chris grigg beatnik inc. chairman, mma tech board chrisg @ beatnik tom savell
DESCRIPTION
New MIDI-Based Game Audio Techniques. Chris Grigg Beatnik Inc. Chairman, MMA Tech Board chrisg @ beatnik.com Tom Savell Creative Labs – Advanced Technology Center MMA Tech Board tcs @ atc.creative.com. Session Overview. What’s MIDI? The Technology The Standards Orgs - PowerPoint PPT PresentationTRANSCRIPT
New MIDI-Based Game Audio Techniques – Grigg / Savell
Chris GriggBeatnik Inc.Chairman, MMA Tech [email protected]
Tom SavellCreative Labs – Advanced Technology CenterMMA Tech [email protected]
New MIDI-Based Game Audio Techniques
New MIDI-Based Game Audio Techniques – Grigg / Savell
What’s MIDI?• The Technology• The Standards Orgs
The New MIDI Standards1. iXMF: Interactive XMF2. 3D MIDI Controllers3. High Definition Protocol
for MIDI Devices
Questions
Session Overview
New MIDI-Based Game Audio Techniques – Grigg / Savell
What’s MIDI?
What’s MIDI?
New MIDI-Based Game Audio Techniques – Grigg / Savell
• MIDI 1.0 over 5-pin DIN• The Underlying Models• The Recommended Practices
GM, Show Control, MTC, MMC, GM2, SP-MIDI, etc.
• The File FormatsSMF, Extended RMID, XMF, Mobile XMF
• Support in Computer OS’sMac OS, Windows, BeOS, Linux etc.
• Support in Other Media StandardsMPEG-4 etc.
• Support in Audio Plug-In API’sVST, DX, AU etc.
• Support in Mobile Phones3GPP etc.
MIDI: The Technology
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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)
MIDI: The Standards Orgs
New MIDI-Based Game Audio Techniques – Grigg / Savell
The New MIDI Standards
The New MIDI
Standards
New MIDI-Based Game Audio Techniques – Grigg / Savell
iXMF: Interactive XMF
1
iXMF:Interactive
XMF
New MIDI-Based Game Audio Techniques – Grigg / Savell
• First open, non-proprietary standard for a file format for interactive audio content
• Uses MMA’s 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
iXMF: Overview
New MIDI-Based Game Audio Techniques – Grigg / Savell
iXMF: Motivation (1)There Is
NoStandard
BuildProprietary
Tool
LimitedTime & $for Tool
LimitedTool
Quality
Harderto MakeContent
LimitedContentQuality
:-(
Do ItRight Next
Time
What’s theIndustry
Standard?
Break the‘Depressing Circle’!
New MIDI-Based Game Audio Techniques – Grigg / Savell
BuildProprietary
Tool
LimitedTime & $
LimitedTool
Quality
Harderto MakeContent
LimitedContentQuality
:-(
Do ItRight Next
Time
What’s theIndustry
Standard?
iXMF: Motivation (1)There Is
NoStandard
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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 –> 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 doesn’t port to any other platform--> Re-do for every platform--> IA tends to be seen as cost-prohibitive--> Less IA gets used
iXMF: Motivation (2)
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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?)
iXMF: Process (Standardization)
New MIDI-Based Game Audio Techniques – Grigg / Savell
The iXMF File• Self-Contained IA Content Module• Includes both Media and Adaptive Behaviors
iXMF: Technical Design (1)
IXMF File
Media Files
Extension Data
Metadata
Playback Behavior Rules
IXMF File
Media Files
Extension Data
Metadata
Playback Behavior Rules
New MIDI-Based Game Audio Techniques – Grigg / Savell
Runtime Architecture• iXMF File feeds IA Engine
iXMF: Technical Design (2)
Host Application
Host Audio System
Players
Cues
MIDI DLS
IXMF File
Players Players
Audio
iXMF Engine
Host Application
Host Audio System
Players
Cues
MIDI DLS
IXMF File
Players Players
Audio
iXMF Engine
Pla
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rm P
rovi
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lew
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Ga
me
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
iXMF: Technical Design (3)
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
iXMF: Technical Design (4)
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
iXMF: Technical Design (5)
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
iXMF: Technical Design (6)
New MIDI-Based Game Audio Techniques – Grigg / Savell
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 aren’t 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
iXMF: Technical Design (7)
New MIDI-Based Game Audio Techniques – Grigg / Savell
• iXMF is non-proprietary• iXMF is royalty-free to use or implement• So: Expect multiple runtime implementations,
platforms, authoring tools --> Ecosystem• Commercial --> Competition --> Improvement• Expect interoperability for base features / profiles• Don’t 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
iXMF: The Ecosystem
New MIDI-Based Game Audio Techniques – Grigg / Savell
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!
iXMF: The Future
New MIDI-Based Game Audio Techniques – Grigg / Savell
3D MIDI Controllers
2
3D MIDIControllers
New MIDI-Based Game Audio Techniques – Grigg / Savell
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.
New MIDI-Based Game Audio Techniques – Grigg / Savell
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.
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
New MIDI-Based Game Audio Techniques – Grigg / Savell
3D MIDI: Position Model
New MIDI-Based Game Audio Techniques – Grigg / Savell
3D MIDI: Gain Parameters Gain parameters provide content author
control Gain
Independent of CC#7/11 Gain at max distance
Gain when distance ratio is 1.0 Reference distance
No additional gain below this distance ratio
New MIDI-Based Game Audio Techniques – Grigg / Savell
3D MIDI: Distance Model
attenuation
distance
0 dB
max_attenuation
reference_distance max_distance
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
New MIDI-Based Game Audio Techniques – Grigg / Savell
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
New MIDI-Based Game Audio Techniques – Grigg / Savell
High Definition Protocol
for MIDI Devices3
HD Protocolfor
MIDI Devices
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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!
HD-PMD: Introduction
New MIDI-Based Game Audio Techniques – Grigg / Savell
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 --> Hard to write SW for • Advanced features difficult to access• Expansion room exhausted long agoDesired 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
HD-PMD: Motivation
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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 meetings
in LA / SF / Tokyo 2-3x per year
HD-PMD: Standards Process
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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
HD-PMD: Technical Design
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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)
HD-PMD: Messages
New MIDI-Based Game Audio Techniques – Grigg / Savell
• MIDI 1.0• Totally full.• Every “Status Nybble”
either in use, or else officially deprecated
• Extensions very cumbersome
• HD is shown at right• Lots of expansion room• Especially with sub-commands
HD-PMD:Opcode SpacesCompared
QuickTime™ and a decompressor
are needed to see this picture.
New MIDI-Based Game Audio Techniques – Grigg / Savell
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 - Add’l dimension of addressing
(5 bits - effectively 256x MIDI 1.0 channel space)
HD-PMD: New Functionality
(Proposed – Under Discussion)
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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…
HD-PMD: What’s Next?
New MIDI-Based Game Audio Techniques – Grigg / Savell
Questions?
Questions?
New MIDI-Based Game Audio Techniques – Grigg / Savell
• 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
Answers!
New MIDI-Based Game Audio Techniques – Grigg / Savell
Chris GriggBeatnik Inc.Chairman, MMA Tech [email protected]
Tom SavellCreative Labs – Advanced Technology CenterMMA Tech [email protected]
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New MIDI-Based Game Audio Techniques