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Sound and Music for Video Games

Sound and Music for Video Games. Technology Overview Roger Crawfis Ohio State University. Overview. Fundamentals of Sound Psychoacoustics Interactive Audio Applications. What is sound?. Sound is the sensation perceived by the sense of hearing

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Sound and Music for Video Games

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  1. Sound and Music for Video Games Technology Overview Roger Crawfis Ohio State University

  2. Overview • Fundamentals of Sound • Psychoacoustics • Interactive Audio • Applications

  3. What is sound? • Sound is the sensation perceived by the sense of hearing • Audio is acoustic, mechanical, or electrical frequencies corresponding to normally audible sound waves

  4. Dual Nature of Sound • Transfer of sound and physical stimulation of ear • Physiological and psychological processing in ear and brain (psychoacoustics)

  5. Transmission of Sound • Requires a medium with elasticity and inertia (air, water, steel, etc.) • Movements of air molecules result in the propagation of a sound wave

  6. Longitudinal Motion of Air

  7. Wavefronts and Rays

  8. Reflection of Sound

  9. Absorption of Sound • Some materials readily absorb the energy of a sound wave • Example: carpet, curtains at a movie theater

  10. Refraction of Sound

  11. Refraction of Sound

  12. Diffusion of Sound • Not analogous to diffusion of light • Naturally occurring diffusions of sounds typically affect only a small subset of audible frequencies • Nearly full diffusion of sound requires a reflection phase grating (Schroeder Diffuser)

  13. The Inverse-Square Law (Attenuation) I is the sound intensity in W/cm^2 W is the sound power of the source in W r is the distance from the source in cm

  14. The Skull • Occludes wavelengths “small” relative to the skull • Causes diffraction around the head (helps amplify sounds) • Wavelengths much larger than the skull are not affected (explains how low frequencies are not directional)

  15. The Pinna

  16. Ear Canal and Skull • (A) Dark line – ear canal only • (B) Dashed line – ear canal and skull diffraction

  17. Auditory Area (20Hz-20kHz)

  18. Spatial Hearing • Ability to determine direction and distance from a sound source • Not fully understood process • However, some cues have been identified as useful

  19. The “Duplex” Theory of Localization • Interaural Intensity Differences (IIDs) • Interaural Arrival-Time Differences (ITDs)

  20. Interaural Intensity Difference • The skull produces a sound shadow • Intensity difference results from one ear being shadowed and the other not • The IID does not apply to frequencies below 1000Hz (waves similar or larger than size of head) • Sound shadowing can result in up to ~20dB drops for frequencies >=6000Hz • The Inverse-Square Law can also effect intensity

  21. Head Rotation or Tilt • Rotation or tilt can alter interaural spectrum in predictable manner

  22. Interaural Arrival-Time Difference • Perception of phase difference between ears caused by arrival-time delay (ITD) • Ear closest to sound source hears the sound before the other ear

  23. Digital Sound • Remember that sound is an analogue process (like vision). • Computers need to deal with digital processes (like digital images). • Many similar properties between computer imagery and computer sound processing.

  24. Class or Semantics • Sample • Stream Sounds • Music • Tracks • MIDI

  25. Sound for Games • Stereo doesn’t cut it anymore – you need positional audio. • Positional audio increases immersion • The Old: Vary volume as position changes • The New: Head-Related Transfer Functions (HRTF) for 3d positional audio with 2-4 speakers • Games use: • Dolby 5.1: requires lots of speakers • Creative’s EAX: “environmental audio” • Aureal’s A3D: good positional audio • DirectSound3D: Microsoft’s answer • OpenAL: open, cross-platform API

  26. Amplitude Frequency Audio Basics • Has two fundamental physical properties • Frequency (the pitch of the wave – oscillations per second (Hertz)) • Amplitude (the loudness or strength of the wave - decibels)

  27. Sampling • A sound wave is “sampled” • measurements of amplitude taken at a “fast” rate • results in a stream of numbers

  28. Data Rates for Sound • Human ear can hear frequencies between ?? and ??. • Must sample at twice the highest frequency. • Assume stereo (two channels) • Assume 44Khz sampling rate (CD sampling rate) • Assume 2 bytes per channel per sample • How much raw data is required to record 3 minutes of music?

  29. Waveform Sampling: Quantization • Quantization • Introduces • Noise • Examples: 16, 12, 8, 6, 4 bit music • 16, 12, 8, 6, 4 bit speech

  30. Limits of Human Hearing • Time and Frequency Events longer than 0.03 seconds are resolvable in time shorter events are perceived as features in frequency 20 Hz. < Human Hearing < 20 KHz. (for those under 15 or so) “Pitch” is PERCEPTION related to FREQUENCY Human Pitch Resolution is about 40 - 4000 Hz.

  31. Limits of Human Hearing • Amplitude or Power??? • “Loudness” is PERCEPTION related to POWER, not AMPLITUDE • Power is proportional to (integrated) square of signal • Human Loudness perception range is about 120 dB, where +10 db = 10 x power = 20 x amplitude • Waveform shape is of little consequence. Energy at each frequency, and how that changes in time, is the most important feature of a sound.

  32. Limits of Human Hearing • Waveshape or Frequency Content?? • Here are two waveforms with identical power spectra, and which are (nearly) perceptually identical: Wave 1 Wave 2 Magnitude Spectrum

  33. Limits of Human Hearing • Masking in Amplitude, Time, and Frequency • Masking in Amplitude: Loud sounds ‘mask’ soft ones. • Example: Quantization Noise • Masking in time: A soft sound just before a louder • sound is more likely to be heard than if it is just after. • Example (and reason): Reverb vs. “Preverb” • Masking in Frequency: Loud ‘neighbor’ frequency • masks soft spectral components. Low sounds • mask higher ones more than high masking low.

  34. Limits of Human Hearing • Masking in Amplitude • Intuitively, a soft sound will not be heard if there is a competing loud sound. Reasons: • Gain controls in the ear stapedes reflex and more • Interaction (inhibition) in the cochlea • Other mechanisms at higher levels

  35. Limits of Human Hearing • Masking in Time • In the time range of a few milliseconds: • A soft event following a louder event tends to be grouped perceptually as part of that louder event • If the soft event precedes the louder event, it might be heard as a separate event (become audible)

  36. Limits of Human Hearing • Masking in Frequency Only one component in this spectrum is audible because of frequency masking

  37. Sampling Rates • For Cheap Compression, Look at Lowering the Sampling Rate First • 44.1kHz 16 bit = CD Quality • 8kHz 8 bit MuLaw = Phone Quality • Examples: • Music: 44.1, 32, 22.05, 16, 11.025kHz • Speech: 44.1, 32, 22.05, 16, 11.025, 8kHz

  38. Views of Digital Sound • Two (mainstream) views of sound and their implications for compression • 1) Sound is Perceived • The auditory system doesn’t hear everything present • Bandwidth is limited • Time resolution is limited • Masking in all domains • 2) Sound is Produced • “Perfect” model could provide perfect compression

  39. Production Models • Build a model of the sound production system, then fit the parameters • Example: If signal is speech, then a well-parameterized vocal model can yield highest quality and compression ratio • Benefits: Highest possible compression • Drawbacks: Signal source(s) must be assumed, known, or identified

  40. MIDI and Other ‘Event’ Models • Musical Instrument Digital Interface • Represents Music as Notes and Events • and uses a synthesis engine to “render” it. • An Edit Decision List (EDL) is another example. • A history of source materials, transformations, and processing steps is kept. Operations can be undone or recreated easily. Intermediate non-parametric files are not saved.

  41. Event Based Compression • A Musical Score is a very compact representation of music • Benefits: • Highest possible compression • Drawbacks: • Cannot guarantee the “performance” • Cannot assure the quality of the sounds • Cannot make arbitrary sounds

  42. Event Based Compression • Enter General MIDI • Guarantees a base set of instrument sounds, • and a means for addressing them, • but doesn’t guarantee any quality • Better Yet, Downloadable Sounds • Download samples for instruments • Benefits: Does more to guarantee quality • Drawbacks: Samples aren’t reality

  43. Event Based Compression • Downloadable Algorithms • Specify the algorithm, the synthesis engine runs it, and we just send parameter changes • Part of “Structured Audio” (MPEG4) • Benefits: • Can upgrade algorithms later • Can implement scalable synthesis • Drawbacks: • Different algorithm for each class of sounds (but can always fall back on samples)

  44. Compressed Audio Formats

  45. To be continued … • Stop here • Sound Group Technical Presentations. • Suggested Topics: • Compression • Controlling the Environment • ToolKit I features • ToolKit II features • Examples and Demos

  46. Environmental Effects • Obstruction/Occlusion • Reverberation • Doppler Shift • Atmospheric Effects

  47. Obstruction • Same as sound shadowing • Generally approximated by a ray test and a low pass filter • High frequencies should get shadowed while low frequencies diffract

  48. Obstruction

  49. Occlusion • A completely blocked sound • Example: A sound that penetrates a closed door or a wall • The sound will be muffled (low pass filter)

  50. Reverberation • Effects from sound reflection • Similar to echo • Static reverberation • Dynamic reverberation

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