GDC 2005 - PowerPoint PPT Presentation

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GDC 2005

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Better Tools for Sound Designers on PlayStation 3 through Open Architecture Designs What does that mean? On PlayStation 3 Very powerful audio engine No tools to ... – PowerPoint PPT presentation

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Title: GDC 2005


1
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2
Better ToolsforSound Designers on
PlayStation3through Open Architecture Designs
Michael Kelly, Senior Audio Engineer, Sony
Computer Entertainment Europe
3
What does that mean?
  • On PlayStation 3
  • Very powerful audio engine
  • No tools to fully exploit it
  • Open architecture
  • Documented
  • Pluggable
  • Open Source
  • Published file format

4
Overview
  • Introduce PS3 Audio Engine
  • Reasons for rethinking audio tools
  • Discuss our approach
  • Show
  • How this model benefits game-audio

5
MultiStreamTM Introduction
  • The de-facto PS3 Audio Engine
  • Entirely software based
  • Therefore its optional
  • Probably the most powerful and flexible audio
    engine in the world!

6
MultiStream RoutingExample Voices to master
  • Up to 512 voices

MASTER
Voice0
Voicen
Voice511
7
MultiStream RoutingExample All busses to Master
  • Multiple busses to master

Voice
MASTER
Bus 0
Voice
Bus n
Voice
Bus 30
Voice
Voice
8
MultiStream RoutingExample Busses route to
each other
  • Asymmetrical configuration

Bus 1
MASTER
Bus 0
Bus 2
Bus 3
Bus 4
9
MultiStream Effects
  • Compressor, Multiband Compressor, Softclip
    Distortion, Polynomial Distortion
  • Eq on bus, Parametric eq, Filters (15 types)
  • FDN reverb, I3DL2, Convolution Reverb
  • Pitch Shift/Time Stretch, Vocoder
  • Delay, Ring Modulator

10
MultiStream Effects
  • Each bus can have 8 effects

Bus
Slot 0Filter
Slot1 Reverb
Slot2 Comp
Slot3 EQ
Slot4 Empty
Slot5 Empty
Slot6 Empty
Slot7 Empty
11
MultiStream Effects
  • So can each voice

Voice
Slot0 Stretch
Slot1 Conv.
Slot2Empty
Slot3 Empty
Slot4 Empty
Slot5 Empty
Slot6 Empty
Slot7 Empty
12
MultiStream Effects
  • Send and return Voices and busses

Bus 0
Slot 0Filter
Slot1 Reverb
Slot3 EQ
Slot4 Empty
Slot5 Empty
Slot6 Empty
Slot7 Empty
Slot2 Send
Bus 1
Slot 1Filter
Slot2Reverb
Slot3 EQ
Slot4 Empty
Slot5 Empty
Slot6 Empty
Slot7 Empty
Slot 0Return
13
MultiStream RoutingSend and return
  • Complicates routing further

Bus 1
MASTER
Bus 0
Bus 2
Bus 3
Bus 4
14
MultiStreamMulti-Channel
  • Each voice and bus
  • 8 Channels (eg. 7.1 Surround)
  • Matrix Routing
  • Voice to Bus
  • Bus to Bus
  • Send to Return
  • Sends and returns
  • From/To any channel

15
MutliStream Power
  • We can run 50 X 2 second impulses
  • on a single SPU
  • Decode 400 MP3 Streams
  • 24kHz / 128kb/s

16
MultiStream Summary
  • Endlessly configurable
  • Many effect combinations
  • 15 effects out of the box
  • ATRAC, VAG, MP3 support
  • Roll your own Effects
  • Roll your own formats
  • How do you make a tool to do that?

17
New Tool Design
18
No MultiStream ToolsWhat about SCREAM?
19
SCREAM / MultiStream
  • Uses fixed config

MultiStream Bus
Stream0
SRC/Pitch
PEQ
Dist.
Send
Filt
Streamn
SRC/Pitch
PEQ
Dist.
Send
Filt
Stream127
SRC/Pitch
PEQ
Dist.
Send
Filt
20
SCREAM Summary
  • Only uses a fraction of MultiStream
  • Specific to PlayStation platforms
  • Robust but dated

21
New Tool Spec
  • Easy to use
  • Provide complex routing and effects configuration
  • Improve workflow
  • Cross-Platform Engine
  • PS3, PlayStation 2, PSP
  • Xbox 360, PC, MAC

22
Easy to use
  • Basic assumption
  • -A whole other talk

23
Routing configuration
  • Sound Punk Tool (working title)
  • Desribe bus routing
  • Desribe effects config
  • Simplifies MultiStream setup

24
Cross Platform
  • Many approaches
  • Eg. Use Sound Punk to describe/emulate another
    platform
  • Configure MultiStream to be another engine
  • Lowest common denominator problem
  • Cross platform engines
  • Cross platform tools
  • Whats the difference

25
Cross PlatformThe traditional approach
  • Middleware engine
  • Wraps console hardware
  • Fixed tools

Programmer
Tool/Audio API
Hardware Engine
26
Cross PlatformLowest common denominator
  • In the hardware days

Tool
API
Platform
27
Cross PlatformThe software engine
  • XBox360 and PS3
  • Very little audio hardware
  • Software engine
  • Same code
  • Except for optimizations

28
Cross PlatformThe Tool Engine
  • With each tool you need the runtime engine
  • Bound to audio engine
  • Solves the lowest common denominator problem
  • This gives us a problem
  • MultiStream is optional!

29
Cross PlatformSeparate tool Engine
  • This is the way it used to be (kind of)
  • Good for us
  • Our tool works with other peoples engines
  • Good for other people because their tools work on
    our engine
  • Sound designer and programmer separate choice
  • Its not that simple
  • How to avoid the LCD problem

30
Separating the tool from the engine
31
Engine Overview
  • Abstract the engine
  • Configuration
  • Triggers
  • Param updates

32
Abstraction
  • Abstraction model SP-EAL

Tool API
EngineAbstraction
33
Sound PunkDescribe engine config
  • Describes the audio engine
  • Max voices
  • Max busses
  • Effects
  • Routing Options
  • Describes specific configuration
  • Bus routing
  • Active effects

34
Abstraction Sound Punk
  • Platform file describes engine limits
  • Voices, busses, effects, etc
  • Also describes config
  • bus names, source names, formats
  • Testing with different well-known APIs

35
Sound Punk Supplied libraries on PS3
  • PS3 runtime library layer
  • Including source code
  • Developer can re-implement for other platforms
    (Wii, Xbox 360)
  • Example PC implementation
  • Script Engine also as source
  • Developer can rebuild for other platforms

36
Lowest common denominator solved
  • Everything is abstracted
  • Mapping
  • Scalability

37
Engine abstraction Bonuses
  • Once you abstract the engine, new things for free
  • Remote auditioning
  • In game preview
  • Cross platform

38
Problems
  • Voice allocation
  • Tool or engine
  • Missing effects
  • Different effects
  • File Formats
  • All implementation dependent
  • -Accommodate in tool

39
Another approachThe file format
40
Common File format
  • Engine abstraction and File Format
  • Not mutually exclusive
  • Agreed tool-level interchange format
  • Standard format for asset data
  • Standard format for scripts
  • Standard format for parameters

41
Tool choice
42
Common file format
  • Advantages
  • Sound designer chooses right tool for right job
  • Common terminology
  • Common expectations
  • Should still allow USPs

43
Common File FormatWhere to start?
  • Dont reinvent the wheel
  • IASIG iXMF
  • Interactive Extensible Media Format

44
Common File FormatXMF Folder layout
File 1
Data
Folder
Node
Data
Folder
Folder
Node
Node
Data
Folder
Node
Node
Node
Node
File 2
Data
Data
45
Common File FormatAsset Types
  • Media files
  • Chunks references to media files
  • Cues and Scripts

46
Common File FormatScripting
  • Script language defined
  • Roll your own
  • Everything is extensible

47
Common File FormatExtensibilty
  • Metadata
  • New script languages
  • New anything

48
Problems
  • GUI Metadata
  • Common file format, common tool?
  • Unsupported extensions?
  • Corruption
  • Inefficient at runtime?

49
Summary
  • Rationalising the sound process
  • SCEE has two approaches
  • Engine Abstraction Config Tool
  • Open File Format
  • Perfect approach for us
  • What about you?
  • Improves workflow

50
Industry benefits
  • Mature idea of audio engine
  • Common terminology
  • True choice for developers
  • Improved Workflow
  • Better sounding games

51
This isnt the end
  • (well it is, but..)
  • More discussion to follow
  • Sony Computer Entertainment Developers
  • Events like GDC
  • Bodies like IASIG, AES, BBQ
  • And the QA
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