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. 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. 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
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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!
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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®
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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®.
✦
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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
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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
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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
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9. ASTOUNDSOUND
3D
RTI
MONO
TO
STEREO
PLUGIN
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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
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Simply
put,
it’s
how
players
should
listen
to
their
game
sound!
11. ASTOUNDSOUND
3D
RTI
HOW
IT
WORKS
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12. ASTOUNDSOUND
3D
RTI
WWISE
PLUGIN
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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
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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
!
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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
✦
✦
✦
!
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8-T
Ult
AN
Hig
pro
Filt
req
✦
Stre
All
Rap
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®
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