Showing posts with label audio. Show all posts
Showing posts with label audio. Show all posts

Monday, 22 July 2013

MFP Update - Weekly Diary

Weekly Diary

Week Beginning
Activity
Key Findings
15/07/13
What am I trying to find out?
After a productive meeting I was able to finally focus on what the final project is trying to find out, which is to discover effective ways of positioning/locating sound in a 2D space.

The practical work completed to date has provided the groundwork for practical side of the project, and highlighted the issue regarding the positing of sound in 2D space in audio-only games and that it would be useful to have a x&y system to work out spatial location.

Research title development: 'Audio Feedback for Spatial Information: A Game for the Blind'
This title confirms clearly highlights what the research is and how it will be achieved, which is through an audio game for the blind that uses a variety of audio/x&y combinations.

Practical Project (Max/Msp)
Completed 2 different versions of the game, which use different audio/x&y combinations.

My initial thought was that I could use the same max/msp system for each game, however due to the different approaches to sound two completely different systems had to be created.

Version 1 uses a midi piano grid system

x = pitch
y = duration

Version 2 uses a system very similar to an interactive music system, which turned out to be very tricky to get right (See Image 2/3). 

However, I am happy with the results it produces and will be interested to see the timing and questionnaire information.

x = Rhythm
y = Instrumentation Layers

Participant gatheringI am beginning to have a more even ratio between visually impaired and able sighted participants. Once the third version is created I will send out three standalone applications with questionnaires. I will then make any necessary changes and improvements in an attempt to discover the optimal sound characteristics for positioning and locating sound in a 2D space.

Under the Hood



Presentation Mode

Monday, 1 July 2013

MFP Diary - Gesture Recognition in Audio-Only Games

The development and testing of my prototype gesture controlled audio-game produces issues daily. These problems relate to the selected target audience, which is primarily visually impaired users.

My discussion with visually impaired/able sighted members of the audiogames community highlighted the fact that blind people either don't have a webcam or those who do have immense difficulty getting the correct lighting for data capture. As an able sighted person it is easy to overlook the difficulty visually impaired users have in setting up a webcam to face the user whilst creating the correct light and making sure the camera's focus is suitable.So to counter this issue, the project will have to consider all possible options. Currently these are;


  • Abandon camera based interfaces
  • Acknowledge visually impaired users often have carers
  • Wait for the release of Leap Motion
  • Focus on able sighted
  • Ensure that visually impaired users have the ability to setup a game in order to achieve maximum accuracy

Gesture based games in 'video' games have the ability to visually demonstrate where a gesture is needed to start, pause, select etc an aspect of the game. In audio-only games this ability is not available.  So again, questions need to be asked regarding how to control these aspects of the game in an audio game.

A series of possible ideas are currently being developed which will be tested to select a suitable method. One of which is to take a similar approach to audio-based games that use a combination of very little visuals to enhance the audio-games experience. For example, Papa Sangre (2010, 2013) allows the user to tap on the visuals on the screen to affect what they hear through the speakers/headphones. A more likely scenario could be to adopt a gesture controlled system used in Wonderbook: Book of Spells (2012), which has an area on the screen which when the player gestures (using PS Move) over the visual and clicks, the game will start, pause etc.

An attempt has been made to combine the method adopted by Wonderbook: Book of Spells (2012) with the system used in PS: Eye Toy (2003) and MS Kinect: Adventures (2010). These games use a system which acknowledges a players gestures to an area on the screen and times how long the gesture is maintained in that area. For example, after 5 seconds, the game will start.

One of the issues with using gestures in video games is the unpredictability of user gestures (Collins 2013). In an attempt to combine the gesture control methods above and minimize the issues regarding user gesture unpredictability, the system will continuously acknowledge the gesture data but the player can only control one function at a time. Thus avoiding any accidental restarts, pausing etc.

More to follow...

Wednesday, 21 November 2012

Innovating audio environments in games

Many professional sound designers feel that the future of game audio lies within the sophistication of environmental audio. The reverb of sound within games has increased in sophistication since the early days of EAX. 'Environmental Audio Extensions' (EAX) was created to enable a more realistic and accurate audio environment and was implemented in games such as Doom 3 and Prey. More recently the attempt to produce refined audio systems for replicating environmental physics have taken center stage. 

One way that game developers are approaching reverb within games is through the application of single preset algorithms to a subset of the sound mix. This has been further developed by creating reverb regions that will call different reverb presets based on the area the player is currently located. Resulting in the reverb changing based on predetermined locations that used predefined reverb settings. So what game developers are now trying to achieve is a sound system in virtual world that replicates the same physics as the real world.  (Damian Kastbauer) http://www.gamasutra.com/view/feature/132645/the_next_big_steps_in_game_sound_.php?print=1

How can reverb be improved within games?

One of the solutions for improved reverb of game audio is for the game engine to calculate the reverb of a sound in the game at realtime. This could be achieved through the calculation of geometry at the time a sound is played or through the use of reverb convolution.

Reverb convolution is a process for digitally simulating the reverberation of a physical or virtual space. This is determined by a mathematical convolution operation and will use a pre-recorded audio sample of the impulse response of the space being modeled.

Simon Ashby, who founded and VP of strategy at AudioKinetic believes that convolution reverb is certainly the most appropriate way for reproducing realistic environmental acoustics. He explains that one of the reasons developers may avoid this method is due to "the time and expertise to code such advanced DSP effects." Another reason he provides relates to the technology of our time and that "convolution reverbs consume a lot of runtime memory and CPU resources." http://www.develop-online.net/features/1208/Optimising-Convolution-Reverb

One company that is attempting to improve the possibility of more realistic envirnomental reverb is AudioKinetic, who have created a convolution reverb that adjusts memory and CPU usuage based on available resources, while minimising the impact on reverb quality.

Simon Ashby explains the two approaches to optimise runtime performance, "time-domain truncation and frequency-domain truncation."http://www.develop-online.net/features/1208/Optimising-Convolution-Reverb

Time-Domain Truncation can be achieved by reducing the length of the IR. Ashby's says, "A good approach to shorten the IR length is to determine the noise floor level of the scene where the IR will be used and then reduce the IR end time to the point where the reverb tailgate artifact is inaudible."http://www.develop-online.net/features/1208/Optimising-Convolution-Reverb




Frequency-Domain Truncation is the removal of low energy frequencies

* An IR is a recorded sample of a room’s response to short impulse sounds, which are applied to the incoming audio signal. Typically, rooms with long reverb times generate longer IRs and use more resources at runtime, whereas smaller rooms generate shorter IRs and consume less runtime resources. http://www.develop-online.net/features/1208/Optimising-Convolution-Reverb

One game that led the frontier in innovation of environmental sound was Crackdown, which received a BAFTA for its audio implementation. Raymond Usher said, 

"A revolutionary audio shader that uses the surrounding geometry to dynamically color and time delay the direct and indirect audio reflections." http://blindsecondlife.blogspot.co.uk/2007/11/crackdown-audio.html

Crackdown was a huge step forward in creating reverb that considers the surroundings of a virtual world. The video below is an example of the audio system used in Crackdown, called 'Audio Shader'. At 4:15 a section on reverb and reflections gives an insight into the system behind the audio. You can see a variety of lines, shapes and words which all contribute to the analysis of the surrounding geometry. 




The innovation through sound did not end at complex reverb systems in Crackdown, as Raymond Usher explains,

"We also hired an explosives expert to do controlled detonations for us. If you've seen the explosions in Crackdown, they're pretty massive. We took that as a challenge to make the biggest sounding explosions ever in a video game. By using a unique layering system, our recordings from the explosive session, coupled with the audio shader system... we definitely encourage you to turn it up." http://interviews.teamxbox.com/xbox/1885/The-Audio-of-Crackdown/p2/

Future Innovation

One innovative idea that is being thrown around by both games developers and audio engineers is the ability to simulate the voice as it travels through the body, mouth and into the air. Using highly complex analysis of the human body as well as the study of sound through virtual air, the outcome would be an intensely realistic sound that would be effected by the characters body. It is strongly believed that sound should originate from distinct positions in 3D pace, just as in reality. Realistically wave-tracing audio should require much less computation than realistically ray-tracing graphics. If this system of using wave-tracing as means to implement realistic audio into a game was adopted then it would produce the effects of perceived volume and position as well as frequency attenuation, reverberation and even the doppler shift effect.http://idcmp.linuxstuff.org/2008/10/wave-tracing-ray-tracing-for-sound.html

What is Ray-Tracing?

Ray-Tracing is a technique used in the computer graphics side of video games. It is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects.

What is Wave-Tracing?

Wave-Tracing Audio is a theory presented to mimic the idea of Ray-Tracing in graphics. As explained in the Regular Expressions blog, regular Ray-Tracing, rays of light are traced backward from a pixel of the camera, to an object and eventually to a light source. If you can do that with light, why can't it be done with sound?

This is an interesting theory and is one that may be achieved if instead of tracing rays, vibrations would be traced. Instead of light sources within the game, the focus would be on air and the airs friction.

Prototype

Another more recent game adopted the initiative to develop a reverb system that replicates real life surroundings is Prototype. In prototype, all the ambience tracks were sent through a procedural reverb system. Scott Morgan explains, 

"Through a system of ray casting, the physical space of the listener was analyzed in real time, and the reverb parameters set to align with the size of the space that the listener was in."http://www.gamasutra.com/view/feature/132645/the_next_big_steps_in_game_sound_.php?print=1

An example of this real time analysis with in Prototype is explained by a sceneraio in the game where you a enter a tunnel in Central Park. The system detects an enclosed space of a certain size and dynamically sets the reverb parameters. In real time the sound of the park's birds and other ambient sounds are passed through the bigger reverb to give the illusion that the sounds are no longer arriving directly to the listener, but are reflected first in an attempt to replicate the real world. Scott Morgan 


References and relevant links

http://designingsound.org/2010/02/charles-deenen-special-the-future-of-sound-design-in-video-games-part-1/ 2010 - not really recent

http://www.prosoundeffects.com/blog/2012/06/gaming-sound-effects-generative-audio 2012

http://www.develop-online.net/features/1653/AUDIO-SPECIAL-The-generation-game

http://www.gamasutra.com/view/feature/130733/designing_a_nextgen_game_for_sound.php?print=1

http://www.develop-online.net/features/1685/In-Depth-Square-Enixs-Luminous-Studio-engine

http://www.gamasutra.com/view/feature/4257/the_next_big_steps_in_game_sound_.php

http://designingsound.org/2010/02/the-next-big-steps-in-game-sound-design/

http://en.wikipedia.org/wiki/Environmental_Audio_Extensions

http://interviews.teamxbox.com/xbox/1885/The-Audio-of-Crackdown/p2/

http://idcmp.linuxstuff.org/2008/10/wave-tracing-ray-tracing-for-sound.html

http://www.cs.princeton.edu/~funk/sig98.pdf

http://bjaberle.com/2011/02/the-future-of-game-audio/

http://www.gamasutra.com/view/feature/132645/the_next_big_steps_in_game_sound_.php?print=1