#SounDoer# Wwise Tour 2016 系列讲座《INSIDE》游戏声音设计

@SounDoer:来自 Audiokinetic 的视频,Wwise Tour 2016 系列讲座,Playdead 团队声音设计师 Martin Stig Andersen、音频程序员 Jakob Schmid 分享游戏《INSIDE》的声音设计,其中有关于 Voice/Breath 和 Scene Change 的详细分析。#强烈推荐#
 
Wwise Tour 2016, Warsaw, Poland. Inside by Playdead. Presented by Martin Stig Andersen, Composer & Sound Designer at Playdead and Jakob Schmid, Audio Programmer at Playdead. Wwise by Audiokinetic. https://www.audiokinetic.com/
 

Wwise Tour 2016 – Playdead Inside (1 of 3) – Unbreaking Immersion
 

Wwise Tour 2016 – Playdead Inside (2 of 3) – Voice
 

Wwise Tour 2016 – Playdead Inside (3 of 3) – Scene Change
 
PPT下载:
 
摘要:
  1. 四人音频团队:2 Composer / Sound Designer, 1 Sound Designer, 1 Audio Programmer。
  2. Voice Concept:
    Natural and adaptable audio playback
    Integration of physical and emotional states
  3. 录制呼吸声素材时,保留了较大的动态变化;分为 Inhalation 和 Exhalation 两个部分。
  4. 呼吸声会根据游戏中的场景和人物动作而变化。
  5. INSIDE Technology: Unity, Audiokinetic Wwise, Modified Wise-Unity plugin, PlayMaker.
  6. Voice Sequencer:
    Sequencer implemented in C# using Wise callbacks
    Sequences voice sound events, alternating between inhale and exhale
  7. Which sound to play is defined by switches: Action, Emotion, Intensity, etc.
    Intensity is a numeric value:
    Increases with physical exertion
    Decreases when idle
  8. Voice Sequencer Modes: Continuous Mode, Rhythmic Breathing.
  9. Animation Feedback:
    Every breath results in a callback to the game
    Callback controls additive breathing animation, affecting boy pose
    用呼吸声来控制动画
  10. Holding Breath
    On jump: if currently inhaling, stop afterwards; if currently exhaling, do a quick inhale, then stop.
    On land: restart breathing with exhale (action = land), soft impact: normal exhale, hard impact: grunt
  11. Engagement Actions: special actions indicate performing work, uses different set of sounds.
  12. Rhythmic Breathing
    Goal: breath should align with footsteps when running
    Non-continuous sequencing
    1 breath for every 2 steps
  13. Rhythmic Breathing Transition
    When not running , breath runs continuously
    When starting to run, gradually transition from continuous rhythm to footstep thythm
  14. Run Cycle Phase / Breath Phase
  15. Gradual Alignment
    Gradual align breath rhythm to run cycle rhythm
    Align two frequency, phase pairs
  16. Beat Matching
    Gradually interpolate breath frequency towards run cycle frequency
    Compensate breath frequency for phase offset
    *Like a DJ that uses pitch adjust without nudging the record
  17. Voice Direction is accomplished using our voice configuration system, based on location or reacting to events.
  18. Voice Configuration:
    Trigger boxes
    State machines
    Scripts
    Give full control over voice parameters: action, emotion, intensity
  19. Voice Intensity
    Boy movement generates exhaustion
    Voice intensity = lowpass filtered exhaustion
    Voice intensity selects depth and force of breathing
    Depending on the emotion parameter, intensity defines physical exertion level and intensity of character emotion
  20. Voice Intensity Interpolation in Space, useful for indicating proximity to danger.
    Voice Intensity Interpolation over Time, useful for creating reactions to game events, and relaxing over time.
  21. Voice Summary
    Single event, switch hierarchy determines sound
    Continuous sequencing using callbacks
    Rhythmic breathing uses beatmatching to align breath to footsteps
    Voice direction with trigger boxes and state machines
    Voice intensity can be clamped
    Clamping can be interpolated in space and time
  22. Shockwave 场景案例分析
  23. Scene Change
    When main character dies, scenes are reloaded
    Audio should retain state and continue during load
    When reload is complete, audio should switch to new state instantly
    We call this a scene change
  24. Scene Change Implementation
    Wwise updates are paused during scene change:
    Retains audio state during scene change
    Wwise commands accumulated during load
    All commands are executed at once when scene change is complete
    *Creates the illusion of no time passing during scene change
  25. Debugging INSIDE Audio
    2D gameplay: predictable, testable performance
    Profile entire playthrough and analyze the data
    Record audio digitally and inspect for glitches
  26. CPU Performance: Virtual Voices, Inaudible sounds are still updated, but not mixed
  27. Fixing Glitches
    Scene Change requires large command queue (2MB)
    Caused glitches with standard 512 samples audio buffer
    Audio buffer size adjusted to 1024 samples
 
相关阅读:
#SounDoer# GDC 讲座《Inside》游戏声音设计
 
 
SounDoer – Focus On Sound Design
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