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CSCE 552 Spring 2010 Audio By Jijun Tang.

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Presentation on theme: "CSCE 552 Spring 2010 Audio By Jijun Tang."— Presentation transcript:

1 CSCE 552 Spring 2010 Audio By Jijun Tang

2 Announcements Final demo Homework 4 May 3rd, Monday, 2:00pm
Open to public with pizza and drink Homework 4 Evaluate your experience with the class, including improvements for the future, engines, lessons learnt, etc. Individual assignment 6 points total Due on the demo

3 Multiplayer Modes: Event Timing
Turn-Based Easy to implement Any connection type Real-Time Difficult to implement Latency sensitive

4 Split Screen

5 Multiplayer Modes: Connectivity
Non Real-Time Floppy disk net Database Direct Link Serial, USB, IrD, … (no hops) Circuit Switched (phones) Dedicated line with consistent latency Packet Switched Internet Shared pipe

6 Example Packets IP Packet TCP Packet

7 Protocol Stack: Open System Interconnect

8 Protocol Stack: Physical Layer
Bandwidth Width of data pipe Measured in bps = bits per second Latency Travel time from point A to B Measured in Milliseconds You cannot beat the physics The Medium Fiber, FireWire, IrD , CDMA & other cell Table: Max Bandwidth Specifications Serial USB 1&2 ISDN DSL Cable LAN 10/100/1G BaseT Wireless 802.11 a/b/g Power Line T1 Speed (bps) 20K 12M 480M 128k 1.5M down 896K up 3M down 256K up 10M 100M 1G b=11M a,g=54M 14M 1.5M

9 Protocol Stack: Transport Layer: TCP
Guaranteed Correct In Order Delivery Acknowledgement system: Ack, Nack, Resend Checksum Out of Band Connection Required Packet Window Packet Coalescence (united) Keep Alive Streamed Data User must serialize data

10 Protocol Stack: Transport Layer: UDP
Non Guaranteed Delivery No Acknowledgement system May arrive out of order Checksum Not Connected Source not verified Hop Count Limit = TTL (time to live) Required for Broadcasting Datagram Sent in packets exactly as user sends them

11 Protocol Stack: Session Layer: Sockets
Based on File I/O File Descriptors Open/Close Read/Write Winsock Provides standard specification implementation plus more Extension to spec prefixed with “WSA” Requires call to WSAStartup() before use Cleanup with WSAShutdown()

12 Real-Time Communications: Peer to Peer vs. Client/Server
N = Number of players Broadcast Peer/Peer Client/Server Connections Client = 1 Server = N Broadcast Peer/Peer Client/Server Send 1 N-1 Client = 1 Server = N Receive

13 Audio Programming

14 Audio Programming Audio in games is more important than ever before

15 Programming Basic Audio
Most gaming hardware has similar capabilities (on similar platforms) Mostly programming interfaces differ Learning fundamental concepts of audio programming is important

16 API Choices DirectSound (part of DirectX API) OpenAL Proprietary APIs
Only available on Windows platforms XACT for XNA OpenAL Newer API Available on multiple platforms Proprietary APIs Typically available on consoles 3rd Party Licensable APIs Can offer broad cross-platform solutions

17 Analog Sound Wave

18 Basic Audio Terminology and Physics
Amplitude Measurement of a sound wave’s pressure Frequency Measurement of the interval between wave cycles, typically measured in Hertz Pitch The perception of frequency Tuning Musical distribution of frequencies over keys Decibel Measures sound amplitude

19 Digital Representation of a Sound Wave

20 Sampling Most common technique
Sampling involves measuring the amplitude of the analog wave file at discrete intervals The frequency of sampling is known as sampling rate Each sample is typically stored in a value ranging from 4 to 24 bits in size The size of the sample value in bits is known as the ‘bit depth’ Music CDs have a sample rate and bit depth of 44.1 kHz (samples/sec) and 16 bits (sample size)

21 Quantization Error in Sampling

22 Bit Depth and Signal Noise
Bit depth of sample data affects signal noise Signal to noise ratio = number of available bits / 1 For example, 8-bit samples have a 256:1 SNR (~48 dB), and 16-bit samples have a 65,536:1 SNR (~96 dB) Decibel ratio is calculated using 10 x log10 (ratio) or x log e (ratio)

23 Sampling Frequency and Frequency Reproduction
Sampling frequency affects range and quality of high-frequency reproduction Nyquist Limit Frequencies up to one-half the sampling rate can be reproduced Audio quality degrades as frequency approaches this limit

24 Sampling Errors vs. Sampling Frequency

25 Modern Audio Hardware Samples are piped into sound “channels”
Often a hardware pipeline from this point Various operations, such as volume, pan, and pitch may be applied 3D sounds may apply HRTF algorithms and/or mix the sound into final output buffers.

26 Sound Playback Techniques
Two basic playback methods: 1. Play sample entirely from memory buffer 2. Stream data in real-time from storage medium Streaming is more memory efficient for very large audio files, such as music tracks, dialogue, etc Streaming systems use either a circular buffer with read-write pointers, or a double-buffering algorithm

27 Playback

28 Sample Playback and Manipulation
Three basic operations you should know Panning is the attenuation of left and right channels of a mixed sound, results in spatial positioning within the aural stereo field Pitch allows the adjustment of a sample’s playback frequency in real-time Volume control typically attenuates the volume of a sound

29 Compressed Audio Format
Compressed audio formats allow sound and music to be stored more compactly Bit reduction codecs generally are lightweight ADPCM compression is implemented in hardware on all the major current video game console systems Psycho-acoustic codecs often have better compression Discard sounds our ears would not typically be able to hear Require substantially more computational horsepower to decode

30 MP3, Ogg Vorbis, Licensing & Patent Issues
The MP3 format is patented Any commercial game is subject to licensing terms as determined by Fraunhofer & Thompson Multimedia, the holders of the patents Ogg Vorbis is similar to MP3 in many ways Open source and patent-free (royalty-free) Be aware of patent and license restrictions when using 3rd party software

31 3D Audio Two sets of data required when working in world coordinates:
Listener Data Composed of world position and orientation (virtual microphone in the world) Source Data Composed of sound position, orientation, velocity, etc (virtual sound source in the world)

32 Listener/Source

33 Environmental Effects
Environmental effects nearly always implemented in hardware Sound transmission is categorized in three ways Direct transmission Early reflections (echo) Late reflections (reverberation)

34 Sound Transmission Categories

35 Environmental Effects Standards
EAX 2.0 and beyond EAX 2.0 developed by Creative Labs and released as an open standard EAX 3.0 and 4.0 remain proprietary Creative Labs standards I3DL2 Open standard developed by IA-SIG, similar to EAX 2.0 in functionality

36 Programming Music Systems
Two common music systems MIDI-based systems (Musical Instrument Digital Interface) Digital audio streaming systems (CD audio, MP3 playback, etc)

37 Advantages and Disadvantages of MIDI
Actual music data size is negligible Easy to control, alter, and even generate in real-time High quality music is more difficult to compose and program Only effective if you can guarantee playback of a common instrument set

38 Example Go online and find MIDI

39 Other MIDI-based technologies to be aware of
DLS (DownLoadable Sound) Format A standardized format for instrument definition files iXMF (Interactive eXtensible Music Format) New proposed standard for a container format for interactive music

40 Advantages / Disadvantages of Digital Audio Streams
Superb musical reproduction is guaranteed Allows composers to work with any compositional techniques Some potential interactivity is sacrificed for expediency and musical quality Generally high storage requirements

41 A Conceptual Interactive Music Playback System
Divide music into small two to eight-bar chunks that we’ll call segments. A network of transitions from segment to segment (including loops and branches) is called a theme. Playing music is now as simple as choosing a theme to play. The transition map tracks the details.

42 Advanced Audio Programming
3D Audio Environmental Effects Integration Audio Scripting and Engine Integration Lip-sync Technology Advanced Voice Playback Voice Recognition

43 3D Audio Environmental Effects Integration
Environmental effects should be driven by a room’s shape and material composition. Can determining the optimal effect settings be done automatically? This may be important as game worlds become larger and more complex

44 3D Audio Environmental Effects Integration (cont)
Sound occlusion and damping is a particularly difficult problem to solve This is essentially a pathfinding problem for audio. Doors can dynamically affect a sound’s properties Very few titles have even attempted a robust, general-purpose, and automated solution to these problems.

45 Room Acoustics

46 Dynamic Occlusion

47 Audio Scripting and Engine Integration
Very little audio programming should be done by general game programmers Game Engine should offer robust support for audio triggers and scripts Engine should deal with audio scripts, not “sound files” Why is this so important?

48 Audio Scripting Many situations require much more information than can be embedded in a linear audio file Sound Variation Sound Repetition Complex Sound Looping Background Ambience

49 Lip-sync Technology Lip-sync technology is a blending of audio and visual techniques to create realistic-looking speech by in-game actors. Simple techniques such as waveform amplitude measurement has worked previously, but… In future titles, it will be considered inadequate. Much work can still be done in this field.

50 Advanced Voice Playback
Real-time spoken feedback is especially important in sports titles (simulated announcers) Game are reaching the limits of what current techniques (canned, prerecorded phrases combined in series) can provide. Again, this is an opportunity for future groundbreaking audio work.

51 Voice Recognition Spoken commands are much easier to deliver in certain situations. A great example of this? Squad-based tactical shooters. Current generation systems are still very error prone. A great opportunity for breakout audio technology.


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