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Audio Scripting and Advanced Content Creation

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DLS collections include many .wav's that aren't used. DirectSound .wav files are all 44.1 ... All tuning parameters available to Sound Designer with no code changes. ... – PowerPoint PPT presentation

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Title: Audio Scripting and Advanced Content Creation


1
Audio Scripting andAdvanced Content Creation
Microsoft Corporation
2
Audio Design Criteria
  • Great Audio Results
  • Immersive
  • Responsive
  • Dynamic
  • Variable
  • Appropriate
  • High quality
  • Smart Development Process
  • Separate audio design from game coding
  • Reduce development and audio design obstacles

3
Where to begin?
  • Start with Donuts Demo
  • DMusic for EVERYTHING!
  • NOT!
  • DirectMusic latency unsatisfactory for Immediate
    Twitch sounds
  • DirectSound for Immediate Sounds
  • DirectMusic for Persistent SFX and Music

4
DirectSound Development
  • Variability in DirectSound delivered content
  • Modification of Donuts audio engine
  • Event based parameters
  • Volume
  • Pitch Shift and range
  • Asset
  • of buffers allocated for event
  • Doppler
  • Rolloff Factor

5
DirectSound Development
  • Designer accessible tuning parameters
  • .INI style parameter lists
  • Expose variables to designer without need for
    code changes and recompile.
  • Content and Tuning

6
DirectSound .INIDemo
7
DirectMusic Development
  • What drives variability?
  • DONUTS Variability
  • Number and type of targets on screen
  • Number of targets destroyed
  • Engine type, direction and speed
  • Content Creation
  • Began with loops in DLS
  • Loops limit variability
  • Custom DLS

8
DirectMusic Development
  • AudioScript used to define behavior
  • Donut objects 3D audiopath
  • Dynamically defined musical form - governed by
    user input and game state.

9
AudioScriptDemo
10
GDC DonutsIn all its sonic glory
11
What we didnt do
  • Optimize for size
  • DLS collections include many .wavs that arent
    used
  • DirectSound .wav files are all 44.1
  • The overall size of the project could be reduced
    significantly with only these two things.
  • Exploit all the variability possible
  • However, most of the functionality is there, it
    would only take the creation of more content.

12
DirectX Audio plays nice
  • DirectMusic and DirectSound play well together
  • Tuning was simple due to .ini and AudioScript for
    DirectSound and DirectMusic parameters.
  • All tuning parameters available to Sound Designer
    with no code changes.
  • Code hooks were relatively easy to implement.

13
The End
  • All audio content, including code, is available
    on your Meltdown CD!
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