Audio Insights from the 2008 Game Developers Conference
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The most striking realization for me was how far we've come. The first Sound Blaster with surround sound took off around 1998; then A3D and EAX added environmental effects; and ten years later, the big news is simply the continual refinement in quality rather than flashy new features. I did see some real innovations, but they were more like icing on the cake for the well-established, surround-capable games we enjoy today.
For those unfamiliar with the terminology, here's a quick roundup:
EAX — Technology developed by Creative Labs and used across the industry for creating acoustic environments using reverb. With EAX, sound designers have control over the reflective properties of sounds generated in game. For example, when you walk into a room and a monster makes a noise in the next room over, EAX properties can handle the occlusion and reflections of sound as it travels through virtual doorways, halls, and sewer pipes.
3D Positional Audio — The ability to define the player as a "listener," and all of the sounds in a game as "emitters" that revolve around the listener as the point of view changes. This is what makes surround sound interactive in games.
VOIP — Voice Over Internet Protocol systems give the player the ability to speak into a headset during gameplay and have other players hear him. This allows for a great level of cooperation among players that isn't possible without voice technology.
API — An API (Application Programming Interface) allows programmers to take advantage of special hardware features such as a vibration motor in a game controller. Each console manufacturer, including Sony, Nintendo, and Microsoft, has its own proprietary API for audio.
Middleware — An API that resides between the game and the console manufacturer's proprietary API. Writing to middleware allows sound designers, musicians, and programmers to create their audio once and have it work everywhere instead of writing for three or four different game platforms in parallel. In short, middleware can save a lot of work.
One of the biggest names in audio-development tools is Firelight Technologies' FMOD (www.fmod.org). FMOD's big announcement at GDC was that its API now has the ability to do adaptive (i.e., interactive) audio and music. This is something we've already seen from Microsoft in DirectMusic, and in several proprietary APIs within companies like EA and LucasArts. However, this is probably the easiest implementation I have seen, and it helps make FMOD more robust.
Creative Labs (www.creative.com) remains a giant in game audio, but unlike the days when a trip through the Creative booth could take half an hour or more, this year one could be in and out in less than five minutes. Creative continues to push OpenAL, which seems to be the dominant open-source audio API. Creative's technology sounds as good as it gets, and remains my favorite sound hardware for gaming. Unfortunately, nothing Creative showed at GDC compared with its launch of EAX and subsequent full backing of OpenAL.
Vivox (www.vivox.com) showed a new voice technology called Voice Fonts, with an amazing pop-down menu for selecting different modulations to one's voice. For example, if you wanted other players to hear your voice as if it were an Orc, simply choose from a drop-down menu and everything you say sounds like you just hatched from a mud pit in Mordor. VOIP systems have been around for a while and in-game chat is nothing new, but being able to alter your voice to sound like a character in the game adds an incredible level of realism. The Vivox VisionStudio API is what makes all of this possible.
Founder and VP Monty Sharma gave me a detailed demonstration by turning my voice into an elf, and something akin to a pro wrestler, with the flick of a mouse. Luckily for me, they haven't integrated this marvelous voice technology into World of Warcraft yet, as it is so much fun, I'd spend most of my waking hours rediscovering that game with an all-new level of audio interaction.
Audiokinetic (www.audiokinetic.com) showed that convergence is underway between home theater and gaming by introducing Wwise Motion. This middleware tool bridges games made with their Wwise development platform to the D-Box home-theater motion seating. The D-Box is a chair mounted on pistons that move it in sync with the action on screen. You may have experienced the vibrating seats in Imax theaters, powered by Buttkicker sonic transducers. Well, D-Box kicks the Buttkicker's butt. Movie studios now producing Blu-Ray discs with D-Box motion codes, but with Audiokinetic's new tools, games can kick your D-Box chair in the butt as well. That certainly gives people one more reason to consider one, and advances the impact of audio in games another notch.
THX (www.THX.com) showcased its new partnership with Neural Audio, bringing full-blown, THX-certified, 7.1-channel surround sound to gaming. Although it sounded fantastic, the number of gamers, let alone home theaters, with 7.1 surround is still very small. If you've got the coin, THX continues to deliver the goods. Of course, you'll also need a Neural Audio-equipped AV receiver to decode the 7.1 surround, so those with 5.1 systems right now really have to want those extra two speakers.
Finally, the announcement I'm proudest of: the IASIG released the Interactive Extensible Music Format (iXMF) specification for public review, and Sony said it plans to adopt the new format in its forthcoming PlayStation development tools. This new format, which combines audio, MIDI, and scripting in a single file, was the work of dozens of industry professionals over five years. It's designed to address a number of goals interactive composers and sound designers have, including:
As the world's first open game audio specification, iXMF should have a good shot at uniting the field and moving it forward. I encourage you to read the draft document (247KB PDF) and add your thoughts.
A few years ago at GDC, Xbox audio mastermind Brian Schmidt spoke before a packed room and announced that game audio was "basically done." Technologies have brought us to the point of diminishing returns on many aspects of sound generation, he said; all necessary basics have been covered. Although Brian's goal was to shake up the audience, in some senses he was right. We have discrete and virtual surround-sound options, multiple reverbs, full-range fidelity, digital pipelines, and more. And as you can see by the new arrivals at GDC 2008, we also have more subtle enhancements that collectively offer dramatic improvements to audio in games.
But as Brian concluded, there is plenty yet to be done:
In the meantime, if all of my favorite games end up using Vivox VisionStudio, OpenAL, THX/Neural 7.1, iXMF, adaptive music, and a D-Box chair, I will have some serious audio upgrades to do.