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140 J. Audio Eng. Soc., Vol. 59, No. 3, 2011 March AES 41st International Conference C C O O N N F F E E R R E E N N C C E E R R E E P P O O R R T T

CONFERENCE REPORT - AES · The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound

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Page 1: CONFERENCE REPORT - AES · The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound

140 J. Audio Eng. Soc., Vol. 59, No. 3, 2011 March

AES 41st International Conference

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Page 2: CONFERENCE REPORT - AES · The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound

J. Audio Eng. Soc., Vol. 59, No. 3, 2011 March 141

The 41st AES International Conference, Audio for Games, washeld at the prestigious headquarters of the British Academyof Film and Television Arts (BAFTA) in the heart of London’s

glamorous West End. Just yards away from the bright lights of Pic-cadilly Circus, the brightest lights of the game audio industry gath-ered to hear about the latest innovations and discuss currentissues.

Conference chair Michael Kelly and the conference committee(Steve Martz, Damian Murphy, Becky Stewart, Russell Mason, PeteHarrison, and Kazutaka Someya) put together a compelling arrayof workshops, papers, posters, and events.

WORKSHOPSFollowing the successful format of the previous Audio for Gamesconference, the first day was devoted to a series of workshops,expertly organized by Steve Martz. The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound don’tcontribute much to a game, but he countered that they are essen-tial to increasing the realism and enhancing the emotion of thegaming experience. He set out a number of challenges to gameaudio. One of these is the difficulty in developing an audio pipelinewithin a game. Depending on the complexity of the game, this canrequire as many as 25 programmers working for up to 2 years. Cost

savings can be made by developing a simpler audio pipeline, butthis often makes the sound design and audio implementation moredifficult and hence more expensive. Jonatan argued that a potentialsolution is to licence middleware as the audio pipeline for a game.A second challenge that Jonatan discussed was that games areexpected to be replayed many times, so a large amount of materialis required in order that repetition of sound does not becomeannoying. He outlined many methods for reducing the repetition,including randomly selecting from a number of samples or samplesegments and real-time variations to the sound such as modulationand pitch shifting. He also discussed the amount of music that maybe required for a large game project, giving an example of 20 hoursof music available for the game World of Warcraft.

Education in game audio was discussed by Jeanine Cowen andMichael Sweet. They described the background of their institution,and explained that while technology rapidly changes, the basicknowledge and understanding remains relatively constant. From abackground of education in music and audio, Jeanine and Michaelexplained the aspects of game audio that are common with otherprograms in audio, music technology, composition, performance,and the unique aspects of game audio such as composition ofmusic that can be applied in a dynamic and interactive manner, andthe difficulties of synchronizing music and audio with gamecontent that is under the control of the player as opposed to the

Page 3: CONFERENCE REPORT - AES · The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound

fixed structure and timing of films. One particularly exciting aspectof the game audio program was the opportunity for collaborationwith students at other institutions studying game design andprogramming; through this students could gain experience of thewhole development environment, learn about collaborative work,and gain knowledge from students with differing backgrounds.

Nicolas Fournel gave an overview of the dramatic increase incomplexity in game audio, from the simple beeps of Pong tocurrent games that require the capture and organization of signifi-cant audio resources. Predicting that future games are likely to beeven more complex, he demonstrated the difficulties now faced bygame audio sound designers and programmers, and gave examplesof tools that can be used to assist the game audio designer. Theseinclude feature-extraction algorithms that can represent the audiousing more intuitive attributes such as pitch, allowing a samplewith required characteristics to be found more rapidly, and a toolfor modeling and resynthesizing sounds that allows the sounddesigner to modulate a wide range of parameters.

A panel of presenters, Bike Suzuki, Masataka Nakahari, TomoyaKishi, Kenji Kojima, and Steve Martz, gave an introduction toreverberation generation. They started by summarizing the mainavailable techniques, such as modeling virtual environments,capturing impulse responses of real rooms, and artificial reverbera-tion developed for musical applications. In a modification of a rela-tively simple statistical approach to room modeling, they outlined atechnique similar to the classic Sabine formula for calculating thedecay time, but includes a statistical method to estimate the direc-tion of the reflections that can be used to create the spatial charac-

teristics of the reverberation. Compared to the conventionalmethod of creating multichannel reverberation by generating anumber of uncorrelated decays, this technique has the advantage ofrelatively low processing complexity in conjunction with the incor-poration of additional room detail.

The advantages of emotion-driven audio were presented byMaciej Zurawski. He described a number of ways that music evokesemotions, including innate brainstem reflexes (such as the shockfrom a sudden loud sound), evaluation conditioning or associationbased on experience (such as a melody that evokes a memory of anemotion), and visual imagination (such as the imagination ofmovement based on the flow of a musical line). In contrast to tradi-tional composition techniques, Maciej proposed an alternativewhere segments or lines of music are composed based on theiremotion, and these are triggered by variables with the gamethrough which the instantaneous intended emotion can be tracked.

For a wide range of games genres, the speech is critical, and poorquality or unintelligible speech can seriously detract from thegaming experience. Gordon Durity discussed this in detail, givingexamples of aspects that are important to the perceived quality ofthe speech in a game, including limiting repetition (frequentlyrepeated phrases rapidly become annoying), and keeping thespeech relevant to the action, but structuring this in a way thatmaintains the conversational thread or narrative of the speech. Hegave examples of football commentary, where the commentary wasarranged to switch between general banter and specific commentson the action, depending on the instantaneous parameters of thegame. Natural speech patterns such as this can be difficult to

program, as it requires the system tostore a wide range of contextual infor-mation so that the dialogue canreturn to previous topics when thereis little action on the football pitch.Dieter Piltz described the stepsinvolved in the capture, editing, andorganization of the speech. A gamethat includes an interactive commen-tary can contain well in excess of30,000 speech extracts that need to belogged and accurately tracked.

Also on the subject of speechproduction, Roberto Pomoni andFrancesco Zambon discussed theprocedures and difficulties of record-ing speech in different languages tocreate international versions ofpredominantly English-language

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142 J. Audio Eng. Soc., Vol. 59, No. 3, 2011 March

From left: conference chair Michael Kelly, papers chair Damian Murphy, workshops and tutorials chair Steve Martz, and AES president Jim Kaiser,who gave a short introductory speech.

Lively discussions took place between delegates during the breaks.

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games. As noted above, sometimes a very large number of speechextracts are required in a game, and with up to ten differentlanguages this could result in over 150 hours of audio and 100,000audio files. With work of such complexity, care needs to be takenover the management of the recorded resources, and the differentlanguages need to be recorded in a way that allows easy transition:closely recorded audio with little captured ambience or reverbera-tion, of a high quality without distortions or problems, and a closematch to the characteristics and the file structure of the originalaudio.

A panel of industry experts discussed the difficult topic of leveland loudness in games. Panel chair Steve Martz set out the prob-lem that users complain about the variable loudness of games,posed the question about why this has arisen, and asked the panel-lists to suggest potential solutions. Steve Root discussed the issuefrom the game studios’ point of view, and explained that differenttypes of games may need to have different levels; a car racing gameneeds to be loud and exciting, whereas a puzzle game should oftenbe quieter. Mark Pascoe compared the problem in the gamingindustry to that in the broadcast industry. He explained that it is anongoing problem in broadcast, and that a number of approaches tostandardizing the recorded level of programs and adverts had beentried; he also commented that with the increasing convergence ofservices within a single device (e.g. a games console that also playsDVDs and streams online broadcast services), a common solution

for all of these industries needs to be found. However, the problemsfaced by the panelists were the difficulty of defining a standardloudness level, the confusion about where in the signal chain thelevel or loudness should be specified, and the practical issue ofregulating such a standard.

KEYNOTE SPEECHThe keynote speech was given by John Broomhall, a composer andaudio producer who specializes in music and audio for games. Thiswas one of the most musical keynote speeches in AES history, as heaccompanied his talk with excerpts on piano, and included a cameorole by computer-game pioneer Ian Livingstone on harmonica.

John gave a summary of his career from the early days whenresources were comparatively limited: in these situationscomposers had to try to do a lot with very little. As storage capacityand processing power increased, audio and music designers couldachieve much more, however the increase in complexity meantthat sometimes the creativity and finesse suffered in the rush to getit all finished in time for release. In addition, the ability to do a lotmore meant that sometimes the end result was over-complicated.John quoted a former colleague: “Now we can have all the soundthat we want, now we have to figure out what we should leave out.”

He went on to discuss the use of sound in movies, and encour-aged the games industry to take more cues from this. Games oftenstrive to achieve realistic sound, but he showed a number of exam-

Top row, from left: Adam Philp of Lionhead Studios talks to Michael Kelly and Steve Martz; Jaroslaw Beksa and Pawel Barszcz with their poster onmultiplatform audio games; Gavin Kearney, Marcin Gorzel, and Claire Masterson of Trinity College Dublin; Jordi Janer and Oscar Mayor in front oftheir poster on audio transformation technologies. Bottom row, from left: Bike Suzuki, Steve Martz, Masataka Nakahara, Tomoya Kishi, and KenjiKojima, who gave a paper on reverberation processing for games; Loudness workshop panelists Jonatan Crafoord, Steve Root, Mark Pascoe, SteveMartz, Francesco Zambon, and Garry Taylor.

Page 5: CONFERENCE REPORT - AES · The first of these was an intro-duction to sound and music for games, presented by Jonatan Crafo-ord. He described an attitude of some that music and sound

ples in which movie sound was deliberately distorted or altered toincrease the tension or emotion of a scene. For instance, soundobjects can be removed from a scene in order to focus on oneaspect or to enhance the impact of a sudden loud sound.

John finished by stating that the key to good music and soundfor games is the relationship between the creative input of thecomposer/sound designer and the technical input of the audioprogrammer, and he praised the best audio programmers as theunsung heroes of games.

PAPERS SESSIONSPapers chair Damian Murphy put together a densely packed pro-gram of lecture and posters presentations, over six varied sessionscovering aspects of education, perception, reverberation genera-tion, pitch detection, and spatial audio among others.

Mark Sarisky presented a paper that considered the place ofeducation in game audio. His opinion is that game-audio educationshould be contained within generic audio programs, rather thanbeing structured as a separate entity. He examined the recommen-dations of the education arm of the Interactive Audio SpecialInterest Group, and drew up a proposal in which the majority ofthe relevant concepts can be covered in two modules to be added to

a generic audio program.The loudspeaker placement

for an air hockey game wasinvestigated by Bill Kapralos.This style of game requires avery different user interfacearrangement in contrast toconventional computer games;rather than the users sittingfacing a screen in front ofthem, the screen is laid hori-zontally and the users can bepositioned all around thescreen. Two four-channel loud-

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144 J. Audio Eng. Soc., Vol. 59, No. 3, 2011 March

Michael Kelly, right, thanks keynote speaker John Broomhall for hisenlightening contribution to the conference.

Questions from the audiencehelped to ensure stimulatingdiscussions.

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speaker arrangements were tested, and for one of the configura-tions examined there was no visual puck but the users were guidedby the position of the sound. Of the two loudspeaker arrangementstested, the diamond arrangement was preferred and Bill concludedthat this demonstrated that games can be used for psychoacoustictesting.

There were a number of papers on reverberation systems forcomputer games. Enzo de Sena explained the need for a compro-mise between accuracy and low computational complexity for real-time applications such as game audio. He described a techniquethat used a scattering delay network that models reflection andscattering using a small number of nodes. He explained that thiscan be used to simulate frequency-dependent wall absorption andsources and receivers with a range of directivities. The success ofthe system was evaluated by comparison with theoretical reverbera-tion-time calculations and estimated modal characteristics.

Simon Shelley gave an overview of an open acoustic impulse-response library. This allows users to upload impulse responsestogether with the associated information about the capture methodand any associated information and photographs. The server thenmeasures a number of acoustic properties of the impulse responsesand convolves it with an example anechoic recording so that theusers can hear it before download. The impulse responses are thenavailable for download and may be useful for game audio.

Diffraction is an area that is often overlooked in virtual environ-ments such as those used in computer games. More often than not,occlusion (such as when a small wall is between the sound sourceand the receiver) blocks the sound completely, whereas in realitythe sound can often be heard because some of the sound willdiffract around the obstruction. Bill Kapralos described a methodfor modeling the diffraction so that sources can still be heardthrough available openings in the environment. As the method iscomputationally complex, a graphics processing unit was employeddue to its efficient and highly parallel structure. The resultingsystem is capable of rapid calculation of the diffraction effects, andBill demonstrated the resulting sound from this technique incomparison to conventional methods.

One of the major issues in game audio is the limited storagecapacity, especially on more limited formats such as smartphones.A potential solution to this problem is to use recorded soundsamples for more than one purpose. Mario Cáceres presented apaper that examined using environmental sounds in a game assources for music composition. A number of sounds, such as explo-

sions, gunshots, and tonal sound effects were filtered and modu-lated for use as the musical sounds within a game. Examplesincluded a grenade-launcher sound effect used as a bass drum anda gunshot used as a snare drum. Mario demonstrated that thisapproach can be used to successfully render a music track, drasti-cally reducing the storage requirements for the music samples.

Another approach to limited capacity on the game device wasdiscussed by Sascha Grollmisch and Estefanía Cano. They describeda system that used signal processing on a remote server to reducethe processing load on the local machine. The server undertakesreal-time pitch detection for use in Internet-based games: thisattempts to detect the variation in pitch over time, and there are anumber of versions that have been customized for specific instru-ment or voice types. Using this system, the pitch information canbe provided to the gaming device with a latency of around 60 ms,with a substantially reduced load on the local machine’s processor.

Among the poster presentations, there was a description of thedevelopment of location-aware interactive games. These use GPS-enabled smartphones to overlay information and sound on a user’snatural environment. Examples were given of using this system tointegrate interactive audio in a tourist attraction for a medievalcastle. Other examples of audio-based games were given in theposters: Song2See is a game to assist music students with practice,as they can view their pitch and tuning in real time; and a gamewhere users investigate a virtual world to follow a story, which as itis predominantly audio-based, can be used by both sighted andvisually impaired users.

Overall, the AES Audio for Games conference was a fantastic wayto keep abreast of the latest developments in game audio, and todiscuss problems and solutions with colleagues working in thisarea. The newest social-networking option for AES members—theability to comment on conference and convention papers, in addi-tion to Journal papers (https://secure.aes.org/forum/pubs/)—wasintroduced at the 41st, allowing the discussion among authors,attendees, and AES members unable to attend the conference to continue in the interval until the next AES Audio for Gamesconference.

Conference committee members: from left, Rebecca Stewart, RussellMason, Michael Kelly, Steve Martz, Pete Harrison, andDamian Murphy.

Rebecca Stewart with the student volunteers.

Editor’s note: Purchase the AES 41st papers on CD-ROM atwww.aes.org/publications/conferences. Get individual papersin the AES E-Library at www.aes.org/e-lib.