Sound Tech Group Joey Brinkmeier Joe Handzel Jerry Hsieh Kyle Moore.

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Presentation transcript:

Sound Tech Group Joey Brinkmeier Joe Handzel Jerry Hsieh Kyle Moore

Goal For Sound Sound should communicate effectively what we want the listener to know or experience -- it should focus the player's attention. In order to meet this goal we must always approach sound from the player's viewpoint. _and_music/081997/sound_effect.htmhttp:// _and_music/081997/sound_effect.htm

Issues to consider with Sounds Sounds should only be played if audible. Tree falls in forest does not make a sound. Player ought to be able to determine direction and distance of sound Make sure soft sounds are not drowned out by other background noises –Soft sound before louder sound easier to hear than soft sound after louder Voice communication ? Aliasing – don’t want noises to cancel each other out

Issues involving sound system Proper sampling between analogue signal to digital signal File format – RAM issues/load time/Quality API’s available for system Sample – small sound, loaded into memory Stream – long sound/music speaker modes with higher channel counts leads to higher memory usage pointless to create 5.1 sound if system does not support 5.1 Number of channels may be limited.

OpenAL By Creative Labs (maker of Sound Blaster audio hardware) –Official site: Free to use (including commercially) Cross Platform –available for Windows, Mac, Linux, Unix, Xbox, Xbox 360

Features Similarity to OpenGL –Function names and type definitions similar Device Enumeration –Allows possibility for user to indicate which audio device in their system to use Uses buffers to store sound information Play the buffers with Sources

Listener How sound is output depends on where the Listener, typically the main character or camera, is in relation to a source Can have a position, velocity, and orientation Must update the parameters as the user moves the character or camera around

Source Can have position, velocity, direction Again, must update the parameters if the object that is making the sound is moving around

ALUT A utility toolkit similar to GLUT for OpenGL Instead of a Window in glut, alut uses a Context Handles loading of a.wav file (and unloading once stored in a buffer)

Problems I used a sound manager for OpenAL written to use with Ogre – But has problems with some system configurations (sound just won’t play/be heard) –Have tried the different enumerations to specify devices, but still won’t work. Not really sure what the problem is, and couldn’t find others with a similar problem So have moved to using a sound manager for fmod written to use with Ogre –

FMOD Features FMOD comes in two varieties: –FMOD Ex –FMOD 3 Advantages of FMOD Ex vs. FMOD 3 –Obstruction and Occlusion –5.1 and 7.1 output support –Stereo and multichannel sound in 3D –Virtual Voices –native ADPCM, MPEG sample support –Various DSP filters (flange, chorus, low pass filter, echo..) –FMOD Designer tool –Support for Xbox 360 and Playstation 3 platforms –Unified API (Cleaner interface / Easier to use)

FMOD Licensing Free for evaluation Commercial licensing: –$6,000 – FMOD Ex –$3,000 – FMOD 3 Hobbyist Licensing: $100 –Any software that has no expectation of large a large volume of sales, such as something sold strictly over the internet

Game Companies that use FMOD Bethesda Softworks –Elder Scrolls series Blizzard Entertainment –WarCraft series –Worlds of Warcraft Nixxies Software –Tomb Raider Legends for Xbox and PC Red Storm Entertainment –Ghost Recon

Other Companies that use FMOD AquaSoft –DVD authoring software AutoMapa –PocketPC satellite navigation software Diebold –Elctronic voting systems HP JVL –Countertop game systems (seen in bars) nVidia Samsung Thales Naval

Games that use OpenAL Battlefield 2 Doom 3 Jedi Knight 2 Quake 4 Soldier of Fortune 2 Unreal Tournament 2003

FMOD Basic Usage Create System object Initialize system – Right-Handed 3d env, etc Create Sound – default 2d, non-looping, hardware acceleration PlaySound – attaches to channel object Control playback through channel object –Set volume, pause, etc.

FMOD: Advanced Usage Nonblocking Loading 3D Positional Sound Sound Occlusion DSP Effects FMOD Designer

Nonblocking Loading For loading sound files in the background without stopping the entire process New thread is used to load sound into memory Useful for in-game sound effect loading

3D Positional Sound Enhances audio realism Listeners & Objects relationship –Listeners = Cameras –Objects = playing sound FMOD automatically splits PCM into multiple channels in mono –i.e. stereo, 5.1, 7.1 Need world position of Listener & Objects

3D Sound (Continued) Doppler effect –Change in frequency (pitch) of sound source while passing a listener –Need velocity to get the effect –Must calculate frame-rate independent velocity Units important (feet/sec, m/s, mph) –Useful for high-speed sound travel Racing, spaceships, fight sims

Sound Occlusion Mentioned in Prof. Crawfis’ sound slides Sound waves blocked by occluders similar to optical shadows –Walls, buildings, giant fire-breathing lizzards Use setOccluderGeometry to simulate occlusion Demo?

DSP Effects Commonly used for environmental sound Examples –Reverb (caves) –High Pass Filter (moisture) –Low Pass Filter (muffled sound) –Echo, Chorus (cathedral) –Software mixed by FMOD FMOD supports HW-specific effects –EAX, EAX2

FMOD Designer Event-Based Sound Designer –Simplifies programming, decouples sound files from logical “sound events” –Allows complex sound layering and stitching Randomization Parameterization DSP effects, 3D support, Occlusions –Data-driven approach Demo: Car Engine