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GDC 2005

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New MIDI-Based Game Audio Techniques Grigg / Savell ... officially deprecated. Extensions. very cumbersome. HD is shown at right. Lots of expansion room ... – PowerPoint PPT presentation

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Title: GDC 2005


1
New MIDI-Based Game Audio Techniques
Chris Grigg Beatnik Inc. Chairman, MMA Tech
Board chrisg_at_beatnik.com Tom Savell Creative
Labs Advanced Technology Center MMA Tech
Board tcs_at_atc.creative.com
2
Session Overview
  • Whats MIDI?
  • The Technology
  • The Standards Orgs
  • The New MIDI Standards
  • iXMF Interactive XMF
  • 3D MIDI Controllers
  • High Definition Protocolfor MIDI Devices
  • Questions

3
Whats MIDI?
Whats MIDI?
4
MIDI The Technology
  • MIDI 1.0 over 5-pin DIN
  • The Underlying Models
  • The Recommended PracticesGM, Show Control, MTC,
    MMC, GM2, SP-MIDI, etc.
  • The File FormatsSMF, Extended RMID, XMF, Mobile
    XMF
  • Support in Computer OSsMac OS, Windows, BeOS,
    Linux etc.
  • Support in Other Media StandardsMPEG-4 etc.
  • Support in Audio Plug-In APIsVST, DX, AU etc.
  • Support in Mobile Phones3GPP etc.

5
MIDI The Standards Orgs
  • MMA MIDI Manufacturers Association (world
    except Japan)
  • Tech Board
  • Working Groups
  • Mobile WG XMF WG
  • DLS WG Transport Layer WG
  • High-Def WG
  • IASIG Interactive Audio SIG
  • AMEI Assoc. of Musical Electronic Industry
    (Japan only)

6
The New MIDI Standards
The New MIDIStandards
7
iXMF Interactive XMF
1iXMFInteractiveXMF
8
iXMF Overview
  • First open, non-proprietary standard for a file
    format for interactive audio content
  • Uses MMAs XMF container technology
  • Allows game developers to more easily create
    cross-platform titles
  • Makes it easier for audio professionals to
    develop interactive content
  • Developed by the iXMF-WG inside IASIG
  • V1.0 spec about to be published
  • Prominent early adopter

9
iXMF Motivation (1)
There IsNoStandard
Whats theIndustryStandard?
BuildProprietaryTool
Do ItRight NextTime
LimitedTime for Tool
Break theDepressing Circle!
LimitedToolQuality
-(
LimitedContentQuality
Harderto MakeContent
10
iXMF Motivation (1)
There IsNoStandard
Whats theIndustryStandard?
BuildProprietaryTool
Do ItRight NextTime
LimitedTime
LimitedToolQuality
-(
LimitedContentQuality
Harderto MakeContent
11
iXMF Motivation (2)
  • Many companies continually re-creating the wheel
    in-house / proprietary
  • Much of what they do is the same only the
    format is different
  • This is redundant, parallel work gt no synergies
  • User base (budget) is very small, so tool
    quality improves slowly (at best)
  • Tool quality tends to limit IA content quality
  • IA work done on one platform doesnt port to any
    other platform--gt Re-do for every platform--gt
    IA tends to be seen as cost-prohibitive--gt Less
    IA gets used

12
iXMF Process (Standardization)
  • A Project BBQ idea
  • An IASIG Working Group
  • Linda Law is Chair
  • Chris Grigg is Technical Lead
  • Long Requirements phase
  • Draft Specification
  • Public Review period ended in May 2008
  • Final edits to v1.0 spec under way now
  • Release of v1.0 spec expected soon (October?)

13
iXMF Technical Design (1)
  • The iXMF File
  • Self-Contained IA Content Module
  • Includes both Media and Adaptive Behaviors

14
iXMF Technical Design (2)
  • Runtime Architecture
  • iXMF File feeds IA Engine

Game
Middleware
Platform Provided
15
iXMF Technical Design (3)
  • Cues soundtrack element objects
  • iXMF file contains zero or more Cues
  • Cue one soundtrack element a piece of music,
    a sfx, or a change to music/sfx
  • Game requests sound/music element by starting a
    Cue
  • by name startCue( mainTitlesMusic )
  • by number startCue( kMainTitlesMusic )
  • In iXMF file, Cue contains (or references)
  • zero or more media Chunks
  • some Scripts

16
iXMF Technical Design (4)
  • Scripts methods / events of Cues
  • Stored in iXMF file in portable binary format
  • Variables iXMF Global / Cue class / Cue
    instance
  • Expressions all the C operators
  • User Subroutines call another user Script
  • Built-In Statements
  • Generic programming stuff
  • Specialized IA primitives, to minimize the need
    for programming
  • Extension Statements
  • No user-defined Statements! Keep it simple
  • Tools can hide Scripts behind GUI

17
iXMF Technical Design (5)
  • Automatic Behaviors (Engine Model)
  • Script hooks
  • IxmfFileLoad, IxmfFileUnload
  • CueStart, CueStop, CueCancel
  • CommitPoint, ChangeOver
  • Markers can call Scripts
  • NextChunk chaining
  • Mix Transitions crossfade, sync points/rules
  • SyncGroups
  • MixGroups
  • Media LRU tracking
  • Scripts can invoke game Callbacks
  • Game can read/write iXMF variables

18
iXMF Technical Design (6)
  • Custom Extensibility
  • Add Script commands
  • Opcode Spaces
  • Add custom media formats
  • Platform-specific audio formats
  • Generative music
  • Even video, graphics
  • Extension Area in every iXMF data structure
  • Community Extensibility
  • Future Profiles of the v1.0 standard
  • Future versions of the iXMF standard

19
iXMF Technical Design (7)
  • Portability
  • Cues Scripts will work properly on any iXMF
    player IF
  • The media formats used are supported AND
  • ( No extensions are used by content OR
    Any extensions used are supported OR Any
    extensions used arent critical )
  • Profiles can manage portability expectations
  • Content is often mastered for specific platforms
    portability not an issue there
  • A high-res iXMF source file can give
    authoring-time portability
  • Export to platform-specific runtime formats

20
iXMF The Ecosystem
  • iXMF is non-proprietary
  • iXMF is royalty-free to use or implement
  • So Expect multiple runtime implementations,
    platforms, authoring tools --gt Ecosystem
  • Commercial --gt Competition --gt Improvement
  • Expect interoperability for base features /
    profiles
  • Dont expect custom extensions to be portable
  • Look for integration with game dev / media mgmt
    databases
  • Hope that the IA community can start speaking a
    common language
  • Expect vendors IASIG to be responsive
  • Expect IA to become the norm, not exotic

21
iXMF The Future
  • V1.0 Spec releasing soon. Then
  • New Versions
  • New Features
  • New Media Types
  • Profiles for specialization as needed e.g.
  • Advanced Games
  • Simple/Casual Games
  • Mobile Phones/Games
  • Musical Instruments
  • DJ Applications
  • Location-Based Entertainment
  • Little-Endian
  • Join the iXMF Working Group to participate!

22
3D MIDI Controllers
2 3D MIDIControllers
23
3D MIDI Overview
  • Provides set of controllers for independent
    positioning on each MIDI channel
  • Uses spherical coordinate system azimuth angle,
    elevation angle, and distance
  • Seamless integration with legacy pan control
  • Egocentric approach describes head-related 3D
    sources
  • Well-defined standardized behavior
  • Extensible through MMA standardization process
  • V1.0 to be published soon.

24
3D MIDI Position Controllers
  • Registered Parameter Number (RPN) Bank 0x3D
  • Azimuth and Elevation Angular Resolution of 0.02
    degrees from -180 to 179.98 degrees
  • Distance represented as ratio of distance to a
    maximum distance e.g. 0.000061 is 6.1
    centimeters if max. distance is 1km.

25
3D MIDI Pan Spread and Roll Angle
  • Pan Spread defines the 3D angular distance of the
    MIDI stereo field represented by the legacy pan
    controller
  • Roll Angle defines the angle relative to
    horizontal of the MIDI stereo field represented
    by the legacy pan controller

26
3D MIDI Position Model
27
3D MIDI Gain Parameters
  • Gain parameters provide content author control
  • Gain
  • Independent of CC7/11
  • Gain at max distance
  • Gain when distance ratio is 1.0
  • Reference distance
  • No additional gain below this distance ratio

28
3D MIDI Distance Model
29
3D MIDI Ex. Distance of a Fly
  • The buzz of a fly would typically not be heard
    beyond 10 meters away
  • maximum_distance 10
  • Sounds significantly louder a few centimeters
    away from your ear
  • reference_distance_ratio 0.01 -- between 0 and
    10 cm, the fly sound is not attenuated

30
3D MIDI Future Enhancements
  • Reverberation Controls
  • Source / Reverb mix dependency on distance.
  • Environmental effects (e.g. occlusion)
  • Could be made compatible with IA-SIG I3DL2
    guideline
  • Subject to MMA Standardization Process

31
High Definition Protocol for MIDI Devices
3 HD ProtocolforMIDI Devices
32
HD-PMD Introduction
  • Whole new generation of the basic MIDI message
    protocol
  • Address shortcomings of the MIDI 1.0 protocol
    (1983)
  • Grow the worldwide MIDI markets by opening up
    new functionality,new musical expressiveness
  • HD work started in 2006 by MMA Tech Board
  • Standardization work still under way
  • Overview Only! All Technical Details Subject to
    Change!

33
HD-PMD Motivation
  • MIDI 1.0 Technology Needs an Update
  • MIDI 1.0 first released in 1983
  • HW transport slow / Timing not tight
  • Complicated msg structure / Parsing
  • Many multi-message functions
  • Message size varies
  • Byte aligned
  • Hardware orientation --gt Hard to write SW for
  • Advanced features difficult to access
  • Expansion room exhausted long ago
  • Desired New Functionality Includes
  • Better support for non-keyboard instrument models
    (strings, voices, horns, winds etc.)
  • Better support for non-western music
  • Better support for instruments with continuous
    pitch / very fine pitch nuance

34
HD-PMD Standards Process
  • MMA Working Group in US/Europe
  • AMEI Working Group in Japan
  • Joint Parallel technical work
  • Weekly WG teleconferences
  • WG email reflector
  • MMA/AMEI coordination via email
  • MMA/AMEI Joint Face-to-Face meetingsin LA / SF /
    Tokyo 2-3x per year

35
HD-PMD Technical Design
  • Transports
  • An ongoing discussion
  • Traditional wired transports
  • Software-only transports
  • Network/comm protocols
  • Plug-In APIs
  • OS MIDI services APIs
  • Messages
  • Significantly reconfigured
  • Simplicity
  • Future extensibility
  • New musical functionality

36
HD-PMD Messages
  • Uniform Packet 64/128 bits (8/16
    bytes)Simplifies transports - Memory
    efficient(MIDI 1.0 has 1, 2, 3, or N-byte
    messages)
  • Message 1 or More Packets
  • Single-Packet Messages (SPM)
  • Multi-Packet Messages (MPM)
  • Fixed of Packets
  • Variable of Packets (VLM)

37
HD-PMDOpcode SpacesCompared
  • MIDI 1.0
  • Totally full.
  • Every Status Nybbleeither in use, or else
    officially deprecated
  • Extensions very cumbersome
  • HD is shown at right
  • Lots of expansion room
  • Especially with sub-commands

38
HD-PMD New Functionality (Proposed Under
Discussion)
  • Notes
  • More Velocity resolution (16-bit 512x MIDI 1.0
    depth)
  • Precise Pitch option (1/256 semitone resolution)
  • Trigger Index option (like MIDI 1.0 Note Number)
  • Controllers
  • More Value resolution (16/32-bit 2-4x MIDI 1.0
    depth)
  • More Controller Numbers available (32x MIDI 1.0
    space)
  • No more MSB / LSB / Data Entry!
  • CC is a unified message, including Bank number
  • RPN now just another controller number
  • NRPN now a unified message all MIDI 1.0 numbers
    available
  • Per-Channel and Per-Note Controllers, RPNs, and
    NRPNs
  • Addressing
  • More Channels (7 bits - 8x MIDI 1.0 space)
  • Groups concept - Addl dimension of addressing
    (5 bits - effectively 256x MIDI 1.0 channel
    space)

39
HD-PMD Whats Next?
  • More joint MMA/AMEI Meetings
  • Draft v1.0 Specification (English) is in
    progress
  • Experimental implementations of candidate
    transports ongoing
  • Decide on v1.0 Spec(s) release date(s)
  • Decide on possible additional Recommended
    Practices for HD
  • After v1.0 Spec Release
  • Continuing process to standardize new features
    forever and ever and ever

40
Questions?
Questions?
41
Answers!
  • YES you can join the iXMF Working Group
  • YES you can get a copy of the v1.0 iXMF Spec
    soon
  • at www.iasig.org
  • YES you can get a copy of the 3D MIDI Spec soon
  • YES if you are commercially involved in designing
    or producing MIDI HW or SW you can join the MMA
    and the MIDI High Def Working Group
  • at www.midi.org

42
(You just sat through)New MIDI-Based Game
Audio Techniques
Chris Grigg Beatnik Inc. Chairman, MMA Tech
Board chrisg_at_beatnik.com Tom Savell Creative
Labs Advanced Technology Center MMA Tech
Board tcs_at_atc.creative.com
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