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
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