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Advancements in Audio Design for Multiplayer Games: Insights from Battlefield: Bad Company

Explore the innovative audio design techniques implemented in Battlefield: Bad Company and the Frostbite engine. David Möllerstedt, Head of Audio at DICE, discusses the evolution of audio technology since the company's inception in 1992 and its integration into multiplayer and single-player experiences. Discover the significance of HDR Audio in delivering uncompressed sound, the role of perceived loudness in gameplay, and future directions for audio development in gaming. Learn how these advancements create immersive experiences for players and enhance overall game design.

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Advancements in Audio Design for Multiplayer Games: Insights from Battlefield: Bad Company

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  1. Develop ‘08 • Audio For Multiplayer & Beyond • Mixing Case Studies From Battlefield: Bad Company & Frostbite • David Möllerstedt – EA DICE

  2. Agenda • DICE History • Battlefield: Bad Company • HDR Audio • Master Unit • Frostbite • Future

  3. Me • David Möllerstedt • Head of Audio • DICE Sept 05

  4. History DICE started 1992 An EA Company since 2006 Battlefield 1942 RalliSport Challenge 1 Battlefield 2 RalliSport Challenge 2 Battlefield 2142

  5. Battlefield: Bad Company • Single Player Campaign • Sandbox Multiplayer

  6. Battlefield: Bad Company

  7. Playtime • How long is your game? ?

  8. How Long is Your Game? Accumulated play time across all players Average logged playtime

  9. How Long is Your Game? • Sound Design • The Mix

  10. Sound Design

  11. HDR Audio • Measure loudness at Listener position – scale all sound sources accordingly 135db 95db

  12. HDR Audio • Functions similar to HDR lighting

  13. HDR Audio • HDR Audio is not compression, all sounds are played uncompressed • The effect is sometimes similar to compression NOT

  14. HDR Audio • HDR Audio works on logical loudness values and does not touch the actual audio waveform

  15. HDR Audio • Priority • Based on Loudness • Automatic • Mindset

  16. HDR Audio • HDR Audio Demo

  17. Playback Environment How do you listen to your game? ?

  18. How Do You Listen? • Perceived Loudness

  19. Master Unit Realtime mastering of the 4.0 ingame audio LFE & Centre channel and the Direct Out Bus are not routed through the Master Unit

  20. Master Unit Master Unit chain HP Low Shelf High Shelf Compressor Clip

  21. Master Unit Three settings Home Cinema Hi-Fi (default) TV

  22. Master Unit • Active end user system • Make your sounds heard

  23. Demo Master Unit

  24. Frostbite Frostbite DICE’s games engine

  25. The Future What about the future? ?

  26. The Future • You can do anything! • Focus

  27. The End Thank you!

  28. DICE is always looking for devoted talents Check: jobs.ea.com The End

  29. Q & A! The End

  30. The End

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