confrontation audio gdc 2009

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Presentation from GDC 2009 that describes some of the audio technology and process that we shipped in SOCOM: Confrontation

TRANSCRIPT

Page 1: Confrontation Audio GDC 2009
Page 2: Confrontation Audio GDC 2009

Introduction

Who are we?

Paul Martin– Started out in the industry 1996 as PlayStation programmer– Currently a technical director and one of the principals of Slant Six Games– Special interest areas; data pipelines, technical management, graphics

rendering, special effects– Technical lead for SOCOM: Confrontation

Ken Felton– Entered the game audio world in 1994 from Film/TV/Music business.– Currently Sound Design Manager at Sony Computer Entertainment

America- Foster City, CA– Special interest areas; Remote recording, run time audio DSP– Audio content manager for SOCOM: Confrontation

Page 3: Confrontation Audio GDC 2009

Introduction

This talk?

• Audio development for SOCOM: Confrontation• Challenges• Solutions• Collaboration between SCEA & Slant Six• Surprises

Page 4: Confrontation Audio GDC 2009

Features / Specs:

• 32-player simultaneous online multi-player• Extensive online community support• Third-person, tactical shooter genre• Online only• Up to 32-player simultaneous multiplayer

- 4 vs 4, 8 vs 8, 16 vs 16• Up to 35 on-screen characters (32 + 3 AI)• Large rich environments• 7 game modes• 3-D audio• Voice chat •1st title to ship with PlayStation™ Headset

SOCOM: Confrontation

Page 5: Confrontation Audio GDC 2009

Audio Technology

• Audio emitters: Any audio source

– Static (e.g. environmental audio)

– Dynamic (e.g. character interactions)

• Virtual Emitters: Emitter proxy for occluded/indirect audio path network

• Virtual Emitter network: Defines pathways between Virtual Emitters

Page 6: Confrontation Audio GDC 2009

Virtual Emitters

Page 7: Confrontation Audio GDC 2009

Virtual Emitters

SOCOM: ConfrontationCrossroads Level: Virtual Emitter Network

Page 8: Confrontation Audio GDC 2009

Virtual Emitters

Page 9: Confrontation Audio GDC 2009

Audio Occlusion• Problem:

– Audio filtering due to occlusion can be extremely expensive• Many ray casts!

– Large PPU cost on PS3

• Solutions:– Virtual Emitters– Careful placement of virtual emitters– Batch ray casts & process on SPU

• Latency not frame-critical for audio –can wait for results

– Optimize code!

Page 10: Confrontation Audio GDC 2009

Audio Occlusion

• Takeaway-

– Can be extremely expensive to implement well

– Sounds incredible if you do it right

– Use virtual emitters!

– Optimize your ray casts

– Use SPU if available!

Page 11: Confrontation Audio GDC 2009

Audio for Physics Objects

• Problem:– Audio simulation of real-time physics objects

• E.g. rolling or bouncing objects• Settling sounds• Audio can be triggered frequently• Strategic gameplay considerations

• Solutions:– Count collision contact/exit points

• Can determine rules based on this for bouncing vs rolling• Tunable parameters per object

– Priority-based audio– Batch similar emitters based on locality

Page 12: Confrontation Audio GDC 2009

Audio for Physics Objects

• Takeaway-

– Priority-based approach (critical vs non-critical audio)

– Priority for gameplay always wins

– Can get expensive in a hurry – code smart

– Exploit locality of audio sources

Page 13: Confrontation Audio GDC 2009

Audio Build Iteration Times

• Problem:– Very long iteration times between builds makes sound

design/content editing difficult, and progress hard to evaluate. e.g. 4 wks w/o new build during summer ‘08.

• Solutions:– Careful tracking of delivery items using project

management software so we don’t lose track of what has been delivered.

– Bi-weekly conference calls with sound, dialog, music, and developer/production staff to discuss progress and any changes to design or schedule.

– Recruiting additional sound designers to play builds and regress implementation of delivered sounds.

Page 14: Confrontation Audio GDC 2009

Audio Build Iteration Times

• Takeaway- Offsite sound support services will be dependant on the game developer for implementation of assets. The sound team’s job is not complete until the assets work well in the game and production signs off. Shorter iteration loops make a better sounding game. Sound teams should discuss build delivery schedules in pre-production and have a back-up plan for making progress even without updated, regular builds.

Page 15: Confrontation Audio GDC 2009

Sound RAM reductions

• Problem:– Sound RAM was cut by 50% of its original size. A

significant SRAM cut after the Beta Milestone.

• Solutions:– Streaming of all character grunts/dies/etc. We saved

~2MB of Sound RAM

– Streaming of helicopter extraction sequences.

– Streaming of scripted sequences when possible

– Man weeks of careful review of all SFX samples in the game- delete, down sample, trim, etc.

Page 16: Confrontation Audio GDC 2009

Audio Memory Budgets

Page 17: Confrontation Audio GDC 2009

Sound RAM Reductions

• Takeaway- Plan for worst possible case RAM scenario – Sony Sound would have leveraged our streaming grain feature far more, and designed the sound scape very differently, if we had any idea that our final sound RAM cap would end up at 50% of the original budget.

Page 19: Confrontation Audio GDC 2009

Q & A

Any questions?