Title: Audio Concepts in Plain English: 3D and I3DL2
1Audio Conceptsin Plain English3D and I3DL2
- Scott Selfon
- Xbox Advanced Technology Group
2Overview
- Whats so great about 3D?
- Simulating aspects of 3D sound
- Audio engine implementations
- I3DL2
- Advanced 3D Challenges for Games
- Q A
3Why bother with 3D audio?
- Screen 45-90 degree visual window
- Whats happening in the other 270-315 degrees?
- Sound informs player of distances, obstacles,
environment - Competing with TV movie experience
4Typical 3D Sound Presentation Priorities
- Location
- Distance
- Speed
- Geometry
- Sound emitter orientation
- World obstacles
5Locating a Sound in 3D Space
- Speaker panning
- Cheap, can be effective
- Doesnt cover surround for 2-speaker scenarios
- HRTF Head Related Transfer Function
- Simulates 3D spatialization based on shapes of
generic head and ears - Filtering (shape of ears, sound waves not
directly reaching ears) - Delays (sound reaches one ear slightly before the
other
6Distance in the Real World
- Sounds attenuate (get quieter) with distance
- Approximately half as loud (-6 dB) for every
doubling of distance - Sounds muffled with distance
- Air is a low-pass filter
- Sound travels slowly vs. light
- 340 m/sec (vs. 300,000 km/sec for light)
- All values vary with humidity, altitude,
temperature, etc.
7Distance Simulation Volume
- Typical distance model (DSound, OpenAL)
- Minimum distance (where to start attenuating)
- Maximum distance (where to stop attenuating)
- Rolloff (how quickly to attenuate with distance)
- Others simplify to
- Minimum distance (where to start attenuating)
- Distance to silence (where sound is silent
rolloff implied from here linear or log)
8Distance Attenuation Example
9Distance and Rolloff
- Rolloff factor adjust attenuation curve
relative to Real World - .5 Less rolloff (sound louder at given distance)
- 2.0 More rolloff (sound quieter at given
distance) - Rolloff also influenced by minimum distance
- Remember, half volume at doubled distance
10Rolloff Factor and Attenuation
11Minimum Distance and Attenuation
12Rolloff Confusion
- Maximum distance isnt silence
- Sound not further attenuated
- Might abruptly stop voice (PC)
- Distance factor unrelated to rolloff
- Sets units (meters 1.0, feet 0.3048, etc.)
- Used for doppler shifting
13Rolloff Model Challenges
- Unintuitive calculations to determine distance to
silence - spreadsheet to help
- Hard for sound designer to experiment without
game-exposed controls - Simplification options
- Replace max dist/rolloff with distance to
silence - Arbitrary rolloff curves
14Simplifying Rolloff
- Distance to silence
- Trivial to calculate
- Arbitrary user-defined point curves
- Custom curvaturecontrol
15Simulating Other Distance Cues
- Filtering with distance
- EAX supports
- Programmable LPFs in other engines can be used
for this - Delay with distance (speed of sound)
- Rarely simulated by engines
- Can programmatically delay sound triggers
- Perceived in games as lag?
16Speed Perception in the Real World
- Doppler Effect
- Sound/listener moving closer pitched up
- Sound/listener moving apart pitched down
17Doppler Effect Simulation
- Programmer updates listener/source velocities
- DSound Relative velocity used
- OpenAL Separate velocities used
- Distance factor
- Units do matter here (m/sec)
- Doppler factor
- Exaggerate (gt1.0) or lessen (lt1.0) effect
18Sound Geometryin the Real World
- Few sounds are truly omnidirectional
- Most volume projected in one direction
- Few sounds are truly point sources
- Sounds interact with the environment
- Environment interaction (reverb)
- Filtered by obstacles
19Sound Geometry Simulation
- Directional sound emitters
- Inside/outside sound cone angles
- Outer volume attenuation
- 3D spatial orientation for emitter
- Non-point emitter solutions
- Simulate with multiple points
- Simulate with relative positioning
- Pre-rendered multichannel
- More sophisticated engines
20Environmental Simulation
- Simulation of sound propagation paths
- Direct-path signal reaches listener directly
from emitter - Reflected paths echoes off walls, obstacles,
etc. - Some delay versus direct-path
21Basic Reverb Simulation
- Direct-path sound presented intact
- Distance attenuation
- Low pass filtering based on obstacles/distance
- Reflected path delays and filtering
- Often less noticeable distance attenuation
- Early reflections discrete echoes
- Late reflections reverberation (more dense,
complex, decaying echoes)
22Obstacle Simulation Obstruction
- Objects may block the sounds path to the
listener - Direct-path diffracted by or transmitted through
obstacle - Reflected pathgenerally notaffected
23Obstacle Simulation Occlusion
- Sound is being played in another environment
- Direct, reflectedpaths bothfiltered
24An Introduction to I3DL2
- Designed by Interactive Audio Special Interest
Group (IASIG www.iasig.org) - Interactive 3D Audio Rendering Guidelines, Level
2 - Provides standard for simulating
- 3D positioning (attenuation, doppler)
- Environmental reverberation
- Occlusion/obstruction materials
25I3DL2 Concepts
- Listener describes environment
- Timings for early/late reflections (Room)
- Differences between high and low frequency
behavior - Source per-emitter settings
- Occlusion/obstruction
- Exaggerate/reduce environments effect on this
emitter
26I3DL2 Environmental Reverb(Listener)
- Decay time time for reverb to fadeto -60 dB
27I3DL2 Reverb Settings
- 30 pre-defined high level presets
- Generic environments (cave, bathroom, etc.)
- music reverbs
- or 12 low-level properties
- Adjust timings Reflections_delay, Reverb_delay,
Decay_time - Set volumes Room, Reflections, Reverb,
Room_rolloff_factor - Adjust behavior of high vs. low frequencies
HF_reference, Room_HF, Decay_HF_ratio - Reverb timbre Diffusion (graininess), Density
(hollowness)
28I3DL2 Sound Emitters(Source)
- Volume adjustment
- Direct-path level Direct, Direct_HF
- Room (reverb) rolloff factor and level
Room_rolloff_factor, Room, Room_HF - Occlusion/obstruction control
- 8 presets supplied (doors, walls, etc.)
- Volume attenuation Obstruction,
Obstruction_LF_ratio, Occlusion,
Occlusion_LF_ratio
29I3DL2 Reverb and Occlusion/Obstruction Demos
30I3DL2 Limitations
- Reverberation flexibility restrictions
- I3DL2 doesnt handle multiple simultaneous
environments (listener only) - Can be expensive (CPU, memory)
- Morphable reverb settings are hard
- No sense of game geometry
- Game must test for and set occlusion/obstruction
- Early reverb reflections are static,
non-directional - Reverb transitions
31Advanced 3D Challenges
- Multiple players, one set of speakers
- Present sound relative to closest listener
- Reproduce sound for all listeners
- Doppler issues
- Overlayed soundscapes
- Speaker biasing? (P1left, P2right)
- Audio for complex geometry
- Rivers
- Non-cubical environments
32Advanced 3D Challenges
- 3D integration with multichannel audio
- 4- vs. 5- channel 3D?
- Morphing 4.0/5.1 sounds to point sources?
- Multiple 3D sources presenting same audio (PA
system?) - Sync and Doppler challenges
- More sophisticated sound propagation simulation
- Complex, distant environments (pathfinding?)
- AI response to sound propogation (enemies can
hear you)
33Q A
- Resources
- OpenAL http//www.openal.org/
- DirectSound http//msdn.microsoft.com/
- I3DL2, IA-SIG http//www.iasig.org/
- http//www.midi.org/
- Audio physics resources
- http//hyperphysics.phy-astr.gsu.edu/hbase/sound/s
oucon.html - http//www.gmi.edu/drussell/Demos/doppler/doppler
.html - Questions, comments?