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Automatic Audio in Frostbite. David Möllerstedt, Head of Audio Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se. Agenda. Frostbite vision Automation in Bad Company HDR audio principle. Vision. How long is your game?. Vision.

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Automatic Audio in Frostbite


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    1. Automatic Audio in Frostbite • David Möllerstedt, Head of Audio • Stefan Strandberg, Audio director Battlefield: Bad Company™ EA – DICE audio@dice.se

    2. Agenda • Frostbite vision • Automation in Bad Company • HDR audio principle

    3. Vision • How long is your game?

    4. Vision • To make it ever more challenging: • Sandbox experience • Open ended gameplay • Tactical destruction

    5. Vision • Games are fundamentally different • Automatic Models are needed

    6. Complexity Manual result Automatic result Manual effort Automatic effort Complexity Time

    7. Frostbite

    8. Frostbite

    9. Bad Company • Perceived loudness (HDR) • Interaction Points (Weapons,Vehicles) • Counteract repetition These were our 3 primary focus areas

    10. Bad Company Weapons, Vehicles + cause & effect = destruction, explosions, bullet impacts, etc. The complete experience VO Music Ambient

    11. Process Execution Choice of Style Analysis Choice of Technology Execution

    12. Primary Interaction How many times does a player fire in a 10 hour shooter?

    13. Weapon Design

    14. Sound Design Play wav

    15. Sound Design STYLE OF SOUND -what color is your game?

    16. Comparison Examples

    17. HDR Audio • Automatic Mixing • Prioritizing sound sources • Makes Battlefield moments sound good

    18. HDR off example 140db 120db 55db 35 db 30db Time 12db 0db

    19. HDR on example 140db 120db 55db 35 db 30db Masked Time 12db 0db

    20. HDR Audio - Theory • Measure loudness at listener position – Scale all sound sources accordingly 155db 95db

    21. HDR Audio - Theory • Handle the dynamic range from the quietest sound noticeable to the pain threshold

    22. HDR Audio - Theory • Functions similar to HDR lighting

    23. HDR Audio - Reality • HDR Audio functions as a culling algorithm • Loudness is a good approximation for ‘importance’ especially in FPS game X X X X

    24. HDR Audio FAQ • HDR Audio is not compression, all sounds are played uncompressed • The effect is sometimes similar to compression NOT

    25. HDR Audio FAQ • HDR Audio works on logical loudness values and does not touch the actual audio waveform

    26. Bad Company Battlefield: Bad Company™ Run Time Demo

    27. Summary • Automatic Systems will make the game sound better • and the work more fun • We have done a few • Hope you got inspired!

    28. Sounds Interesting? • We are always looking for talented and devoted persons to join our audio teams • jobs.ea.com

    29. Questions Who has the first question?

    30. Thank You • Please, fill out the questionnaire