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How
High Dynamic Range Audio
            Makes
 Battlefield: Bad Company
         Go ”BOOM”
      Anders Clerwall
         EA/DICE
Overview

    Retrospective
»
    High Dynamic Range Audio
»
    Implications and Benefits
»
    Culling and Prioritizing
»
    Mixing & Mastering
»
    Conclusions
»
    Future
»

» Q&A
Retrospective

» Dynamic range traditionally faked
       Duck and snapshot-mixing
     
      Suits games with predictable sound scape
              Still, a lot of manual labor
          

» ..Even for multiplayer
         Highly unpredictabale sound scape
     

» Everything was turned to 11
         ”Every sound is important!”
     
              But not at the same time!
          

         Amplitude 1.0 has no meaning
     
Retrospective

» Battlefield: Bad Company
       DICE’s first ”Next-Gen” (360/PS3) game
     
      More of everything
      The sky’s the limit!

» Frostbite
       A new beginning
     
      We decided to use HDR audio from the
       start!
              Even the name sounded ”Next-Gen”
          

         It’s all about the dynamic range!
     
What is HDR Audio?

» It is..
        An automatic mixer
      
       An automatic prioritization method
       An effective culling method
       A way of mapping one part of a large
        dynamic range to a smaller one
        (amplitude)
                Basically like HDR lighting (Tone Mapping)
            

» It is not..
          Compression
      
                Although sometimes similar
            
What is HDR audio?
Great, but why?

» Sadly we can’t play at 128dB in
  peoples’ homes
       Neighbors, hearing loss, broken windows
     
      Technical issues with audio equipment

» Need a way to make sounds feel
  really loud
       But still hear quiet sounds
     
      Without all that traditional manual labor

» Spend our time more wisely
Great, but why?

» Lots of loud sounds make for a
  crowded upper part of the
  amplitude range
         Difficult to make quiet sounds temporarily
     
         loud
» ”Every sound is important!”
       But not at the same time!
     
      So we need a way to tell which ones are
How did we do it?

» Specify loudness (dBSPL) instead of
  amplitude
       The key to HDR audio
     
      Use real-life measurements as guideline
      One value-range for all sounds

» Measure each sound at the listener
  position
       Perceived loudness
     
      3D calculations
             Angle and distance attenuation/filter
         
             coefficients, etc.
             There’s no static ”MaxDistance” (gasp!)
         
How did we do it?

» Every sound contributes to the
  current loudness



» Position the HDR ”window”
      This is the most important part of the
    
      dynamic range
     Defined by MinTop, Size, ReleaseTime
     Loudest sound can move the window
        
How did we do it?

» Calculate amplitudes


       Apply headroom if needed
     
      Amplitude 1.0 has actual meaning again!

» Let’s listen to it!
Simple scenario video
Implications

» Less control
       No guarantee that a particular sound can
     
       always be heard
      No way of predicting how loud a sound will
       be, in absolute volume
» Somewhat of a paradigm-shift for
  sound designers
       No longer controlling absolute volume, but
     
       rather the relative volume between sounds
      Do they actually need control over that?
             I’m not a sound designer 
         
             They haven’t complained (at least not about that)
         
Benefits

» More control
         Loudness actually means something!
     
              Preserves the relationship between sounds
          
              in a clear way
         It’s always obvious which sounds should
     
         play
» Based on reality
       But actually not reality
     
      We’re making a game!
      Creative control very important
Benefits

» Easier to make exceptions to the
  rule than adding lots of rules
         For example; give first-person sounds and
     
         VO some headroom
» Less/cleaner code
         Means less bugs. Promise!
     

» Mixing the game
» Enables some pretty nice culling
  schemes
         Harsh, but fair
     
Pre-culling

» Before a sound gets activated and
  starts rendering
        Start with the sound’s specified loudness
    
             Apply distance/angle attenuation
         
             Remember, this is as loud as the sound
         
             could theoretically get!
        Previous update’s HDR window bottom is
    
        cutoff
» Helps clean up the sound scape
» Low overhead
        These calculations would be done anyway
    
Pre-culling

» One-shots can be completely
  ignored
» Loops are considered infinite and
  become pending
         Until they’re explicitly stopped
     

» Shifts load-balancing to where
  most knowledge is
       More reliable
     
      Distance is inferred by loudness
              It’s about what you hear, not how far away
          
              you are
Culling of active sounds

» Every sound is either ”Audible” or
  ”Inaudible”
       Basically above or below some threshold of
     
       hearing
      Assume HDR window bottom
             May end up being the nth sound’s
         
             perceived loudness due to load-balancing

» Once a sound becomes inaudible,
  suspend it
       One-shots may never return
     
      Looping sounds most likely will
      Resume once audible again
Culling of active sounds

» Worst-case: Lots of similarly loud
  sounds
       They’re all inside the current HDR window
     
      Limit on number of active sounds affects
       threshold of hearing
» Best-case: Your weapon vs. bullet
  impacts nearby
       Weapon will raise HDR window and bullet
     
       impacts can be completely ignored
      Very common scenario in Bad Company
Better measurements

» Measure each sound’s RMS
         Apply to perceived loudness
     



» Compensate for maximum sine
  RMS when pre-culling
       Subtract 3dB from ”attenuated” loudness
     
      Due to peak-normalization in pipeline

» Improves culling and prioritization
       Need to guard against premature culling
     
       before first RMS value is available
      Same for priorities
Prioritizing

» Sound designer specifies base
  priority
       None, Low, Medium, High, Permanent
     
      Combines with loudness into final priority
       at run-time
» Priority determines rendering order
       When max. rendering time is reached,
     
       expel quiet sounds
      Ensures we should always hear the loudest
       sounds
             Use Permanent priority carefully!
         
Mixing

» Traditional scenario
       Mixed at the end of the project
     
      Spent at least a few weeks
      Did nothing else

» Fundamentally different approach
  with HDR audio
       A lot of the complexity ends up being
     
       handled by the sound system
       automatically
      Sound designer ”only” tweaks loudness
       and attenuation values
Mixing

» Battlefield: Bad Company
      Mixed throughout the project
    
     Spent at least an equivalent of 6 months
     In fact, the game was always mixed
             Ship it!
         

        Only a couple of days spent finalizing the
    
        mix at the end
             Including tweaking the listening settings
         
Mastering

» How do you listen to your game?
Mastering

» How do you listen to your game?
Mastering

» How do you listen to your game?
Mastering

» How do you listen to your game?
        We can’t predict all setups
    
Mastering

» How do you listen to your game?
        We can’t predict all setups
    

» Realtime mastering of the 4.0 mix
      Equalizer and Compressor
    
     Sounds can bypass
     LFE and dialog always bypass

» Most common setups
        TV
    
Mastering

» How do you listen to your game?
        We can’t predict all setups
    

» Realtime mastering of the 4.0 mix
      Equalizer and Compressor
    
     Sounds can bypass
     LFE and dialog always bypass

» Most common setups
      TV
    
     Hi-fi
Mastering

» How do you listen to your game?
        We can’t predict all setups
    

» Realtime mastering of the 4.0 mix
      Equalizer and Compressor
    
     Sounds can bypass
     LFE and dialog always bypass

» Most common setups
      TV
    
     Hi-fi
     Home Cinema
Let’s listen to the result!
Conclusions

» Suits first/third-person games
         Most likely other types of games as well
     

» Battlefield: Bad Company audio on
  average 92 rated
       Awesome sound design may have
     
       contributed 
      A case of great tech enabling awesome
       design
» High Dynamic Range audio works!
       Our gamble definitely paid off
     
      The future for HDR audio looks ”loud”!
In the year 2000

» More accurate perceived loudness
      Tweak distance model
    
     Take frequencies into consideration
     More fitting normalization of source data
     Improves culling, prioritization and thus
      the whole sound scape
» Better workflows and debug info
      Live-tweaking was crucial, but could be
    
      improved
     Fix things that didn’t get a lot of attention
      due to focus on shipping Bad Company
» Optimize, Optimize, Optimize!
Questions?




 Contact: anders.clerwall@dice.se

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How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM

  • 1.
  • 2. How High Dynamic Range Audio Makes Battlefield: Bad Company Go ”BOOM” Anders Clerwall EA/DICE
  • 3. Overview Retrospective » High Dynamic Range Audio » Implications and Benefits » Culling and Prioritizing » Mixing & Mastering » Conclusions » Future » » Q&A
  • 4. Retrospective » Dynamic range traditionally faked Duck and snapshot-mixing   Suits games with predictable sound scape Still, a lot of manual labor  » ..Even for multiplayer Highly unpredictabale sound scape  » Everything was turned to 11 ”Every sound is important!”  But not at the same time!  Amplitude 1.0 has no meaning 
  • 5. Retrospective » Battlefield: Bad Company DICE’s first ”Next-Gen” (360/PS3) game   More of everything  The sky’s the limit! » Frostbite A new beginning   We decided to use HDR audio from the start! Even the name sounded ”Next-Gen”  It’s all about the dynamic range! 
  • 6. What is HDR Audio? » It is.. An automatic mixer   An automatic prioritization method  An effective culling method  A way of mapping one part of a large dynamic range to a smaller one (amplitude) Basically like HDR lighting (Tone Mapping)  » It is not.. Compression  Although sometimes similar 
  • 7. What is HDR audio?
  • 8. Great, but why? » Sadly we can’t play at 128dB in peoples’ homes Neighbors, hearing loss, broken windows   Technical issues with audio equipment » Need a way to make sounds feel really loud But still hear quiet sounds   Without all that traditional manual labor » Spend our time more wisely
  • 9. Great, but why? » Lots of loud sounds make for a crowded upper part of the amplitude range Difficult to make quiet sounds temporarily  loud » ”Every sound is important!” But not at the same time!   So we need a way to tell which ones are
  • 10. How did we do it? » Specify loudness (dBSPL) instead of amplitude The key to HDR audio   Use real-life measurements as guideline  One value-range for all sounds » Measure each sound at the listener position Perceived loudness   3D calculations Angle and distance attenuation/filter  coefficients, etc. There’s no static ”MaxDistance” (gasp!) 
  • 11. How did we do it? » Every sound contributes to the current loudness » Position the HDR ”window” This is the most important part of the  dynamic range  Defined by MinTop, Size, ReleaseTime  Loudest sound can move the window 
  • 12. How did we do it? » Calculate amplitudes Apply headroom if needed   Amplitude 1.0 has actual meaning again! » Let’s listen to it!
  • 14. Implications » Less control No guarantee that a particular sound can  always be heard  No way of predicting how loud a sound will be, in absolute volume » Somewhat of a paradigm-shift for sound designers No longer controlling absolute volume, but  rather the relative volume between sounds  Do they actually need control over that? I’m not a sound designer   They haven’t complained (at least not about that) 
  • 15. Benefits » More control Loudness actually means something!  Preserves the relationship between sounds  in a clear way It’s always obvious which sounds should  play » Based on reality But actually not reality   We’re making a game!  Creative control very important
  • 16. Benefits » Easier to make exceptions to the rule than adding lots of rules For example; give first-person sounds and  VO some headroom » Less/cleaner code Means less bugs. Promise!  » Mixing the game » Enables some pretty nice culling schemes Harsh, but fair 
  • 17. Pre-culling » Before a sound gets activated and starts rendering Start with the sound’s specified loudness  Apply distance/angle attenuation  Remember, this is as loud as the sound  could theoretically get! Previous update’s HDR window bottom is  cutoff » Helps clean up the sound scape » Low overhead These calculations would be done anyway 
  • 18. Pre-culling » One-shots can be completely ignored » Loops are considered infinite and become pending Until they’re explicitly stopped  » Shifts load-balancing to where most knowledge is More reliable   Distance is inferred by loudness It’s about what you hear, not how far away  you are
  • 19. Culling of active sounds » Every sound is either ”Audible” or ”Inaudible” Basically above or below some threshold of  hearing  Assume HDR window bottom May end up being the nth sound’s  perceived loudness due to load-balancing » Once a sound becomes inaudible, suspend it One-shots may never return   Looping sounds most likely will  Resume once audible again
  • 20. Culling of active sounds » Worst-case: Lots of similarly loud sounds They’re all inside the current HDR window   Limit on number of active sounds affects threshold of hearing » Best-case: Your weapon vs. bullet impacts nearby Weapon will raise HDR window and bullet  impacts can be completely ignored  Very common scenario in Bad Company
  • 21. Better measurements » Measure each sound’s RMS Apply to perceived loudness  » Compensate for maximum sine RMS when pre-culling Subtract 3dB from ”attenuated” loudness   Due to peak-normalization in pipeline » Improves culling and prioritization Need to guard against premature culling  before first RMS value is available  Same for priorities
  • 22. Prioritizing » Sound designer specifies base priority None, Low, Medium, High, Permanent   Combines with loudness into final priority at run-time » Priority determines rendering order When max. rendering time is reached,  expel quiet sounds  Ensures we should always hear the loudest sounds Use Permanent priority carefully! 
  • 23. Mixing » Traditional scenario Mixed at the end of the project   Spent at least a few weeks  Did nothing else » Fundamentally different approach with HDR audio A lot of the complexity ends up being  handled by the sound system automatically  Sound designer ”only” tweaks loudness and attenuation values
  • 24. Mixing » Battlefield: Bad Company Mixed throughout the project   Spent at least an equivalent of 6 months  In fact, the game was always mixed Ship it!  Only a couple of days spent finalizing the  mix at the end Including tweaking the listening settings 
  • 25. Mastering » How do you listen to your game?
  • 26. Mastering » How do you listen to your game?
  • 27. Mastering » How do you listen to your game?
  • 28. Mastering » How do you listen to your game? We can’t predict all setups 
  • 29. Mastering » How do you listen to your game? We can’t predict all setups  » Realtime mastering of the 4.0 mix Equalizer and Compressor   Sounds can bypass  LFE and dialog always bypass » Most common setups TV 
  • 30. Mastering » How do you listen to your game? We can’t predict all setups  » Realtime mastering of the 4.0 mix Equalizer and Compressor   Sounds can bypass  LFE and dialog always bypass » Most common setups TV   Hi-fi
  • 31. Mastering » How do you listen to your game? We can’t predict all setups  » Realtime mastering of the 4.0 mix Equalizer and Compressor   Sounds can bypass  LFE and dialog always bypass » Most common setups TV   Hi-fi  Home Cinema
  • 32. Let’s listen to the result!
  • 33. Conclusions » Suits first/third-person games Most likely other types of games as well  » Battlefield: Bad Company audio on average 92 rated Awesome sound design may have  contributed   A case of great tech enabling awesome design » High Dynamic Range audio works! Our gamble definitely paid off   The future for HDR audio looks ”loud”!
  • 34. In the year 2000 » More accurate perceived loudness Tweak distance model   Take frequencies into consideration  More fitting normalization of source data  Improves culling, prioritization and thus the whole sound scape » Better workflows and debug info Live-tweaking was crucial, but could be  improved  Fix things that didn’t get a lot of attention due to focus on shipping Bad Company » Optimize, Optimize, Optimize!