Renew Your Audio Media Subscription for 2009!
Renew Your Audio Media Subscription for 2009!
Renew Your Audio Media Subscription for 2009!
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
���<br />
���������<br />
�������������������������������������������<br />
With the massed customers <strong>for</strong> Xbox and PC games waiting to judge your work, it’s important that Microsoft Games Studios gets the audio right.<br />
For Kristo<strong>for</strong> Mellroth that means re-assessing the developer’s production cycle and its relationship with external suppliers. PAUL MAC reports.<br />
The nature of compiling audio <strong>for</strong> games and<br />
integrating that into the game itself means that<br />
the development team has to find room both<br />
<strong>for</strong> creative thinking and supreme organisation.<br />
What starts out as a group of great ideas can<br />
quickly turn into an irretrievable, tangled splodge<br />
of parameters, loss of coherent inheritance,<br />
multiplied waste of both in-game<br />
and development resources, and –<br />
ultimately – a compromise of the<br />
product’s quality.<br />
To ease this, Kristo<strong>for</strong> Mellroth (<strong>Audio</strong><br />
Director and Sound Design Supervisor<br />
at Microsoft Games Studios in the US)<br />
has instigated a new development<br />
‘pipeline’ (production flow) that is<br />
designed to head off any possibility<br />
of a development descending into<br />
chaos. The main weakness in entirely<br />
concurrent content conception, creation,<br />
and implementation is that events, sounds, and<br />
code are being constantly introduced, modified,<br />
and re-modified, which leads to confusion. The fix<br />
is a return to basics, and an investment in better<br />
foundations.<br />
Paper Play<br />
Mellroth explained that everything will now start<br />
with a piece of paper. The events, the variables<br />
that are carried with those events, plus the sounds<br />
and their component parts, will be discussed,<br />
planned, and specified. Once that plan has been<br />
signed off, then you start on ‘placeholder’ sounds,<br />
auditioning the events, and making sure that the<br />
middleware implementation of the sound system<br />
is well organised. When they’re happy with that<br />
stage, the programmers can come in and hook up<br />
the game to the audio – make the links between<br />
game events and the audio engine, complete with<br />
all the desired variables. The game can then be<br />
tested, with sounds in place.<br />
With asset names firmed up, events connected<br />
correctly, and a well-organised hierarchy of audio<br />
objects, it’s time to revisit the sound design. Sounds<br />
can now simply be created, imported, and tested<br />
in-game in a very rapid design and audition cycle<br />
– and more importantly, Sound Designers can do<br />
what they do best, without creating a new problem<br />
every time they create a new sound.<br />
A film analogy might be that the mix is done<br />
with temp sounds in place, then the mix is handed<br />
to the sound designers to create content to fit the<br />
mix. In that context it sounds a little odd, but it suits<br />
game land perfectly because the mix is not fixed,<br />
so sounds have to adapt constantly. It’s the essence<br />
of event-based working.<br />
Mellroth’s point though is that the analogy<br />
48<br />
works even better when you consider the roles<br />
of the mixer and the sound designers in film<br />
production. Sound designers agonise over the<br />
details, while the mixer looks after the product<br />
as a whole. Mellroth’s idea is to make the same<br />
distinction between implementation and sound<br />
design in game audio. This then opens the door to<br />
using specialists in their fields – get a car<br />
sound specialist to get car sounds and fit<br />
them to the game, <strong>for</strong> example; not the<br />
other way around. “We see outsourcing<br />
as a very big part of our future,” says<br />
Mellroth, “But what we want out of an<br />
outsourcing partner is <strong>for</strong> someone to<br />
be the best at something… it’s great<br />
to have a minor in something, but you<br />
should definitely have a major… The<br />
expectations <strong>for</strong> these games are just as<br />
high as movies now.”<br />
There are variations in the way<br />
Microsoft Games uses out-source partners,<br />
depending on a number of variables. In some cases<br />
it is simply commissioned sound design, but in<br />
others it can be varying degrees of both sound<br />
design and implementation. One partnership that<br />
Mellroth values as a recent and rare find is a pair<br />
of freelancers, working as a single unit: “There’s<br />
one guy who’s an implementation specialist<br />
and he doesn’t do sound design; and the other<br />
guy is a sound designer and he doesn’t do<br />
implementation… they work as a brain collective.”<br />
While there are gains to be had from more<br />
permanent staff, it would be impractical <strong>for</strong><br />
Mellroth to hire enough sound designers to cover a<br />
project and still have them on the books during the<br />
downtime. Mellroth: “…On Fable 2, we had a total<br />
of probably 15 sound designers contributing to the<br />
sounds on it… I couldn’t hire 15 sound designers, it<br />
would be impossible.”<br />
Learn The Language<br />
There is still a gulf between the traditional ‘linear’<br />
world and the world of game sound that is not so<br />
difficult to fix. If you want to be a viable service<br />
provider to the games industry, it’s best to be<br />
fluent in the language of games, and in the tools<br />
that dominate the developer desktops. One<br />
straight<strong>for</strong>ward route in is through familiarity with<br />
middleware – it teaches the underlying structures<br />
and challenges faced by developers. Mellroth<br />
agrees: “It’s definitely something we look <strong>for</strong>,<br />
and there are actually very few people out there,<br />
having just done this search, who are sufficiently<br />
proficient with middleware tools that we could<br />
just let them run wild on a project.”<br />
�<br />
START PLAYING<br />
The two main third-party middleware products are<br />
currently FMOD from Firelight Technologies (www.fmod.<br />
org) and Wwise from audiokinetic (www.audiokinetic.<br />
com). Both companies have free downloads of the core<br />
software and freely available sample material to start<br />
working with, so there’s no excuse <strong>for</strong> not engaging with<br />
games audio. You may even find them inspiring as a<br />
useful new way to approach more general sound design<br />
tasks.<br />
The main Wwise components, Wwise, Wwise Motion,<br />
Firelight Technologies' FMOD Designer.<br />
and Wwise SoundSeed are available on an evaluation basis <strong>for</strong> free, <strong>for</strong> PC, from the audiokinetic site, as well as the<br />
example games AK Cube and Zorsis, and example projects. The audiokinetic video tutorials are particularly enlightening<br />
- definitely recommended viewing if you’re interesting in<br />
games audio.<br />
The main FMOD application is FMOD Designer<br />
(authoring) with FMOD Sandbox (audition tool), available as<br />
a free download <strong>for</strong> a variety of plat<strong>for</strong>ms, as well as extras<br />
including tutorial files and Designer example material. An<br />
example iPhone game is scheduled <strong>for</strong> release as part of the<br />
FMOD education materials, in June.<br />
Both packages can be used <strong>for</strong> free as long as you’re not<br />
using them on ‘commercial’ or ‘<strong>for</strong> profit’ projects. Please<br />
see the licensing and sales in<strong>for</strong>mation <strong>for</strong> each on their<br />
respective websites.<br />
<strong>Audio</strong>kinetics' Wwise application.<br />
AUDIOMEDIA MAY <strong>2009</strong>