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GTMF June 2012 Martin Dufour – Lead Software Developer Aya Watanabe – Interpreter, Translator

Wwiseプレゼンテーション GTMF2012

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Page 1: Wwiseプレゼンテーション GTMF2012

GTMF June 2012

Martin Dufour – Lead Software Developer

Aya Watanabe – Interpreter, Translator

Page 2: Wwiseプレゼンテーション GTMF2012

Agenda

• Company and product overview

• Dynamic mixing techniques

Page 3: Wwiseプレゼンテーション GTMF2012

Audiokinetic

• 15 employees based in Montreal, Canada

• Privately founded in 2003

• Fall 2012 - opening an office in Japan • Localized sales, support and documentation

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Audiokinetic Services

• Game audio middleware

• Wwise and associated plug-ins

• Consultation

• Custom Development

• Training

• Audio Production

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Plug-In Technology Partners

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Wwise

• Audio Pipeline Solution

• Advanced authoring application and in-game sound engine

• Workflow centered around the sound designer

• Reduces programmer dependencies

• Mature product • 1st version shipped in 2006

• Now 20th release

• 200+ games shipped

• Clients in America, Europe and Asia

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Wwise Platform Support

• Microsoft: Xbox 360, Windows, Windows Phone 8

• Sony: PS3, PS Vita

• Nintendo: Wii, Wii U, 3DS

• Apple: iOS, Mac

• Google: Android, Native Client

Page 8: Wwiseプレゼンテーション GTMF2012

Wwise Production Pipeline

Profile

Author

Simulate

Integrate Mix

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Dynamic Mixing

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Dynamic Mixing: Definition

• Dynamically change the audio mix based on the game situation

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Dynamic Mixing: Goals

• Reduce repetition

• Increase realism and immersion

• Add emotion to gaming experience

• Focus on what’s important

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Dynamic Mixing: Techniques

• Modifying properties • Volume, Pitch, Low-pass filter

• Routing Volumes, Reverb Level, EQ Bandwidth

• Controlling playback

• Play, Pause, Stop

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Dynamic Mixing: Targets

• Atomic: individual audio object • car engine or gun shot

• Group: audio objects in relationship with each other • music or dialogue

• Global: the entire audio scene

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Dynamic Mixing: Inputs

• Game Inputs • Events

• Jump, Shoot

• States

• Invincible, Under Water

• Continuous Parameters

• Speed, Distance, Time Of Day

• Other Modulation Sources

• Randomization

• Envelopes / Low-Frequency Oscillators

• Audio Mix (“Side-Chaining”)

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Example: Snowboard

• Board Angle continuous game parameter • Modulates sliding sound and music volume

• Jump and Land game events • Trigger major changes in mix

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Example: Gun

• Mix layers based on distance game parameter

Sound 1: High frequency

Sound 2: Full band

Sound 3: Low frequency

Sound 4: Distant

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Example: Crowd

• Excitement game parameter

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Example: Super Hero

• Time Machine with three states • Normal

• Slow Down

• Speed Up

• State changes as complex events

• State-specific Punch and Bullet events

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Side-Chaining

Dialogue Music

‘Master’ signal is calculated To reduce ‘slave’ music level

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Advanced Side-Chaining

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Conclusion

• Dynamic Mixing • Helps gamers to focus on important aspects of gameplay

• Increases realism and immersion

• Reduce repetition and fatigue

• Enhance emotion and gaming experience

• Wwise • Unleashes the mixing skills of the Sound Designer

• Free to download: evaluate and prototype

Page 22: Wwiseプレゼンテーション GTMF2012