  3D   ‒ PosiDonal  data:  Inputs  XYZ  posi[onal  data  from  in-­‐game   sound  sources   y  Distance  control   ‒ Standard  a]enuaDon  (default)   ‒ 3D  distance  cue  processing  available  for  maximum  depth   percepDon   Result:    Illusion  of  sounds  coming  from  game  space  to   corresponding  locaDon    in  actual  listening  environment   Benefit:    Allows  players  to  correctly  hear  spaDal  auditory  cues   ‒ Enhanced  immersion  due  to  ‘feeling’  of  all  three  dimensions   ‒ Enhanced  situaDonal  awareness   10   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL   Simply  put,  it’s   how  players  should   listen  to  their   game  sound!  
  11. 11. ASTOUNDSOUND  3D  RTI   HOW  IT  WORKS   11   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  12. 12. ASTOUNDSOUND  3D  RTI   WWISE  PLUGIN   12   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  13. 13. ASTOUNDSOUND  3D  RTI   PERFORMANCE   Performance  Analysis:  AstoundSound  3D  RTI  Plugin  (Wwise   Profiler)   Intel  i7  Quad  Core  2.2  GHz   Plugin  CPU  %   Direc[on  only,  No  Distance  Cues   0.987  %  (audio  thread  only)   10  voices  using  AstoundSound  (each)   Approx.  10%  processor  uDlizaDon  (audio   thread  only)   (with  filter  interpola[on,  standard,  non-­‐enhanced  filters)   With  TrueAudio  Enabled  (non-­‐opDmized)   10  voices  using  AstoundSound  (each)   Plugin  CPU:  0%   10  voices  using  AstoundSound  (each)   TrueAudio  :  %40   13   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  14. 14. ASTOUNDSOUND  FOLD-­‐DOWN   PROCESSING   y  Fold-down Processor ‒ Virtual speakers created for input channels, then output as stereo ‒ Proper fold-down vs ITU which maintains no spatial experience ‒ Can be used with the RTI to spatialize sounds not using RTI ! 14   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  15. 15. Effi ✦ ASTOUNDSOUND  EXPANDER   PROCESSING   ✦ y  Expansion Processor ✦ ‒ Virtual speakers created for 2 input ✦ channels, then output as stereo ‒ Creates a widened stereo image ✦ ‒ Can be used with the RTI to enhance stereo sources ✦ ‒ Music ‒ Back-ground effects Tes ✦ ✦ ✦ ! 15   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL   8-T Ult AN Hig pro Filt req ✦ Stre All Rap
  16. 16. ASTOUNDSOUND  BRANDING   WHY  IT’S  KEY   y  Branding  is  Necessary   ‒ If  AstoundSound  is  used,  players  must  know  that   the  AstoundSound  experience  is  not  produced  by   compe[ng  audio  formats   y  Logo  Placement   ‒ Game  audio  seqngs   ‒ Splash  Screen   ‒ Packaging   y  DifferenDaDon   ‒ Let  gamers  know  your  game  has  AstoundSound®   ‒ Enable  strong  market  differen[a[on  among  the   compe[[ve  landscape   ‒ BE  AMONG  THE  FIRST  TO  DELIVER  ASTOUNDSOUND®   16   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  
  17. 17. DISCLAIMER  &  ATTRIBUTION   The  informa[on  presented  in  this  document  is  for  informa[onal  purposes  only  and  may  contain  technical  inaccuracies,  omissions  and  typographical  errors.     The  informa[on  contained  herein  is  subject  to  change  and  may  be  rendered  inaccurate  for  many  reasons,  including  but  not  limited  to  product  and  roadmap   changes,  component  and  motherboard  version  changes,  new  model  and/or  product  releases,  product  differences  between  differing  manufacturers,  sogware   changes,  BIOS  flashes,  firmware  upgrades,  or  the  like.  AMD  assumes  no  obliga[on  to  update  or  otherwise  correct  or  revise  this  informa[on.  However,  AMD   reserves  the  right  to  revise  this  informa[on  and  to  make  changes  from  [me  to  [me  to  the  content  hereof  without  obliga[on  of  AMD  to  no[fy  any  person  of   such  revisions  or  changes.     AMD  MAKES  NO  REPRESENTATIONS  OR  WARRANTIES  WITH  RESPECT  TO  THE  CONTENTS  HEREOF  AND  ASSUMES  NO  RESPONSIBILITY  FOR  ANY   INACCURACIES,  ERRORS  OR  OMISSIONS  THAT  MAY  APPEAR  IN  THIS  INFORMATION.     AMD  SPECIFICALLY  DISCLAIMS  ANY  IMPLIED  WARRANTIES  OF  MERCHANTABILITY  OR  FITNESS  FOR  ANY  PARTICULAR  PURPOSE.  IN  NO  EVENT  WILL  AMD  BE   LIABLE  TO  ANY  PERSON  FOR  ANY  DIRECT,  INDIRECT,  SPECIAL  OR  OTHER  CONSEQUENTIAL  DAMAGES  ARISING  FROM  THE  USE  OF  ANY  INFORMATION   CONTAINED  HEREIN,  EVEN  IF  AMD  IS  EXPRESSLY  ADVISED  OF  THE  POSSIBILITY  OF  SUCH  DAMAGES.     ATTRIBUTION   ©  2013  Advanced  Micro  Devices,  Inc.  All  rights  reserved.  AMD,  the  AMD  Arrow  logo  and  combina[ons  thereof  are  trademarks  of  Advanced  Micro  Devices,   Inc.  in  the  United  States  and/or  other  jurisdic[ons.    SPEC    is  a  registered  trademark  of  the  Standard  Performance  Evalua[on  Corpora[on  (SPEC).  Other   names  are  for  informa[onal  purposes  only  and  may  be  trademarks  of  their  respec[ve  owners.   17   |      PRESENTATION  TITLE      |      NOVEMBER  28,  2013      |      CONFIDENTIAL  

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