wwiseプレゼンテーション gtmf2012
TRANSCRIPT
GTMF June 2012
Martin Dufour – Lead Software Developer
Aya Watanabe – Interpreter, Translator
Agenda
• Company and product overview
• Dynamic mixing techniques
Audiokinetic
• 15 employees based in Montreal, Canada
• Privately founded in 2003
• Fall 2012 - opening an office in Japan • Localized sales, support and documentation
4
Audiokinetic Services
• Game audio middleware
• Wwise and associated plug-ins
• Consultation
• Custom Development
• Training
• Audio Production
5
Plug-In Technology Partners
6
Wwise
• Audio Pipeline Solution
• Advanced authoring application and in-game sound engine
• Workflow centered around the sound designer
• Reduces programmer dependencies
• Mature product • 1st version shipped in 2006
• Now 20th release
• 200+ games shipped
• Clients in America, Europe and Asia
Wwise Platform Support
• Microsoft: Xbox 360, Windows, Windows Phone 8
• Sony: PS3, PS Vita
• Nintendo: Wii, Wii U, 3DS
• Apple: iOS, Mac
• Google: Android, Native Client
Wwise Production Pipeline
Profile
Author
Simulate
Integrate Mix
Dynamic Mixing
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Dynamic Mixing: Definition
• Dynamically change the audio mix based on the game situation
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Dynamic Mixing: Goals
• Reduce repetition
• Increase realism and immersion
• Add emotion to gaming experience
• Focus on what’s important
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Dynamic Mixing: Techniques
• Modifying properties • Volume, Pitch, Low-pass filter
• Routing Volumes, Reverb Level, EQ Bandwidth
• Controlling playback
• Play, Pause, Stop
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Dynamic Mixing: Targets
• Atomic: individual audio object • car engine or gun shot
• Group: audio objects in relationship with each other • music or dialogue
• Global: the entire audio scene
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Dynamic Mixing: Inputs
• Game Inputs • Events
• Jump, Shoot
• States
• Invincible, Under Water
• Continuous Parameters
• Speed, Distance, Time Of Day
• Other Modulation Sources
• Randomization
• Envelopes / Low-Frequency Oscillators
• Audio Mix (“Side-Chaining”)
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Example: Snowboard
• Board Angle continuous game parameter • Modulates sliding sound and music volume
• Jump and Land game events • Trigger major changes in mix
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Example: Gun
• Mix layers based on distance game parameter
Sound 1: High frequency
Sound 2: Full band
Sound 3: Low frequency
Sound 4: Distant
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Example: Crowd
• Excitement game parameter
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Example: Super Hero
• Time Machine with three states • Normal
• Slow Down
• Speed Up
• State changes as complex events
• State-specific Punch and Bullet events
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Side-Chaining
Dialogue Music
‘Master’ signal is calculated To reduce ‘slave’ music level
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Advanced Side-Chaining
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Conclusion
• Dynamic Mixing • Helps gamers to focus on important aspects of gameplay
• Increases realism and immersion
• Reduce repetition and fatigue
• Enhance emotion and gaming experience
• Wwise • Unleashes the mixing skills of the Sound Designer
• Free to download: evaluate and prototype