Transcript AGDC07

HDR Audio

Adaptive mixing in Frostbite
David Möllerstedt, Head of Audio
 Stefan Standberg, Audio director
Battlefield: Bad Company™
EA – DICE
audio<@>dice.se
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Agenda
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Battlefield Heritage
HDR Audio Principle
Focused Sound Design
Frostbite™
Battlefield: Bad Company™ Runtime Demo
Summary
Questions
Battlefield heritage
• Sandbox experience, gameplay driven design,
open ended, free roaming, multiplayer online
• All out destruction in Battlefield: Bad
Company™ increasing the challenge
• Other alternatives; duckers, snapshot
mixers, scene defines, don’t solve the
problem
HDR Audio Principle
• Measure loudness at Listener position –
Scale all sound sources accordingly
• Handle the dynamic range from the quietest
sound noticeable to the pain threshold,
Some 130 dB
• Functions similar to HDR lighting
Hdr off example
140db
120db
55db
35 db
30db
12db
0 db
Time
Hdr on example
140db
120db
55db
35 db
30db
12db
0 db
Masked
Time
Focused Sound Design
•Cinematic approach
Focused Sound Design
Focused Sound Design
•Prioritize, instead of compete for dynamic range
•Play the right sounds, not all sounds
•Vital to the sandbox architecture of Battlefield
Frostbite™
• DICE’s game engine Frostbite™
• Tight system integration, audio one of the
core components
• Destruction integral part of the engine
• Developed for Battlefield: Bad
Company™and to be used by
future projects at DICE
Frostbite™
Frostbite™
Battlefield: Bad Company™
Loudness
• HDR Audio functions as a culling algorithm
• This is a positive side effect
• Priority is set according to loudness,
loudness is a good approximation for
‘importance’ especially in FPS game
• We set loudness values to create any
desired effect
Not Compression
• HDR Audio does not have a specific “sound”
• HDR Audio is not compression, all sounds
are played uncompressed
• The effect and thus the sound is sometimes
similar
• HDR Audio works on logical loudness values
and does not touch the actual audio
waveform
Boundaries
• Not the Silver Bullet
• Special situations still need attention
• First Person focus
Summary
“HDR Audio Make Loud sounds sound loud,
and quieter sounds sound as loud as loud
sounds”
Summary
• Automatic mixing solution
• Handle Infinitive dynamic range
• Transparent sound
Sounds Interesting?
• We are always looking for talented and
devoted persons to join our audio teams
• jobs.ea.com
Questions
• Who has the first question?
Thank You

Please, fill in the questionnaire