GDC 2005 - DICE Games

Download Report

Transcript GDC 2005 - DICE Games

Develop ‘08
• Audio For Multiplayer & Beyond
– Mixing Case Studies From Battlefield: Bad Company
& Frostbite
• David Möllerstedt – EA DICE
Agenda
•
•
•
•
•
•
DICE History
Battlefield: Bad Company
HDR Audio
Master Unit
Frostbite
Future
Me
• David Möllerstedt
• Head of Audio
• DICE Sept 05
History
• DICE started 1992
• An EA Company since 2006
•
•
•
•
•
Battlefield 1942
RalliSport Challenge 1
Battlefield 2
RalliSport Challenge 2
Battlefield 2142
Battlefield: Bad Company
• Single Player Campaign
• Sandbox Multiplayer
Battlefield: Bad Company
Playtime
• How long is your game?
?
How Long is Your Game?
Average logged
playtime
Accumulated play
time across all
players
45 hours
9500 years
61 hours
33200 years
How Long is Your Game?
• Sound Design
• The Mix
Sound Design
HDR Audio
• Measure loudness at Listener position –
scale all sound sources accordingly
135db
95db
HDR Audio
• Functions similar to HDR lighting
HDR Audio
• HDR Audio is not compression, all sounds
are played uncompressed
• The effect is sometimes similar to
compression
NOT
HDR Audio
• HDR Audio works on logical loudness values
and does not touch the actual audio
waveform
HDR Audio
•
•
•
•
Priority
Based on Loudness
Automatic
Mindset
HDR Audio
• HDR Audio Demo
Playback Environment
• How do you listen to your game?
?
How Do You Listen?
• Perceived Loudness
Master Unit
• Realtime mastering of the 4.0 ingame audio
• LFE & Centre channel and the Direct Out
Bus are not routed through the Master Unit
Master Unit
• Master Unit chain
– HP
– Low Shelf
– High Shelf
– Compressor
– Clip
Master Unit
• Three settings
– Home Cinema
– Hi-Fi (default)
– TV
Master Unit
• Active end user system
• Make your sounds heard
Master Unit
• Demo
Frostbite
• Frostbite
– DICE’s games engine
The Future
• What about the future?
?
The Future
• You can do anything!
• Focus
The End
Thank you!
The End
• DICE is always looking for devoted talents
• Check:
– jobs.ea.com
The End
Q & A!
The End