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 PRESENTATION FOR Silicon Knights Karen Collins,  University of Waterloo www.GamesSound.com There's Nothing Odd About Audio
FOCUS ,[object Object],[object Object],[object Object]
Who Cares about Game Audio? ,[object Object],[object Object]
Who Cares about Game Audio?
2007 Tarriff 22A ,[object Object],Who Cares about Game Audio?
[object Object],[object Object],[object Object],Who Cares about Game Audio?
Who Cares about Game Audio?
What difference does sound make?
What difference does sound make?
Recent research... (Jørgensen) “ ... I thought it’s duller to play without sound.  But I didn’t ... think it affected the game so much.” “ it’s like you’re reminded that this actually is a computer  game. So when  there’s no sound, it’s just like two animated figures standing there,  shooting at each other.” “ It becomes like, you become more systematic, they become almost  like numbers. Like, that unit fell, that unit fell, and now I lost one and  stuff. There’s almost no emotion behind the fact that they’re falling” “ The first thing I notice is that my time of reaction has increased by ten...” “ I didn’t always notice things happening” “ What difference does sound make to games?
Music  driving  gameplay elements. New Super Mario Bros  (Nintendo DS 2006)‏ (Koji Kondo)‏ What difference does sound make?
What difference does sound make? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Current Academic Research,  and the Future of Game Audio
A very brief intro to semiotics, and how  it can be useful for games…. Semiotics of Sound
Semiotics and Game Audio ,[object Object],[object Object],[object Object],An Example (“stand-alone” music, not associated with visual image)
An Example: User Testing ,[object Object],[object Object],[object Object],[object Object],[object Object]
A Very Quick Semiotic Analysis
A VERY QUICK SEMIOTIC ANALYSIS ,[object Object],[object Object],[object Object]
So... What is this saying? =
Our Future= ??
What Does This Have to do with Games?  ,[object Object],[object Object],[object Object],[object Object]
Algorithmically   Generative Audio ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Parameter Based Music: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Generative audio in spore
Generative audio: Ballblazer (LucasArts 1985)
GENERATIVE SOUNDTRACKS:  SONY’S CINESCORE
Generative/Procedural Aspects  in Games .kkrieger: An FPS in 97 kb: procedurally generated in real time.
Input Sample   Synthesized Result "Texture Synthesis from Multiple Sources", by Li-Yi Wei. In SIGGRAPH 2003 Applications and Sketches.  Generative Game Elements
Making a Sound Granular Parker and Behm 2007 ”Generating Audio Textures by Example”,  Journal of Game Development,  2007
Granular Synthesis Examples ,[object Object],[object Object],[object Object],Crowd and speech examples borrowed from Leonard Paul at Vancouver Film School
Granular: Remaining Open Questions ,[object Object],[object Object],[object Object]
Methods for better algorithms ,[object Object],[object Object]
Distributed Classification Examples
What Does the User Get? ,[object Object],[object Object],[object Object],[object Object],[object Object]
ESP Game Player 1 Player 2 GUESSING: KID GUESSING: BOY GUESSING: CAR GUESSING: HAT GUESSING: CAR SUCCESS! Consensus on:   CAR Input:
Games for Audio Tagging:  Interactively Building an Online Database ,[object Object],[object Object],[object Object],[object Object]
Adapting the Algorithms For MIR ,[object Object],[object Object],[object Object],[object Object],[object Object]
Unified Architecture Routing, allocation and scheduling (includes system clocks) Input: Game Data Parameters Detection (Beat tracking, phrase matching, pitch matching, harmony and key matching). Prediction (Neural nets, fuzzy logic.) Wave banks Audio Data (MIDI) Algorithmic composition/modelling Samplers, synths, tone generators Intelligent mixing engine AI Audio Engine

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Nothing Odd about Audio

  • 1.  PRESENTATION FOR Silicon Knights Karen Collins, University of Waterloo www.GamesSound.com There's Nothing Odd About Audio
  • 2.
  • 3.
  • 4. Who Cares about Game Audio?
  • 5.
  • 6.
  • 7. Who Cares about Game Audio?
  • 8. What difference does sound make?
  • 9. What difference does sound make?
  • 10. Recent research... (Jørgensen) “ ... I thought it’s duller to play without sound. But I didn’t ... think it affected the game so much.” “ it’s like you’re reminded that this actually is a computer game. So when there’s no sound, it’s just like two animated figures standing there, shooting at each other.” “ It becomes like, you become more systematic, they become almost like numbers. Like, that unit fell, that unit fell, and now I lost one and stuff. There’s almost no emotion behind the fact that they’re falling” “ The first thing I notice is that my time of reaction has increased by ten...” “ I didn’t always notice things happening” “ What difference does sound make to games?
  • 11. Music driving gameplay elements. New Super Mario Bros (Nintendo DS 2006)‏ (Koji Kondo)‏ What difference does sound make?
  • 12.
  • 13. Current Academic Research, and the Future of Game Audio
  • 14. A very brief intro to semiotics, and how it can be useful for games…. Semiotics of Sound
  • 15.
  • 16.
  • 17. A Very Quick Semiotic Analysis
  • 18.
  • 19. So... What is this saying? =
  • 21.
  • 22.
  • 23.
  • 25. Generative audio: Ballblazer (LucasArts 1985)
  • 26. GENERATIVE SOUNDTRACKS: SONY’S CINESCORE
  • 27. Generative/Procedural Aspects in Games .kkrieger: An FPS in 97 kb: procedurally generated in real time.
  • 28. Input Sample Synthesized Result "Texture Synthesis from Multiple Sources", by Li-Yi Wei. In SIGGRAPH 2003 Applications and Sketches. Generative Game Elements
  • 29. Making a Sound Granular Parker and Behm 2007 ”Generating Audio Textures by Example”, Journal of Game Development, 2007
  • 30.
  • 31.
  • 32.
  • 34.
  • 35. ESP Game Player 1 Player 2 GUESSING: KID GUESSING: BOY GUESSING: CAR GUESSING: HAT GUESSING: CAR SUCCESS! Consensus on: CAR Input:
  • 36.
  • 37.
  • 38. Unified Architecture Routing, allocation and scheduling (includes system clocks) Input: Game Data Parameters Detection (Beat tracking, phrase matching, pitch matching, harmony and key matching). Prediction (Neural nets, fuzzy logic.) Wave banks Audio Data (MIDI) Algorithmic composition/modelling Samplers, synths, tone generators Intelligent mixing engine AI Audio Engine