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Technical Issues: Sound

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Title: Technical Issues: Sound


1
Technical IssuesSound
2
Technical IssuesSound
  • While graphics and animation can bring a game
    world to life, it has been said that sound and
    music give the game its soul.
  • A game world without audio would seem rather
    hollow and empty in comparison.
  • Audio can make its appearance in games in a
    variety of different forms
  • Sound effects.
  • Voice and speech effects.
  • Musical score.

3
Technical IssuesSound
Screen shot from Parappa the Rapper. This was
one of the first music-rhythm based video games,
and was quite popular due to its interesting
andunique gameplay.
4
Technical IssuesSound
Screen shot for Mad Maestro! This interesting
game lets you coordinatean entire orchestra of
musicians.
5
Technical IssuesSound
Movie from Karaoke Revolution. An interesting
game that you actually controlby singing into a
microphone, instead of mashing buttons in rhythm.
6
Sound Requirements for Video Games
  • Sound and music are used to provide the audio
    component of representation in video games.
  • They are used to give an indication of what the
    game world and its inhabitants sound like, and
    usually much more.
  • Unfortunately, this is something many game
    developers often neglect.
  • Most new developers ignore sound and music
    entirely in their first game or two.

7
Sound RequirementsSet the Mood
  • Perhaps even more so than visual effects, sound
    and music can set the tone and mood for a video
    game.
  • It can be anything from light and cheerful to
    dark and foreboding.
  • The tempo of music can also influence or reflect
    the pace of action in the game.
  • If done properly, audio effects can support
    storytelling and help immerse the player at the
    same time.

8
Sound RequirementsSet the Mood
Screen shot of the Legend of Zelda Ocarina of
Time. The music throughout the game helps to
establish the tone and mood.
9
Sound RequirementsProvide Feedback
  • Just like visual effects, sound effects should
    provide some kind of audible feedback for every
    user action.
  • Such feedback should indicate the success or
    failure of an action.
  • A sound effect for a successful action should
    appear natural for such a completion.
  • A sound effect for a failure can either be
    natural, or some kind of beep or buzzer.
  • For example, shooting a gun should make a bang if
    you have ammunition, or a click if you do not.

10
Sound Requirements Provide Feedback
Screen shot from Oni. Oni provides good audio
feedback to the user. Everyaction has a audible
result. In this case, for example, a successful
punch hasa smack sound effect, and a missed
punch has a whiff sound effect.
11
Sound RequirementsProvide Cues to Players
  • Sound effects should be used to provide cues of
    future events to the player.
  • For example, hearing footsteps coming down a
    hall as a prelude to someone entering a room.
  • Music can do the same, by changing its tone to
    reflect the mood of events.
  • For example, the pace of music can pick upor
    turn foreboding when conflict is about to occur.

12
Sound RequirementsProvide Cues to Players
Screen shot from Splinter Cell. Sound cues are
given throughout the gamethrough ambient sounds,
whispers of overheard conversations, andchanges
in the background music of the game.
13
Sound RequirementsBe Realistic
  • Most game audio effects should sound as realistic
    and fitting as possible.
  • This is interesting, because graphics, animation,
    and game physics can range from realistic to
    outlandish and still be fitting.
  • The audio effects in place, however, must match
    and fit the visual effects or else the game seems
    inconsistent.
  • If you cannot generate a suitable effect, then
    sample one from the real world!

14
Sound RequirementsBe Realistic
Screen shot from Doom II. Even though you are
fighting out-of-this-worldcreatures with
out-of-this-world weaponry, the sounds seem
tofit the situation in a realistic fashion.
15
Sound RequirementsPick the Right Talent
  • Whether you are picking actors for voice overs or
    musicians to provide the soundtrack for a game,
    make sure you select the right people for the
    job.
  • They have the right sound for the game.
  • They can do it on time.
  • They fit within budget.
  • They are reliable enough to stick through the
    entire job from start to finish.
  • They will provide you the necessary rights for
    the game when the job is done.

16
Sound RequirementsPick the Right Talent
17
Sound RequirementsPick the Right Talent
Screen shot from Prisoner of War. This allegedly
has some of the worstvoice acting ever heard in
a game. Apparently, those German accents were
really, really bad!
18
Sound RequirementsLocalization
  • If you have a game with speech elements (either
    on their own or embedded in other sound effects),
    you need to worry about localization in other
    countries.
  • Separate sound tracks in other languages.
  • Subtitles and other text support.
  • These on their own may not be enough.
  • Sometimes, wording and phrasing will need to be
    changed to be made acceptable or sound realistic
    in other parts of the world.

19
Sound RequirementsLocalization
Screen shot from Crouching Tiger, Hidden Dragon.
It has all dialog in Mandarin with English
subtitles. A nice effect to complement the movie.
20
Sound RequirementsCreate a Living World
  • It is important to put ambient sound effects into
    a game to help bring life to it.
  • This can include many things
  • Conversations between non player characters.
  • Animal life in the world (even if it is not
    seen).
  • Environment effects such as wind and rain.
  • Terrain effects such as water.
  • Having these audio effects makes the game seem
    considerably richer.
  • The player feels they are in a living world.

21
Sound RequirementsCreate a Living World
Screen shot from the Legend of Zelda The Ocarina
of Time. The world is full of life and sound.
Whether it is sound of chickens, a babbling
brook, or creatures at night, it has considerable
ambience.
22
Sound RequirementsGet Timing Right
  • The human ear is an incredibly sensitive piece
    of equipment.
  • Most people can pick up on problems with audio
    faster than they can with graphics or video.
  • Consequently, it is very important to make sure
    that audio is timed correctly.
  • Voice must be in sync with characters.
  • Sound effects must be in sync with the
    corresponding actions.
  • There should no hiccups, pauses, popping, or
    glitches in sound as it is delivered!

23
Sound RequirementsAllow Customization
  • You should allow users as much customization as
    possible with game audio effects.
  • Audio volume (split into master, effects, voice,
    and music volumes if possible).
  • Audio quality (sample rate).
  • Number of channels (mono, stereo, or 3D).
  • Music tracks to play (either choosing from those
    provided with the game, or user supplied tracks).
    Note that it does not always make sense to allow
    this last one.

24
Sound RequirementsAllow Customization
Screen shot from Grand Theft Auto. Not only
could you tune audio volume, but you could listen
from a variety of game provided radio stationson
CD, or insert a CD of your own favourite music
instead.
25
Audio Techniques
  • There are a variety of techniques for providing
    audio effects in a video game.
  • Typically, the technique used depends on the type
    of audio effect
  • Sound effects.
  • Voice and speech effects.
  • Musical score.
  • In most cases, there are two choices generating
    the effect, or playing back a sampled and stored
    effect.

26
Sound Effects
  • All sounds arrive at our ears in the form of some
    kind of wave.
  • Thus, for a sound effect in a game, we have
    essentially two choices
  • Generate a sound with the appropriate waveform
    that gives the effect that we are looking for.
  • Pick a sound from the real world close to what is
    wanted, sample its waveform, and store the result
    for game playback.
  • Both approaches can be quite useful, and have
    their advantages and disadvantages.

27
Sound EffectsGeneration
  • Generating a sound effect involves selecting from
    basic waveforms, combining them together,
    applying an envelope, and sending the result to
    the sound device.
  • There are many waveforms to choose from
  • Sine, cosine, tangent, square, triangle,
    sawtooth, various noises, and so on.
  • They can be combined in many ways
  • Additively, subtractively, consecutively,
    piecewise, and so on.

28
Sound EffectsGeneration
Samples of the basic sound waves. (Top row, left
to right sine, cosine,tangent, and white
noise bottom row, left to right triangle,
squareand sawtooth.)
29
Sound EffectsGeneration
  • An envelope is a simple technique used to alter
    the pitch or volume of a sound wave form
  • Attack The time from the start of a sound to
    reach its maximum intensity.
  • Hold The time the sound is at maximum
    intensity.
  • Decay The time the sound drops to a lower
    intensity.
  • Sustain The time at this lower intensity until
    release.
  • Release When the sound fades to nothing.
  • Envelopes can introduce a variety of interesting
    effects to a generated sound.

30
Sound EffectsGeneration
Attack
Hold
Decay
Sustain
Release
A sample envelope.
31
Sound EffectsGeneration
  • Advantages
  • No storage space required for sound samples.
  • Since effects are generated, it is easy to have
    variation in the effects produced.
  • Conceptually easy to do.
  • Disadvantages
  • Can take time to find the desired sound.
  • Can be hard to produce realistic noises (though
    the original Nintendo could technically only
    create sine, square, and noise waves, and it
    didnt suffer for it).
  • Computation power required to generate the
    effects on the fly this is a problem if
    resources are scarce.

32
Sound EffectsGeneration
Screen shot from WaveGen. A nice and simple
waveform generatorto demonstrate different sound
generation issues.
33
Sound EffectsSampling and Storing
  • The basic premise behind this approach is that a
    sound waveform is read at periodic intervals
    this is known as sampling.
  • If a sufficient number of samples is taken, the
    collection of readings will closely approximate
    the original waveform.
  • So, if these samples are stored in a file of
    some kind, they can be played back in the future
    to reproduce the original waveform and the
    original sound as well.

34
Sound EffectsSampling and Storing
A sample waveform sampled at regular intervals.
35
Sound EffectsSampling and Storing
  • Various factors affect the quality of the
    sampling process
  • Sampling frequency. The more frequent the
    sampling, the better the approximation you have
    to the original waveform. Values tend to range
    from 8000 Hz (phone grade) to 44100 Hz (CD
    quality).
  • Sampling bits. The more bits used to store a
    sample, the higher the quality of individual
    samples. Values tend to be either 8 or 16 bits.
  • Number of channels. This is typically either 1
    for a mono recording or 2 for a stereo recording.
    (More channels can be used for environmental or
    surround audio, but this process can also be done
    differently.)

36
Sound EffectsSampling and Storing
  • A variety of formats can be used for storing
    sound effects
  • WAV Microsofts standard sound format.
  • AU Sun Microsystems sound format.
  • AIFF Apple/SGI sound format.
  • SND NeXT sound format.
  • A variety of various raw formats.
  • Sometimes, sound effects are stored in MP3, Ogg
    Vorbis, or CD format as well.
  • In many cases, these formats use some kind of
    compression to reduce the storage requirements of
    recorded samples.

37
Sound EffectsSampling and Storing
  • Car horn
  • Cat meow
  • Door slam
  • Elephant
  • Explosion
  • Glass breaking
  • Machine gun
  • Modem
  • Phone ring
  • Pig squeal
  • Pour a drink
  • Splash
  • Thunder
  • Traffic jam
  • Typewriter
  • Vacuum cleaner

38
Voice Effects
  • Voice effects, like all sounds, can be
    represented as waveforms.
  • Like sound effects, voice effects can be either
    generated or sampled and stored.
  • Sampling and storing voice effects can be done in
    the same way as other sounds.
  • Generating realistic sounding voice effects,
    however, is still an incredibly difficult task to
    do properly.

39
Voice EffectsSampling and Storing
  • Stored voice effects can be treated essentially
    the same as stored sounds.
  • The difference, in this case, is that the sound
    is being created by an actor reading a script,
    and not through some other means.
  • For clarity, it is typically a good idea to use
    the best sampling techniques for all game speech.
  • Examples
  • Humans from Warcraft I II.
  • Orcs from Warcraft I II.

40
Voice EffectsGeneration
  • With sampled voice effects, a game is ultimately
    limited in its speech options.
  • There is only a finite amount of storage space,
    so only a limited number of voice effects can be
    supported.
  • If more flexibility is required, with speech
    chosen at run-time, some kind of generation
    technique is required.
  • This can be computationally expensive, and
    difficult to obtain realistic results.

41
Voice EffectsGeneration
  • To generate a voice effect, the game must do the
    following basic steps
  • Decide upon the text to be spoken.
  • Select a voice in which the text will be spoken,
    and various voice characteristics.
  • Phonetically break the text into its basic
    phonemes, emphases, pauses, and other components.
  • Piece together recorded samples for these
    phonetic components and smooth over any seams
    between adjacent samples.
  • Output the results.

42
Voice EffectsGeneration
  • Modern speech generation has shown many
    improvements.
  • Microsoft TTS kits in many languages.
  • ATT and Bell Labs research with naturalsounding
    voices in many languages.
  • Many, many more this is active research!
  • Some examples from over the years

ATT Natural Voices
C64 SAM
Present
1980s
43
Musical Score
  • Music, like all sound, can also be represented as
    a waveform.
  • Like sound effects, music can be either generated
    or sampled and stored.
  • Sampling and storing music can be done in the
    same way as other sounds.
  • Generating music can be done without too much
    difficulty with some realistic effects.

44
Musical ScoreSampling and Storing
  • Music for video games can be sampled and stored
    much in the same way as sound effects.
  • Typically, one of the following formats is used
    for doing so
  • CD audio (an audio track on the game CD)
  • MP3 (MPEG audio)
  • Ogg Vorbis (an open, free alternative)
  • WAV (Microsoft audio format)
  • An example (from Grand Theft Auto)

45
Musical ScoreGeneration
  • There are two well supported approaches to
    sequencing collections of sounds to produce music
    in video games.
  • MIDI (Musical Instrument Digital Interface)
  • Allows multiple channels of computer generated
    sounds to be composed and played sequentially.
    Sounds tend to be tones from musical instruments.
  • MODules
  • Allows sequencing a series of sounds to assemble
    them into a tune, with a variety of special
    effects applied along the way. Sounds can be
    anything.

46
Musical ScoreGeneration
  • Interesting research is currently investigating
    algorithmic music generation.
  • Based on various input parameters, algorithms
    evolve a non-repetitive music score in real-time.
  • This allows new music experiences tuned to the
    gamer or the particular events in the game world.
  • An example of this is ZenStrings, developed by
    Condition30. Examples of its music
    includeRevenge , Neuralista , Coded
    Reality , PlayaPiano , The Festival ,
    Mutations , Key Largo for Strings ,
    Tranquilitatus , and The Game Begins .

47
A Final WordEnvironmental Audio
  • Original games only had mono output to a single
    speaker.
  • The next advancement in games was stereo sound to
    two speakers.
  • Audio is separated into a left and right channel
    to provide some sense of direction as to where
    the sounds originated from.
  • For modern gaming, significant work has been put
    into environmental audio, also known as surround
    sound.

48
A Final WordEnvironmental Audio
  • There are two main techniques to environmental
    audio
  • Use a variety of techniques to provide depth in
    sound using only two speakers.
  • Use four or more speakers and directing audio
    appropriately.
  • For best effects, you must take level design and
    game physics into consideration.
  • Echoes, reverberations, dampening, and so on.
  • Blocking of sounds caused by obstacles or
    terrain.
  • And so on you must now render your audio!

49
A Final WordEnvironmental Audio
Speaker placement for a Dolby 5.1 surround sound
system. You get a frontcentre channel, front
left and right channels, rear left and right
channels, and a subwoofer (for non-directional
bass). Newer technologies are emerging
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