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IMGD-1001 The Game Development Process Game Audio (Content by professor Brian Moriarty)

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1 IMGD-1001 The Game Development Process Game Audio (Content by professor Brian Moriarty)

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3 Audible vibration in an elastic medium (usually air) Sound

4 Compression (positive pressure) Rarefaction (negative pressure)

5 Amount of pressure change = Amplitude Varies continuously over time

6 Rate of vibration/pressure change = Frequency Measured in cycles per second (Hertz or Hz)

7 Frequency range of human hearing: Approximately 20 to 20,000 Hz

8 Analog recording and playback Transducers: Convert one type of energy to another All transducers introduce distortion

9 Digital audio Experimental recordings: Late ‘60s Experimental recordings: Late ‘60s Jazz/classical: Early 70s Jazz/classical: Early 70s First symphonic recording: 1976 First symphonic recording: 1976 First major label recording: 1979 First major label recording: 1979 Ry Cooder’s Bop Till You Drop Ry Cooder’s Bop Till You Drop Compact Disc Compact Disc Jointly created by Sony/Phillips Jointly created by Sony/Phillips Introduced October 1, 1982 Introduced October 1, 1982 Billy Joel’s 52nd Street Billy Joel’s 52nd Street Biggest seller Biggest seller Beatles 1 (30M+ copies) Beatles 1 (30M+ copies)

10 Digital audio based on sampling Amplitude of signal is measured (and usually recorded) at precise time intervals, converted to stream of numbers

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13 Digital recording and playback Extremely accurate, low noise and distortion Almost immeasurable wow or flutter Easily edited and manipulated Essentially perfect replication

14 Digital sampling (“digitizing”) Sample rate Sample rate Number of samples taken per second Number of samples taken per second Also measured in Hertz Also measured in Hertz Sample resolution Sample resolution Range of numbers used to describe each sample Range of numbers used to describe each sample Measured in binary bits Measured in binary bits 8 bits = 256 values (± 127) 8 bits = 256 values (± 127) 16 bits = 65,536 values (± 32K) 16 bits = 65,536 values (± 32K) 24 bits = 16,777,216 values 24 bits = 16,777,216 values

15 How often to sample? Depends on desired frequency range Depends on desired frequency range Nyquist frequency = Sample rate required to fully express a signal Nyquist frequency = Sample rate required to fully express a signal 2X maximum required frequency 2X maximum required frequency 2X 20 kHz = 40 kHz minimum sample rate to represent full human range 2X 20 kHz = 40 kHz minimum sample rate to represent full human range

16 How much to sample? Depends on desired dynamic range Depends on desired dynamic range Dynamic range = Difference between softest and loudest sounds Dynamic range = Difference between softest and loudest sounds Measured in decibels (dB); 1 dB = faintest perceptible sound Measured in decibels (dB); 1 dB = faintest perceptible sound Real-world range: 10-20 dB (anechoic chamber) to 140 dB (beside jet engine) Real-world range: 10-20 dB (anechoic chamber) to 140 dB (beside jet engine) Each bit of sampling resolution approximately doubles dynamic range Each bit of sampling resolution approximately doubles dynamic range

17 Home audio formats Compact Disc Compact Disc Sample rate: 44.1 kHz Sample rate: 44.1 kHz Sample resolution: 16 bits Sample resolution: 16 bits Dynamic range: >90 dB Dynamic range: >90 dB Two channels for stereo Two channels for stereo “CD quality” “CD quality” HD/BluRay DVD HD/BluRay DVD Up to 8 channels 96 kHz 24-bit audio Up to 8 channels 96 kHz 24-bit audio Dynamic range: >120 dB Dynamic range: >120 dB

18 “CD quality” data rate 44,100 samples per second 44,100 samples per second 16 bits (2 bytes) per sample 16 bits (2 bytes) per sample 2 channels 2 channels 44,100 x 2 x 2 = 176,400 bytes/sec or 10.584 MB per minute 44,100 x 2 x 2 = 176,400 bytes/sec or 10.584 MB per minute Typical pop song 30-40 MB if uncompressed Typical pop song 30-40 MB if uncompressed

19 Compressed digital audio Lossless compression Lossless compression Preserves data perfectly Preserves data perfectly Compression ratio: 2:1 typical Compression ratio: 2:1 typical Lossy compression Lossy compression Discards some data to increase compression ratio Discards some data to increase compression ratio The trick is: What to throw away? The trick is: What to throw away?

20 The game changer: MP3 (1994) Lossy compression algorithm based on auditory masking Lossy compression algorithm based on auditory masking Loud low-frequency sounds can make softer high-frequency sounds inaudible Loud low-frequency sounds can make softer high-frequency sounds inaudible Perceptual coding: Throw away high frequencies that “can’t be heard anyway” Perceptual coding: Throw away high frequencies that “can’t be heard anyway” Compression ratio: 10:1 or better Compression ratio: 10:1 or better Pop song becomes a 3 MB file Pop song becomes a 3 MB file

21 The MP3 Phenomenon First Web appearance: Late ‘94 First Web appearance: Late ‘94 Winamp, mp3.com (Summer ’97) Winamp, mp3.com (Summer ’97) First portable players (Spring ’98) First portable players (Spring ’98) 32 MB Eiger MPMan F10, Rio PMP300 32 MB Eiger MPMan F10, Rio PMP300 Napster (June ‘99) Napster (June ‘99) Created by Shawn Fanning (19), Northeastern University Created by Shawn Fanning (19), Northeastern University

22 Game audio: Early days Apple II and PC: Click the speaker Apple II and PC: Click the speaker Atari, C64, early consoles: FM synths Atari, C64, early consoles: FM synths Macintosh (January 1984) Macintosh (January 1984) AdLib PC sound card (1976) AdLib PC sound card (1976) Creative Labs Sound Blaster (1989) Creative Labs Sound Blaster (1989) AdLib with digital audio + game port AdLib with digital audio + game port CD-ROM (1985) CD-ROM (1985) CD-R (1990) CD-R (1990) MIDI/music synthesis MIDI/music synthesis

23 Game audio: Today All game audio is digital All game audio is digital Music, SFX, VO delivered pre-rendered Music, SFX, VO delivered pre-rendered Typical assets Typical assets.wav (bigger, no decoding).wav (bigger, no decoding).mp3 (small, decoded, may require license because of patent).mp3 (small, decoded, may require license because of patent).ogg (small, decoded, no license).ogg (small, decoded, no license).flac (smaller, decoded).flac (smaller, decoded) Real-time mixing, effects, spatialization Real-time mixing, effects, spatialization


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