Just finished my second collaboration with fusion belly dancer Ariana Faethe so thought I would share it here, wrote some ethereal electronic nastiness for her performance as the 'Snow Queen'.
BFG 10K
Tuesday, 17 December 2013
Snow Queen
I've neglected my blog slightly the for the last month, been pretty busy with uni work and lots of other projects!
Wednesday, 6 November 2013
Procedural Audio
In this post I will explore the relatively underused method
of implementing a procedural audio approach to drive elements of game audio
rather than the more widely used ‘data-driven’ approach of using many individual
sound files. There seems to be much uncertainty and scepticism surrounding PA
in the game audio community, I will attempt to explore whether this method
could be a viable option to replace or augment audio systems in the current
production paradigm.
In the video games world procedural audio (PA) refers to the
computational process of generating audio from nothing, or almost nothing [1]. In
an interview, legendary sound designer and computer scientist Andy Farnell
describes PA as “a philosophy about sound
being a process and not data.” [2].
The main principle behind this system is rather than
focussing on creating audio assets, the sound designer focuses on creating a
system by which these assets are modelled.
In a game context, rather than storing many wav files in RAM or on the
game disk, audio assets are created at run-time and are modulated and
controlled in real time using game parameters. The end goal is to create a
convincing system which models equivalent audio data to pre-recorded files but
is constructed using little to no wav data.
Methodologies
According to Nicolas Fournel, Principal Audio Programmer at
Sony Computing Europe, there are two main paradigms when designing a procedural
audio system [3].
Teleological
Modelling (Bottom-up approach)
This is the process of creating an asset model from the
ground up based on real world laws of physics. Of the two methodologies it is
the most challenging to create because it requires an in-depth knowledge of
synthesis and sound production mechanisms (physics, mechanics, anatomy etc.).
With a system such as this, Andy Farnell suggests that many
of the tedious object interactions that sound designer would have to create
(environmental sounds such as wind, object impact noises etc.) would be
automatically created allowing the sound designer to focus on much more ‘emotionally
significant’ sounds such as character weaponry [2].
Nikunj Raghuvanshi, a researcher in field of
physically-based modelling, argues that this type of methodology would result
in a loss of artistic control for the sound designer [4]. Farnell, however
proposes that a slight structural re-shuffling of game audio departments would
mean that one main sound designer would preside over a team of programmers,
guiding the process from a more aesthetic perspective.
Although this method can create realistic results, it is
computationally very demanding and when implemented into a game situation,
where CPU cycles are shared between various other systems, does not yet provide
an efficient enough replacement for a data-driven approach. With further
funding and research however, it is not unreasonable to predict that a much
more efficient system could be constructed.
Ontogenetic Modelling
(Top-down approach)
Using this approach, a base-sound for the required asset is
provided by the sound designer which is analysed and deconstructed in order to
attain the characteristics of the sound. This data is then used as a template
to partially or fully re-create the sound using various synthesis techniques
[5]. This method allows the sound designer to work in a very similar work flow to
existing techniques and it would therefore require very little re-structuring
to implement this into existing game design methodologies.
Of the two methods, the top-down approach is slightly more
CPU friendly and because a model is provided to form the base for sound
construction, less specialised knowledge is required to create audio assets.
Advantages
Procedural design offers an alternative to the widely
adopted method ‘data driven’ system of using many different wav files to sonify
the game environment. At a glance, it
has many advantages over using pre-recorded material [3]:
It saves memory by
using code instead of wav data
Using wav files for the means of sound reproduction means
either streaming these from disk (usually reserved for longer, looping sounds
and music), or loading them into RAM for playback at run-time. With either of
these methods the sound designer will be competing for space with the graphics
components and game engine and will thus have to make a compromise in the
sounds they produce [4]. When using a PA approach all audio assets are
synthesised at run-time and thus require a fraction of the disk and memory space
and when compared to using wav data.
Better response to
game physics
The nature of PA to be created in real-time allows the
system to respond in a much more realistic way to the physics system of the
game. Requirements for certain sounds can be calculated and synthesised
according to game parameters allowing the two components to be more synchronised.
This is particularly useful for creating sound in response to rolling, sliding
or scraping within the game environment where a ‘data driven’ approach may be
too clumsy to recreate the interaction realistically.
Reduces repetition
Due to the creation of an ‘asset model’ rather than just an
asset, PA is perfect for creating game sounds and textures that more closely mimic
real-life situations. The use of a more granular, low-level structure means
that sound interactions could be modelled to ensure that the same sound is
never heard more than once. This is something which is highly sought after by
sound designers but is almost impossible (with current technology) using the
‘data driven’ approach. One-shot sound effects such as footsteps, gunshots and
impacts can benefit hugely from a procedural approach as these types of sound
are constantly heard by the player and any noticeable repetition can break the
immersion of the game.
Obstacles
It may seem like a no-brainer to adopt PA for many audio systems
in interactive games but in reality the solution is not quite that simple. There
are many issues that developers of PA systems have to overcome before it will
become a viable option for wide-scale integration into Interactive games. A few
of the main obstacles include:
Variable CPU cost
One of the main
advantages of PA, this is also the cause of one of its main problems. The
nature of dynamically created audio to be variable means that it can be
incredibly hard to predict the ‘cost’ (in terms of system resources) of
producing a certain sound prior to execution. A dynamic method requires that
the cost of an operation must be predicted in advance and system resources
allocated accordingly. Farnell describes that a system in which the sound
‘gracefully degrades’ depending on available resources could overcome such
obstacles [6].
Lack of Skills and tools of existing Sound
Designers
Currently in the games
industry there is a huge investment of skills and knowledge with existing tools
and Farnell suggests that “even sound designers who are comfortable with progressive
technology feel threatened by the need to adapt their skills and learn new
tools.” [6]. Before a new, potentially disruptive technology such as this
could be widely adopted, suitable tool-chains would have to be developed and
training given to existing sound designers.
Fear factor
As mentioned in the opening section of the post, at present
there is much aversion to Procedural Audio methods in the game audio community.
There are fears among many sound designers that a method such as this will replace
them and that large corporate companies will see it as an opportunity to ‘streamline’
their production process by disbanding the audio department. Many of these
fears are unfounded and as mentioned previously the integration of PA systems
could potentially allow the sound designer to focus on more important and
relevant tasks.
Conclusion
There is no doubt that using a procedural approach to
generate game audio has many benefits. It can model a closer relationship
between game objects and potentially free the sound designer from having to
produce many tedious game-world interactions. It seems that it may require a
small re-structuring of existing production methodologies but it would still
allow the sound designer to have creative control over content produced.
Unfortunately it seems that before PA can reach an
acceptable level for widespread integration into games, much research still
needs to be carried out to create more efficient and better sounding models.
Andy Farnell equates it to the 3D graphics of early first person shooters. “Once games did not have super 3D graphics,
early titles like Wolfenstein and Quake were basically box walled mazes covered
in low resolution textures Synthetic sound is stuck at an equivalent stage of
development, mainly because it has been excluded and neglected for 15 years.”.
I believe that with real investment and development
procedural audio offers an excellent addition to the game sound designer’s tool
box. If it is viewed as a tool to augment current systems of audio reproduction
and not as a direct replacement the acceptance of this new technology does not
seem so daunting. It is a technique which has already been used to great effect
in several popular titles such as Spore [7] and Crackdown
1 and 2 [4]. If current scepticism and opposition can be overcome I believe
there is definitely a place for procedural audio among current and next
generation games.
References
- http://www.develop-online.net/tools-and-tech/procedural-audio-with-unity/011743
- Stevens, Richard, and Dave Raybould. The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games / Richard Stevens, Dave Raybould. Amsterdam ; Boston : Focal Press/Elsevier, c2011.
- http://www.procedural-audio.com/papers/GDC%202011%20-%20Audio%20Boot%20Camp.pdf
- Nikunj Raghuvanshi. (2011). Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games. Available:http://www.gdcvault.com/play/1014416/Sound-Synthesis-in-CRACKDOWN-2.
- Rutherford, S., 2008. Procedural Methods for Audio Generation in Interactive Games. Available at: http://medcontent.metapress.com/index/A65RM03P4874243N.pdf [Accessed November 4, 2013].
- Farnell, A., 2007. An introduction to procedural audio and its application in computer games . , (September), pp.1–31.
- http://spaceoddity.sgsgames.com/?p=799
Wednesday, 23 October 2013
Interactive Music
From the early days of orchestral
accompaniments to silent films, music has played an important role in enhancing
media. In early cinema, music was played as a method of masking unwanted noise
from the street outside and from the projector [1]. As film became more popular
however, practitioners in the field soon noticed the impact of including music
as a way of enhancing the psychological drama of a film [2] and thus music
became a much more integral part of the performance.
In the context of computer games
music is a slightly more complex subject. Due to their interactive nature, games
present the unique challenge that the actions of the player in the game cannot
be exactly anticipated. This creates interesting problems when considering
musical accompaniment which, if used in a similar way to film, must reflect the
emotional state of the player and the game environment. In a game situation a
linear score can quickly become repetitive. If a player is stuck in a certain
place in the game for example, the monotonous looping of music will become
increasingly maddening and will only serve to infuriate the
player as they struggle to progress.
The answer to this problem is
therefore to create a system which allows the music to flow and change with the
game dynamics, reflecting the mood of the game in real time. There have been
many attempts to create interactive music systems in games and many have been
unsuccessful!
This is a good example of an
interactive music score failing to react to a change in emotional state. As you
can see, the high-energy action music, which is perfectly suited to fighting gorillas does not work so well when all the gorillas are dead and you’re standing
still. This demonstrates some of the problems that need to be overcome when
considering an interactive music score.
One of the key elements with
interactive music is to address the balance of ‘Musical Structure vs Player Autonomy’. The music must be structured
enough that it can complement the emotional state of the player but also allow
and be able to adapt to the unpredictable nature of the game environment. This
presents a constant challenge for the audio development team and especially in
recent years have led to many novel applications of technology to address this critical
balance.
A great example of modern day
interactive music is demonstrated by the highly stylised, side-scroller puzzle
game Limbo by Playdead studios [3]. Limbo takes a refreshingly different
attitude to in-game music, merging the boundary between the diegetic sounds of
the game and the otherworldly textures that form the music. Arnt Jensen, the creator and game director said that he wanted to
‘give prominence to the boy’s Foley
sounds, to emphasize silence and subtlety in the ambiences, and to avoid music
that would manipulate the emotions of the player.’
The music below is taken from the
title screen of Limbo.
Immediately the tone of the game
becomes apparent. Bleak sonic textures and unidentifiable acousmatic sound
combine to create an eerie soundscape which is strangely organic. A subtle
drone is layered with what sounds like a combination of waves and bee and
traffic or possibly rain, a waterfall, maybe wind. This highlights the beauty
of the sound design for this game. All the elements are suggestive of
real-world sounds but are expertly manipulated and combined to become one flowing
sonic journey that remains strangely ambiguous. The sound designer, Martin Stig
Anderson, has a background in ‘electroacoustic’ music and has developed
techniques that perfectly complement the artistic style of the game.
This next video shows an example
of how the music responds to mirror and emphasise in-game events. At the start
of the clip a high pitch drone can be heard, layered with what sounds like
birdsong and forest ambience. This continues until the boulder crashes into the
ground whereby a different tonality can be observed. Notice how after the
sounds of debris from the impact settle, the music adopts a more granular
character almost mimicking and continuing the sounds heard from the previous
event.
This second gameplay video shows
another example of the adaptive, almost narrative nature of the music. Before
the encounter with the infamous spider, the music takes the form of what
appears to be a wind-like texture. The spider comes into view and unfurls its
legs, smashing the ground as the boy approaches. As before, in synchronicity to
the impact of the spider’s leg to the ground the music reacts, evolving into
much more ominous and menacing tone.
As you can see, this demonstrates an
extremely effective method of implementing an interactive music score into a
game which perfectly fits the aesthetic and tone the developer is trying to
achieve. The music enhances and complements the emotional state of the player,
seamlessly adapting to the changing game world without breaking immersion.
Achieving such an immersive example of
interactive music was a long process and many paradigms about existing
techniques had to be rethought. Usually with game sounds all audio artefacts
will be presented in mono however, in an interview with Martin Stig Anderson he
explains about how when he put everything into mono he couldn’t engage with the
sounds, stating that it was just not immersive enough [4].
Anderson continues to explain
that ambiences and textures were broken down into individual ‘grains’. Sound effects such
as rain and wind might only consist of a two second sample which was then cut
into ten to fifteen different slices and stitched back together at run time.
This allowed huge varied textures to be created from very small chicks of
audio. This technique also ensures that the probability of hearing any
repetition within the music is incredibly low.
It must be stated that the music in Limbo does not directly confront many of the issues presented with interactive music, it merely sidesteps them. None of the music has a notable pulse or rhythm meaning that sections can easily transitioned between without breaking the immersion of the game. Nevertheless it is still a great example of how effective sound design and clever use of technology can be used to create a powerful sense of identity and style within a game.
In an article on Kotaku [5], Stephen Totilo
suggests that video game music is neither essential nor necessary for complete
functioning of a computer game, implying that the same experience could be had
if the music is replaced by a podcast or other such media. Limbo is a shining example of why (properly implemented) music is
essential in modern games not only as an accompaniment to the graphic but also
as a key game mechanic. The way the music functions in Limbo to highlight certain objects in the landscape or emphasise
certain actions is just as integral to the experience as the graphics. The game
is presented as a whole, with the graphics and sound so tightly integrated and
essential to the feel of the game that they cannot be separated. Simply put, to
play Limbo without music would be to
play half a game.
References:
1.
Calvalcanti,
A. (1985). Sounds in films. In Film
Sound:Theory and practive (eds. E. Weis & J. Belton), pp 98-111. New
York: Columbia University Press.
2.
Lipscomb,
S.D. & Tolchinsky, D.E. (in press). The role of music communication in
cinema. In Music Communication (Eds.,
D. Miell, R. MacDonald, & D. Hargreaves), Oxford, UK: Oxford University
Press.
5.
http://kotaku.com/5730637/the-year-i-gained-the-courage-to-ignore-
video-game-music
Wednesday, 2 October 2013
Non repetitive sound design
One of the biggest challenges faced by the Sound Designer and Audio Programmer when implementing sounds into a game is the issue of sound repetition. In the real world (excluding artificial systems like a fire alarm which convey information) you would not expect to hear the exact same sound twice. For example hearing the exact same dog bark three times in a row would probably be most unsettling and you would start to question whether you were actually in real life or in-fact part of some artificially created world that was experiencing a minor glitch.
Provided we are talking about non-symbolic sounds (which carry meaning or convey information), the same is true for computer games. If a player experiences something that is particularly unnatural or breaks the ‘flow’ 1 of the game then they will pulled from the game environment as their attention is drawn to this event, breaking any immersion built by the game so far 2. Immersion is seen as the Holy Grail of the gaming experience and therefore it is the challenge of the game audio team to overcome these obstacles within the technical limitations posed by the game platform.
With the increase in system resources that have come from improvements in technology, various systems have been developed to deal with the issue of sound repetition in games, two of the most commonly used systems are explored below:
·
Pitch
Shifting and volume modulation can
be used to increase variation in
one-shot sounds and layered textures. When applied subtly and randomly, using
modest values, a large range of variation can be achieved with only a few sound
files giving savings on both time and memory, which is always a good thing! This
technique typically works best on repetitive sounds like footsteps or gunshots
but can equally be applied to layers of atmospheric textures such as bird song.
·
Horizontal
Concatenation, which involves
combining several small sound files to create a longer sound, is frequently
used to provide variation in ‘one-shot’ sounds. When this process is randomised,
this allows for a huge number of variations from only a few original sounds
(the actual number of permutations is '(2x) - 1' where x is the number of
sound files used.). A simple concatenation system from UDK is shown below:
The boxes to the right side of the of the system are the sound files which will be combined to create the overall longer sound. These are combined at random using the 'Random' object and then passed to the 'Concatenator' object where they will be 'stitched' back together in a top down order.
The video below demonstrates an example of non-repetitive sound design in the latest of the ‘Elder Scrolls’ series of games, Skyrim.
As you can hear, each time the bow is fired, a different set of sounds is heard. This is relatively close to what you would expect to happen in real life and thus does not draw attention to the action and break the 'flow' of the game. Obviously I can only speculate about the methods actually used to implement this system but for the purposes of this analysis I will assume that they have used the methods I have covered above. Sonically it appears that the firing mechanic of the bow is split into four distinct stages.
Once these stages are established the various recorded or premade bow sounds can be edited and divided among the four groups. A system much like the basic concatenation system shown above could then be implemented to randomly splice the samples together in the correct order. Pitch and volume modulation could be applied to each of the stages to provide further variation.
References:
- Chen, Jenova. “Flow in Games (and Everything Else).” Communications of the ACM 50, no. 4 (April 2007): 31–34. - Great paper on the 'flow' theory in games.
- Stevens, Richard, and Dave Raybould. The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games / Richard Stevens, Dave Raybould. Amsterdam ; Boston : Focal Press/Elsevier, c2011., 2011. - Excellent book on all things game sound related
Thursday, 26 September 2013
Functions of Game Audio
From the earliest conception of computer games, audio has
been used to perform many functions. In early games such as Pong very simple ‘beeps’ were used to
give players feedback about events happening in the game. In modern games, as technology
has improved, audio has become a multi-faceted tool used to perform a growing
number of tasks.
The Taxonomy of Audio for Games (TAG) project aims to
highlight the key areas where audio is used for specific effects in modern
games. One of the areas outlined is the use of audio to promote ‘Mastery and
Autonomy’ for the player within the game environment. These are split into six
main functions:
- Instruction
- Notification
- Feedback
- Orientation
- Rhythm-Action
- Mechanic
In this post I will use an example within a modern game to
demonstrate one of these functions further.
The video below shows a short clip from Deus Ex: Human Revolution. It demonstrates an example of
Notification for the player. One of the key gameplay techniques of this game is
stealth and completing many of the main missions rely on the player’s mastery
of this method.
There are a few devices in the game to help a player remain
unseen by the enemy. Vision cones can be added to the mini map and augmented
vision allows the player to see through walls, highlighting any nearby enemies.
However, the device I found most useful when playing was the verbosity of the enemy
guards. The video shows an example of what happens when the player is seen in
an area where enemies are overtly hostile, in this example, an enemy base.
Notice as I run into the field of view of the guard, he
gives notification that he has seen me and begins to fire. As I hide behind the
wall out of sight he stops firing for a moment until I reappear and he verbally
confirms that he has seen me again. This is a clear example of audio being used
to notify the player that the guard has changed state and is now hostile
towards the player.
Throughout the game
verbal cues are given by enemies to notify the player about their state. If the
player were to sneak into a position where the guard could not see them and
make enough noise to cause a disturbance, the guard would verbally notify them
that he had heard the sound and would enter an increased state of alertness to
future noise and movement. This prompts the player to either leave the area
until the guard returns to his neutral state or be extra careful moving around
the area.
This type of notification is incredibly useful for the
player, especially when they are still learning the fundamental game mechanics.
It allows the player to quickly develop skills that will aid them in mastery of
the game and will decrease frustration at higher difficulty levels.
Monday, 23 September 2013
Example of Good Sound Design
The short video below shows some footage recorded from the
original Bioshock, this demonstrates
what I think is an example of particularly good sound design. The video
features an encounter with one of the main NPC characters in the game, the ‘Big
Daddy’. The ‘Big Daddy’ is a hulking,
super-powered behemoth of a creature clad in a sturdy, steampunk styled
deep-sea diving suit. If left alone, the ‘Big Daddy’
will calmly pursue their own agenda, but if antagonised they can quickly become
a deadly force which can bring about a swift death for the player if they are
caught off-guard.
The ‘Big Daddy’ can be found in levels by following it’s
characteristic bellow, as heard in the video. This low, guttural moan is the
first indicator to a player that they are in close proximity to one of these
beasts and can either act as a warning or as a beckoning call to the kind of
player that casually swigs Buckfast as they play.
The moan of the ‘Big Daddy’ serves many purposes and as a
sound design device is tremendously effective. For a player new to the game
hearing the moan of the ‘Big Daddy’ doesn't immediately conjure an image of
this beast but rather implies that something large and powerful could possibly
be lurking around the next corner. It creates suspense and adds to the feeling
that the player is part of one big ecosystem which is constantly changing and
adapting around them. For the more experienced player the moan is an effective
way of tracking these giants. One bellow can give the player enough positional
information to track these brutes down and, if necessary, get a bit shooty to
reap the rewards of killing one.
This is a great example of how a simple device can be used
to fulfil a number of different roles within a game environment, using acousmatic
audio in order to pique a player’s curiosity or warn of a possible threat.
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