Title: Recreating Reality
1Recreating Reality Kenneth Young, SCEE
2How does sound in a virtual world differ from
sound in the real world?
3The future of gaming is not Donky Kong, it is
these big expansive worlds Mark Rein, VP, Epic
Games, 12/07/06
Technologies like real-time physics, advanced
surround audio systems, and online multiplayer
platforms are also being used to varying levels,
striving to keep a player immersed in a virtual
real world that the game developer has created
for them Michel Kripalani, Games Manager,
Autodesk, Develop Magazine, July 2006
4This presentation is really about
5- If youre not musical youre brain dead!
- The brain allows us to create and appreciate art
- The technology which allows us to make games is
astounding, but the reason we bother at all is
that, somehow, we can ignore that they are
totally and utterly ridiculous. Think about it
6- You have to be a willing victim to become
immersed in any virtual world
- Game/Player contract ensures that no matter what
we throw at the player, as long as it is
explained competently and entertaining, they will
accept it
- Chions audio/visual contract emphasises that
sound and image are separate entities which are
only fused together in the minds of the audience
7- Chion calls this synchresis (synchronism
synthesis)
- Synchresis and the audio/visual contract are
fundamental to the virtual worlds existence
- They permit the use of acousmatic sound - sound
which is disassociated from its source
8(No Transcript)
9- Before we can use sounds in our virtual worlds
we need to capture them
- Capturing anything involves a transformation
- Microphone choice and location manipulate sound
before it is even recorded
- Our brains also manipulate sound
- Microphones dont record what our brains hear
10Why?
- The brain is capable of some impressive
filtering
- Microphones record everything that hits them
whereas our brains can be quite selective
- These filtering skills are severely diminished
when listening to a sound recording
11- e.g. a recording of this presentation would
include all background sounds, people noise,
flattened acoustics etc.
- In our virtual worlds we need to perform this
filtering manually on behalf of our brains -
mixing
- Real-time dynamic mixing is a relatively new
frontier and is a high priority in our next gen
games
12- Our perception of the real world is so much more
complex than that offered by even the best
binaural recording
- Sound and music can be used to represent some of
this information which is otherwise absent from
the virtual world
- Music, in particular, is like monosodium
glutamate for the ears
13(No Transcript)
14- The use of music in virtual worlds is
particularly interesting because it is so
incredibly abstract
- Our everyday lives are not scored by music
- In a virtual world, music can be used to
intensify an experience and act as an emotional
signifier without revealing itself as a
manipulating device
- This is a very powerful tool but it is in no way
realistic
15- Everything Ive covered so far has been
applicable to the virtual worlds of both film and
games
- Surround sound is an area where the two are not
so closely aligned
- In film, surround sound is largely concerned
with diffuse sound (hence large number of
speakers)
- Film considers directional surround sound to be
distracting to an audience
16- Game cutscenes tend to stick to the conventions
of films surround sound whereas in-game sound
uses the surrounds for directional sound
- This diversion is as a result of the voyeuristic
nature of film versus the participatory nature of
games
- Whilst some directional cues are of potential
benefit to the player it is folly to think that
surround speakers offer any accuracy
17- Despite this failure to represent the game
world accurately, the audio/visual contract
ensures that ao long as this doesnt infringe
upon the gaming experience it will be accepted by
the player
- I think our use of surround sound will become
more sophisticated than just a panning routine
- One area that is evolving is the mixing of
surround music
18- If there is nothing realistic about surround
sound or music in our virtual worlds, why is
there a debate about whether surround music
should make overt use of the surround channels?
- Arguments against include distraction and
precedence
- Anyone who dismisses surround music hasnt
heard it done well, if at all Rik Ede, Surround
Evangelist
19- Dialogue in our virtual worlds is significantly
different from genuine conversation
- Dialogue is formed of the written language
spoken aloud. It tends to
- Consist of complete sentences
- Pause at the end of each sentence
- Be well thought through and articulate
- Stay clear of naturalism unless reflecting the
emotional state of a character
- Be packed full of information
20- The only thing dialogue shares in common with
everyday spontaneous speech is that it is spoken
aloud
- Its quite hard to demonstrate this because we
are so used to processing dialogue!
21(No Transcript)
22- In games, we tend to give the dialogue too much
to do it carries all the weight of the narrative
and exposition
- The spoken word is but one method of
communicating information
- Here, we should try and emulate the real world
more by taking some of the weight off of dialogue
and letting other aspects of the virtual world
tell the story
23(No Transcript)
24- In that scene from Never Cry Wolf information is
also being communicated via
- Exaggerated foley to highlight the Eskimos new
clothes
- Packing the bullets away and holding the gun
- The howling wind representing the scientists
anger and confusion
- The Eskimos brand new teeth
25Summary Conclusion
- The Audio/Visual contract and synchresis allow
us to create sound and images as separate
entities then unite them in the mind of the player
- We have to emulate the brains filtering
capabilities manually as this ability is
diminished when listening to recorded sound
emitting from a limited number of speakers
26- Sound design and music can be used to convey
information to the player that is felt in the
real world but not heard
- Surround sound directionality is not as accurate
as directionality in the real world
- Dont be afraid of surround music, take
advantage of it!
27- Dialogue in our virtual worlds is not, and
should not, be the same as real spoken language
- Our virtual worlds rely too heavily on dialogue
to tell their stories and convey information to
the player this needs to change
28- Sound in our virtual worlds is surprisingly
different to sound in the real world. But it is
only through these differences that we can allude
to reality and therefore create a plausible,
entertaining gaming experience
- Lets fulfil our half of the audio/visual contract
29FIN