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Recreating Reality

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Title: Recreating Reality


1
Recreating Reality Kenneth Young, SCEE
2
How does sound in a virtual world differ from
sound in the real world?
3
The future of gaming is not Donky Kong, it is
these big expansive worlds Mark Rein, VP, Epic
Games, 12/07/06
Technologies like real-time physics, advanced
surround audio systems, and online multiplayer
platforms are also being used to varying levels,
striving to keep a player immersed in a virtual
real world that the game developer has created
for them Michel Kripalani, Games Manager,
Autodesk, Develop Magazine, July 2006
4
This presentation is really about
5
  • The brain is amazing
  • If youre not musical youre brain dead!
  • The brain allows us to create and appreciate art
  • The technology which allows us to make games is
    astounding, but the reason we bother at all is
    that, somehow, we can ignore that they are
    totally and utterly ridiculous. Think about it

6
  • You have to be a willing victim to become
    immersed in any virtual world
  • Game/Player contract ensures that no matter what
    we throw at the player, as long as it is
    explained competently and entertaining, they will
    accept it
  • Chions audio/visual contract emphasises that
    sound and image are separate entities which are
    only fused together in the minds of the audience

7
  • Chion calls this synchresis (synchronism
    synthesis)
  • Synchresis and the audio/visual contract are
    fundamental to the virtual worlds existence
  • They permit the use of acousmatic sound - sound
    which is disassociated from its source

8
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9
  • Before we can use sounds in our virtual worlds
    we need to capture them
  • Capturing anything involves a transformation
  • Microphone choice and location manipulate sound
    before it is even recorded
  • Our brains also manipulate sound
  • Microphones dont record what our brains hear

10
Why?
  • The brain is capable of some impressive
    filtering
  • Microphones are not
  • Microphones record everything that hits them
    whereas our brains can be quite selective
  • These filtering skills are severely diminished
    when listening to a sound recording

11
  • e.g. a recording of this presentation would
    include all background sounds, people noise,
    flattened acoustics etc.
  • In our virtual worlds we need to perform this
    filtering manually on behalf of our brains -
    mixing
  • Real-time dynamic mixing is a relatively new
    frontier and is a high priority in our next gen
    games

12
  • Our perception of the real world is so much more
    complex than that offered by even the best
    binaural recording
  • Sound and music can be used to represent some of
    this information which is otherwise absent from
    the virtual world
  • Music, in particular, is like monosodium
    glutamate for the ears

13
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14
  • The use of music in virtual worlds is
    particularly interesting because it is so
    incredibly abstract
  • Our everyday lives are not scored by music
  • In a virtual world, music can be used to
    intensify an experience and act as an emotional
    signifier without revealing itself as a
    manipulating device
  • This is a very powerful tool but it is in no way
    realistic

15
  • Everything Ive covered so far has been
    applicable to the virtual worlds of both film and
    games
  • Surround sound is an area where the two are not
    so closely aligned
  • In film, surround sound is largely concerned
    with diffuse sound (hence large number of
    speakers)
  • Film considers directional surround sound to be
    distracting to an audience

16
  • Game cutscenes tend to stick to the conventions
    of films surround sound whereas in-game sound
    uses the surrounds for directional sound
  • This diversion is as a result of the voyeuristic
    nature of film versus the participatory nature of
    games
  • Whilst some directional cues are of potential
    benefit to the player it is folly to think that
    surround speakers offer any accuracy

17
  • Despite this failure to represent the game
    world accurately, the audio/visual contract
    ensures that ao long as this doesnt infringe
    upon the gaming experience it will be accepted by
    the player
  • I think our use of surround sound will become
    more sophisticated than just a panning routine
  • One area that is evolving is the mixing of
    surround music

18
  • If there is nothing realistic about surround
    sound or music in our virtual worlds, why is
    there a debate about whether surround music
    should make overt use of the surround channels?
  • Arguments against include distraction and
    precedence
  • Anyone who dismisses surround music hasnt
    heard it done well, if at all Rik Ede, Surround
    Evangelist

19
  • Dialogue in our virtual worlds is significantly
    different from genuine conversation
  • Dialogue is formed of the written language
    spoken aloud. It tends to
  • Consist of complete sentences
  • Pause at the end of each sentence
  • Be well thought through and articulate
  • Stay clear of naturalism unless reflecting the
    emotional state of a character
  • Be packed full of information

20
  • The only thing dialogue shares in common with
    everyday spontaneous speech is that it is spoken
    aloud
  • Its quite hard to demonstrate this because we
    are so used to processing dialogue!

21
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22
  • In games, we tend to give the dialogue too much
    to do it carries all the weight of the narrative
    and exposition
  • The spoken word is but one method of
    communicating information
  • Here, we should try and emulate the real world
    more by taking some of the weight off of dialogue
    and letting other aspects of the virtual world
    tell the story

23
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24
  • In that scene from Never Cry Wolf information is
    also being communicated via
  • Exaggerated foley to highlight the Eskimos new
    clothes
  • Packing the bullets away and holding the gun
  • The howling wind representing the scientists
    anger and confusion
  • The Eskimos brand new teeth

25
Summary Conclusion
  • The Audio/Visual contract and synchresis allow
    us to create sound and images as separate
    entities then unite them in the mind of the player
  • We have to emulate the brains filtering
    capabilities manually as this ability is
    diminished when listening to recorded sound
    emitting from a limited number of speakers

26
  • Sound design and music can be used to convey
    information to the player that is felt in the
    real world but not heard
  • Surround sound directionality is not as accurate
    as directionality in the real world
  • Dont be afraid of surround music, take
    advantage of it!

27
  • Dialogue in our virtual worlds is not, and
    should not, be the same as real spoken language
  • Our virtual worlds rely too heavily on dialogue
    to tell their stories and convey information to
    the player this needs to change

28
  • Sound in our virtual worlds is surprisingly
    different to sound in the real world. But it is
    only through these differences that we can allude
    to reality and therefore create a plausible,
    entertaining gaming experience
  • Lets fulfil our half of the audio/visual contract

29
FIN
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