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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>

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