Podcast
Questions and Answers
What happens when a game engine tries to play more sounds than the maximum number of voices allowed?
What happens when a game engine tries to play more sounds than the maximum number of voices allowed?
- The engine will attempt to increase the maximum number of voices.
- The weakest sounds will not be played. (correct)
- The game will crash due to memory overload.
- All sounds will play with reduced quality.
Which of the following is NOT a benefit of using audio middleware like FMOD or Wwise?
Which of the following is NOT a benefit of using audio middleware like FMOD or Wwise?
- More advanced audio features.
- Simplified audio programming for game developers.
- Support for major game engines.
- The middleware can be used to develop custom game engines. (correct)
What is the primary function of the GUI application component of audio middleware?
What is the primary function of the GUI application component of audio middleware?
- To provide a platform for real-time game engine integration.
- To manage sound playback settings within the game engine.
- To allow sound designers to create and edit audio assets without coding knowledge. (correct)
- To analyze and optimize audio performance during game development.
How does audio middleware handle continuous parameters like the distance between the listener and a sound source?
How does audio middleware handle continuous parameters like the distance between the listener and a sound source?
In the context of audio middleware, what is the role of the 'audio programmer'?
In the context of audio middleware, what is the role of the 'audio programmer'?
What role does the 'sound designer' play in the audio middleware workflow?
What role does the 'sound designer' play in the audio middleware workflow?
What is the most likely reason why a game would choose to use audio middleware?
What is the most likely reason why a game would choose to use audio middleware?
Which of the following is NOT a typical feature found in audio middleware software?
Which of the following is NOT a typical feature found in audio middleware software?
What is the purpose of using audio occlusion in game sound design?
What is the purpose of using audio occlusion in game sound design?
Which technique allows for simulating the Doppler effect in sound design?
Which technique allows for simulating the Doppler effect in sound design?
What is the main difference between using mixer VCAs and mixer Groups in audio mixing?
What is the main difference between using mixer VCAs and mixer Groups in audio mixing?
What limitations exist regarding audio budget in game design?
What limitations exist regarding audio budget in game design?
Why is lossy compression used in audio files for games?
Why is lossy compression used in audio files for games?
When should audio files be compressed, and when can they be uncompressed?
When should audio files be compressed, and when can they be uncompressed?
What does it mean that the maximum number of voices can be limited by hardware constraints?
What does it mean that the maximum number of voices can be limited by hardware constraints?
What is the result of using ducking in audio mixing?
What is the result of using ducking in audio mixing?
Which of the following is NOT a reason why a game engine might use a low-pass filter to simulate distance?
Which of the following is NOT a reason why a game engine might use a low-pass filter to simulate distance?
What is the primary purpose of panning in audio for games?
What is the primary purpose of panning in audio for games?
Which of the following is NOT a characteristic of a reverberation effect in a game?
Which of the following is NOT a characteristic of a reverberation effect in a game?
What is 'occlusion' in the context of audio in games?
What is 'occlusion' in the context of audio in games?
Which of the following is an example of a technology that utilizes the actual scene geometry to simulate reverberation in real time?
Which of the following is an example of a technology that utilizes the actual scene geometry to simulate reverberation in real time?
In the context of game audio, what is the primary purpose of applying attenuation to sound sources?
In the context of game audio, what is the primary purpose of applying attenuation to sound sources?
Why is it important to be able to dynamically adjust occlusion and reverberation settings in a game?
Why is it important to be able to dynamically adjust occlusion and reverberation settings in a game?
Which of the following describes a common use case for panning in audio for games?
Which of the following describes a common use case for panning in audio for games?
What is the most common method of stereo panning for loudspeakers?
What is the most common method of stereo panning for loudspeakers?
What is the typical range of audio file formats used in game engines for importing audio files?
What is the typical range of audio file formats used in game engines for importing audio files?
What is the function of audio level attenuation in 3D sound simulation?
What is the function of audio level attenuation in 3D sound simulation?
What is the name of the technique used to simulate head position and sound direction for headphones in VR?
What is the name of the technique used to simulate head position and sound direction for headphones in VR?
Which of these describes a common audio feature in game engines?
Which of these describes a common audio feature in game engines?
Which of these is a plausible reason why the game engine's audio might be compressed in the final game build?
Which of these is a plausible reason why the game engine's audio might be compressed in the final game build?
What is the purpose of an external audio engine in a game?
What is the purpose of an external audio engine in a game?
Why is using a different attenuation for the left and right signals a common method for stereo panning for loudspeakers?
Why is using a different attenuation for the left and right signals a common method for stereo panning for loudspeakers?
Flashcards
Game Audio Engine
Game Audio Engine
A method for handling audio in games using audio files for sounds and music. Game engines provide features for playing, looping, and manipulating audio.
Audio File Playback
Audio File Playback
Audio files can be played, paused, looped, imported, and manipulated within a game.
Audio File Compression
Audio File Compression
Game audio is often stored as compressed files to reduce file size and save storage space.
Audio File Loading and Streaming
Audio File Loading and Streaming
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Real-time Volume Control
Real-time Volume Control
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Real-time Pitch Control
Real-time Pitch Control
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3D Sound Simulation
3D Sound Simulation
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Head-Related Transfer Function (HRTF)
Head-Related Transfer Function (HRTF)
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Reverb
Reverb
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Attenuation
Attenuation
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Panning
Panning
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Low-Pass Filter
Low-Pass Filter
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Occlusion
Occlusion
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Dynamic Occlusion
Dynamic Occlusion
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Directional Sources
Directional Sources
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Geometry-Based Reverb
Geometry-Based Reverb
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Doppler Effect in Games
Doppler Effect in Games
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Audio Occlusion
Audio Occlusion
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Audio Mixing
Audio Mixing
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Audio Ducking
Audio Ducking
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Audio Budget
Audio Budget
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Lossy Audio Compression
Lossy Audio Compression
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Maximum Number of Voices
Maximum Number of Voices
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Streaming Audio
Streaming Audio
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Max Audio Voices
Max Audio Voices
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Audio Voice Prioritization
Audio Voice Prioritization
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Audio Culling
Audio Culling
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Audio Middleware
Audio Middleware
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FMOD
FMOD
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Audio Middleware GUI
Audio Middleware GUI
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Audio Middleware Events
Audio Middleware Events
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Exporting Audio Middleware Assets
Exporting Audio Middleware Assets
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Study Notes
Game Audio - Sound in Game Engines
- Current digital games often use PCM audio file playback.
- Audio files accommodate various sounds and music types with diverse quality.
- Each game engine offers unique audio features.
- Users typically employ the game engine's audio engine or external audio engines (code-from-zero, open-source, proprietary).
Typical Audio Features in a Game Engine
- File Playback:
- Initiating audio file playback.
- Terminating audio file playback.
- Seamlessly looping audio files.
- Importing audio files for playback.
- Common import formats: 44.1kHz or 48kHz, 16-bits or 24-bits.
- Audio files in shipped games are frequently compressed (lossy) to conserve space.
- Files can be loaded into RAM or streamed from disk.
- Real-time volume and pitch adjustments are possible.
Simulating Sound Sources in 3D Environments
- A listener (like a microphone) positioned in the camera coordinates.
- Sound sources are positioned within the 3D environment.
- Level attenuation and panning techniques simulate sound source position.
Level Decrease with Distance
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Sound levels decrease with increasing distance from a source.
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Level is calculated as a function of the distance. (a(distance) = a(||pos source - poslistener||))
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Various mathematical curves (linear, logarithmic) are utilized to determine attenuation.
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The equation is using the distance between a virtual listener and source, with position coordinates.
Panning
- Stereo panning for speakers applies varying attenuation to left and right channels.
- The attenuation for each channel depends on the angle between the listener and the sound source. (θ).
Headphones - Binaural
- HRTF/Binaural is used for headphone audio in VR.
- Head Tracking in helmet helps.
- The problem with stereo in headphones/speakers is to track the sound coming from the front correctly, since audio sources might be placed all around the listener's position.
Panning Considerations
- Attenuation and panning settings can be controlled individually.
- Panning is typically disabled for widespread sound sources like those from an entire forest.
- Only disable panning for closer listener-source proximity.
Reverb
- Reverberation effects can simulate sounds inside buildings.
- Reverberation effect should only be applied while the source is within a building.
- Game engines offer mechanisms for designating areas affected by reverb.
Low-Pass Filter
- High frequencies are more absorbed by the air during long distances.
- This attenuation is simulated by a low pass filter (depends on distance).
Directional Sources
- Some sources (like horn loudspeakers) are highly directional.
- Game engines can reproduce this directionality.
- This is simulated using low-pass filters and attenuation based on the listener-source direction angle.
Occlusion
- Physical obstacles between sound sources and listeners affect sound.
- Some game engines use ray tracing to dynamically verify obstacles and simulate occlusion, calculating the sound level accordingly. This effect is named Occlusion.
- Use cases are sounds in rooms from outside the room, or sound that is hitting a wall/pillar from inside.
Dynamic Occlusion
- Changes in building structures must enable real-time adjustments to occlusion and reverb settings.
Doppler
- Game engines can simulate the Doppler effect for moving sound sources.
- Alternatively, sound designers can record the Doppler effect separately.
Dealing with Time
- Implement time-based actions (e.g., waiting n seconds).
- Use curves (breakpoints) to control parameters over time.
- Utilize general programming or audio engine-specific functions (e.g., coroutines, timing events).
Mixing
- Mixing involves combining sources and affecting their volumes.
- Typical arrangements in games include music, sound effects, ambient sounds, and dialogue.
- Approaches to mixing include VCAs for simple volume controls and more elaborate mixing parameters using audio groups.
- Using mixing groups usually adds more flexibility for effects per group and/or per parameter, adding higher computing resource usage.
Audio Effects
- Some game engines facilitate audio effects on individual sound sources.
Automatic Mixing
- Approaches to automatic mixing in games.
- "Ducking" reduces other sounds when voice lines are played.
- Sound layers are increased when listeners approach sounds in the game.
- The sound of music may change based on the listener's emotional state/stress level during play in the game.
Limitations
- Audio Budget: The available space for audio files.
- Examples include restrictions in the sizes for 4GB game discs(1GB limit or something similar).
- Maximum Number of Voices: The maximum concurrent sounds the game can play.
Audio Compression
- Files used for music, dialogue need to be compressed.
- Sound effects may be uncompressed (or not compressed).
Prioritization
- Sounds are assigned priorities to appropriately manage instances of multiple sound sources.
- When the maximum number of voices is met, the rule is to automatically pause the lower priority ones.
- A stop rule is stopping the playing of softly/quiet sounds.
Audio Culling
- Game engines remove sounds that are too far away from the listener in order to optimize computation/performance.
Game Engine Audio Capabilities and External Middleware
- Game engines usually have basic audio capabilities, but using external middlewares can expand these capabilities.
Audio Middleware
- External libraries (e.g., FMOD, Wwise) that integrate into game engines
Composed of
- API or engine integration (Unity, Unreal).
- GUI application (similar to a DAW).
Audio Middleware Considerations
- Game audio events trigger changes in the middleware.
- Continuous parameters are set by the game engine and used by the middleware.
Audio Middleware Features
- Random playback with variable delays.
- Advanced timeline logic for complex sound playback.
Audio Middleware Usefulness
- Sound designers can use middleware without understanding game engine programming.
- Sound playback, transitions and logic can be tested within the middleware without needing the game engine to be running.
- Audio programmers export the middleware data into the game engine.
- Sound designers and programmers agree on parameters to use.
Interaction between Audio and Game Systems
- Example: dynamically altering sounds based on game mechanics/events. (e.g. sound of a car would vary depending on speed, a parameter such as speed would be retrieved from the game engine.)
Additional Notes
- The presented notes cover the essential concepts of sound/audio in video game development.
- Individual games, engines, audio middlewares have different/more specific characteristics.
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Description
Explore the fundamentals of audio in game engines, including PCM playback, file import formats, and unique audio features. Learn about the methods for simulating sound sources in 3D environments and how real-time adjustments enhance the gaming experience. This quiz is perfect for those interested in game development and audio design.