Title: Audio Metering for Game Developers
1Audio Metering for Game Developers
2Audio Metering for Game Developers
- Jason Cobb
- Game Audio Design
- GL33k
- The Sound Department Austin
3Game Audio Metering Room Survey
4Game Audio Metering Room Survey
- Who uses audio meters to examine game sound
output levels on a regular basis?
5Game Audio Metering Room Survey
- Who uses audio meters to examine game sound
output levels on a regular basis? - Who considered metering but has not set it up?
6Game Audio Metering Room Survey
- Who uses audio meters to examine game sound
output levels on a regular basis? - Who considered metering but has not set it up?
- Who is unfamiliar with audio metering?
7Audio Meters are a Fixed Frame of Reference
- Playback systems color sound output
- Listening environments are different
- Amplification is variable
- Listener fatigue changes perception of loudness
- Individuals hear things differently
8Audio Meters Provide Useful Information
- Warnings for loudness issues and signal clipping
- Visualization of levels and spectral response
- Practical metrics for discussion of mix changes
and audio modulation - Coordinate sound teams and inform other
disciplines
9Game Audio Metering Potential Users
- Audio Directors and Mix Engineers
- Established tools for audio production
- Stay on top of the mix
- Loudness consistency across game levels
implemented by a team
10Game Audio Metering Potential Users
- Audio Directors and Mix Engineers
- Established tools for audio production
- Stay on top of the mix
- Loudness consistency across game levels
implemented by a team - Audio Programmers and Designers
- Check reference of sounds implemented
- Log audible result of audio modulations
- Debug audio engine errors
11Game Audio Metering Potential Users
- Quality Assurance
- Identify cases of over-modulation
- Gain insight into audio bugs
- Verify adherence to technical standards
12Game Audio Metering Potential Users
- Quality Assurance
- Identify cases of over-modulation
- Gain insight into audio bugs
- Verify adherence to technical standards
- Production and Marketing
- Avoid distorted game capture audio
- Reminder to sometimes mute channels in game
captures - (Record only sound effects in game captures and
add voice and music in post)
13Audio Meter Types
- Peak Program (PPM)
- Identify signal peaks
- Root Mean Squared (RMS)
- Identify average loudness
- Frequency Weighted Loudness
- (VU, CBS, ITU BS.1770)
- Illustrate loudness in context of hearing
14Audio Meter Types
- Signal Phase Comparison
- Illustrate differences between channels
- Multiband Filtered
- Illustrate bands of frequency response
- Spectral Transform
- Illustrate signal frequency response
- Time graphs and statistics
- View level history
15Game Audio Meter Calibration
- Calibration test tones in game
- Noise, Sine, Sweep, Transient
- Game audio channel options at full volume
- Or an agreed-upon calibration volume
- No attenuation between game output and meters
- Gain and stereo balance at unity
16Game Audio Meter Calibration
- View level of test tones in meters
- Verify levels match reference values
- Adjust gain trim to compensate
- Offset any direct current
- Set meter type, scale, zero, and ballistics
17Game Audio Sources
- Game engine or audio middleware self-metering
- Digital stereo and matrix surround
- Digital encoded surround sound
- Analog mono / stereo / surround
- Analog matrix surround sound
18Audio Metering Setup Options
- Developers workstation sound card input
- Virtual audio cable
- Input meter routing in session of primary audio
workstation - Spare audio workstation
- Mobile recording laptop rig
19Digital Audio Connections
- Digital Audio Optical Splitter
- Passive device
- Ground isolation
20Digital Audio Connections
21Digital Audio Connections
22Digital Audio Connections
- Digital Audio Coaxial
- 75 Ohm passive video splitter
- Digital Audio Router
- Handle multiple sources
- Mixed-type connections
23Analog Audio Connections
- Consumer Stereo Audio Splitter
- RCA plugs with taps
- RCA Y-splitters and cables
- Impedance adapters
- Consumer Headphone Connections
- Stereo mini-jack splitters
- Inline volume trim
- Micro-jack adapters
24Analog Audio Connections
25Analog Audio Connections
26Audio Metering Software
27Audio Metering Software
- Audiofile Engineering
- Spectre
28Audio Metering Software
- Programmable Analysis Software
- Spectrum Analyzer Pro
29Audio Metering Software
30Audio Metering Software
31Audio Metering Plug-Ins
- Roger Nichols Digital
- Inspector
32Audio Metering Plug-Ins
- Roger Nichols Digital
- Inspector XL
33Audio Metering Plug-Ins
34Audio Metering Plug-Ins
- Digidesign
- Trillium Lane Labs MasterMeter
35Audio Metering Plug-Ins
- Digidesign
- PhaseScope and SurroundScope
36Audio Metering Plug-Ins
- Digidesign
- Dolby Surround Tools
37Audio Metering Plug-Ins
38Audio Metering Plug-Ins
39Audio Metering Plug-Ins
- Waves
- Dorrough Stereo and 360
40Audio Metering Plug-Ins
41Audio Metering Plug-Ins
- Blue Cat Audio
- Analysis Pack
42Audio Metering Plug-Ins
43Audio Metering Plug-Ins
- TC Electronic
- LM5 Loudness Radar
44Game Audio Metering Takeaways
45Game Audio Metering Takeaways
- Use as a starting point for sound implementation
volume levels
46Game Audio Metering Takeaways
- Use as a starting point for sound implementation
volume levels - Coordinate work of multiple implementers
47Game Audio Metering Takeaways
- Use as a starting point for sound implementation
volume levels - Coordinate work of multiple implementers
- Keep in view and mix as you implement
48Game Audio Metering Takeaways
- Use as a starting point for sound implementation
volume levels - Coordinate work of multiple implementers
- Keep in view and mix as you implement
- Minimize mixing at the end of the project
49Game Audio Metering Takeaways
- Use optical digital audio if possible
50Game Audio Metering Takeaways
- Use optical digital audio if possible
- Use analog audio when limited by gear or
situation
51Game Audio Metering Takeaways
- Use optical digital audio if possible
- Use analog audio when limited by gear or
situation - Calibration signals in the dev game
52Game Audio Metering Takeaways
- Use optical digital audio if possible
- Use analog audio when limited by gear or
situation - Calibration signals in the dev game
- Verify meters are calibrated
53Game Audio Metering Takeaways
- Use optical digital audio if possible
- Use analog audio when limited by gear or
situation - Calibration signals in the dev game
- Verify meters are calibrated
- Instruct team how to use audio meters
54Game Audio Metering Takeaways
- Audio meters are useful for playback system
calibration but are not a substitute for it
55Game Audio Metering Takeaways
- Audio meters are useful for playback system
calibration but are not a substitute for it - Audio meters are not hard and once they are
set-up, you will find yourself using them more
often
56Game Audio Metering Takeaways
- Audio meters are useful for playback system
calibration but are not a substitute for it - Audio meters are not hard and once they are
set-up, you will find yourself using them more
often - Familiarity with sound level properties is
enhanced by regular use of audio meters
57 58