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Crankcase Audio Inc. presents…

Crankcase Audio Inc. presents…. Realistic Engine Virtualization. Crankcase Audio Inc. Who are we?. John Twigg : Software Engineer Queen’s Electrical Engineering Piranha Games; Blackbox Games; Criterion Games; United Front Games; London Investment Bank

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Crankcase Audio Inc. presents…

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  1. Crankcase Audio Inc. presents… Realistic Engine Virtualization

  2. Crankcase Audio Inc.Who are we? • John Twigg: Software Engineer • Queen’s Electrical Engineering • Piranha Games; Blackbox Games; Criterion Games; United Front Games; London Investment Bank • Currently working in mobile social casual games • Adam Boyd: Sound Designer • SFU School for the Contemporary Arts (Film, Communications) • Electronic Arts Canada, Blackbox Games • Currently freelance (Blur, Spyro, Modern Warfare 3) Together we have over 18 years of experience in game sound design and engineering - specifically focused on the creation of believable engines

  3. What is Rev? • It is a vehicle engine simulator built specifically for games that captures and reproduces the character of an acceleration ramp • REV includes: • A PC tool providing easy spectral analysis, engine cycle tracking and playback in a simulation • A cross-platform runtime component

  4. Where did REV come from? • White papers concerning musical instrument modeling and speech synthesis; • Investigation into spectral analysis and additive synthesis; • Inspiration from granular wavetable synthesis software such as Reason: Malström

  5. Why choose REV? • Prefabricated solution to a complex problem • Representative of two years development time - many have tried and failed, or stalled in their attempts (i.e. Rockstar, unnamed audio middleware developers) • Significant end-user time savings • Simulation supports rapid iteration – very low turnaround time • 2/3 reduction over traditional loop model building • High quality sound • Demonstrably superior to loop-based models (increased aggression and believability) • Competitive advantage (your engine sounds don’t have to hide in the mix) • Simplicity of implementation • User friendly tool, easy for a junior sound designer to master • Simple ‘loopless’ model (fewer moving parts means fewer voices) • Full runtime source distribution (easy to customize, easy to debug)

  6. What is included in the REVruntime? • Plug-in style design • Graintable player in two flavors • Single Ramp model (acceleration ramp only, filtered decel) • Full model (accel, decel, idle and pops) • Audio Engine Simulator • Upshift/downshift patterning • Clutch modeling • Pop simulation • Physics Simulator • Vehicle weight • Braking force • Engine torque

  7. Detailed tech brief • ADPCM 3.7:1 data compression ratio • Butterworth Filtering • Notch Filtering • Multithreaded plug-in style architecture • Currently embedded in DirectX • STD C++ lib dependencies • Current CPU usage: 0.96% of 2.7 GHz core (single ramp) • Memory footprint: 4Kb for Single Model, 8Kb for Full Model

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