Wednesday, June 8, 2011

Varying Sound and Avoiding Annoyance Using UE3 & Wwise

I recently was able to finally play Quantic Dream's Heavy Rain (my original PS3 quit reading Blu-rays, grrrr) and was blown away with the first few hours of gameplay. They only complaint I have so far is with the dialogue in a certain scene in which one of the main characters loses his son in a mall. You know what I'm talking about. If not, just listen to the first minute or so (after that there are spoilers.)


For a pretty dramatic and frantic scene, which is achieved wonderfully through the visuals, I was laughing at Ethan yelling "JASON" over and over again partly because of the awkward accent, but mainly because there was only 2-3 audio variations of him yelling when there should have been 10-16. Oopsies. Because of it's goofiness, fans have made hilarious YouTube videos parodying this scene. More variance within the dialogue could easily have increased the intensity and weight to such an emotionally stirring scene as this.

"Sound comes to us over time. You don't get a snapshot of sound. Therefore, what you notice with sound, the essential building block, is change." - Gary Rydstrom

One of last year's games I was most impressed with aurally was Martin Stig Andersen's work for Playdead's Limbo. Not only did the audio pull the player deeper into the world, everything also felt very organic, never once making the player question what they were experiencing. One of the ways he was able to achieve this was using simple variations and randomness for movement, specifically through footsteps.

Footsteps are easily something average players may gloss over while playing, which really is a good thing. That means the sound designer has focused your attention to the action on screen, heightening the experience. A number of games have achieved this through various ways. Ubisoft's Assassin's Creed series goes the ultra realistic approach by incorporating cloth and equipment to the player's footstep movement. EA's Mirror's Edge takes a more stylistic approach to match it's unique presentation and setting. What tricks us into believing what we're listening to is really happening is the varying and random quality to the movement.

The standard practice of randomizing sounds is to have 10-16 variations of a footstep to cycle through, though it's up to the sound designer how much variation is enough. We can go a step further by adding multiple groups of varying sounds for cloth movement, equipment jingles, heavy breathing, etc. But instead of having 10 files with different materials in them, we can break those materials into different groups, making 40+ variations. Let's see how we can perform this basic task by using Epic's Unreal Engine 3 and Audiokinetic's Wwise.

Using the powerful out-of-the-box sound implementation in Unreal, we can easily make a sound cue to randomize though sound files. After importing all the sounds associated with the footstep movement, create a new sound cue and add the 'Attenuation' and 'Mixer' nodes.

For this example, I'm using four different sets of sounds for this character's movement - footstep, cloth, metal jingles, and breath/panting. Each group is connected to their individual 'Random' and 'Modulator,' which together randomizes pitch and volume of each audio file. These are then connected to the 'Mixer' node. I've added a slight delay to the cloth to bring out the sound of the leg movement after stepping. After everything is hooked up, press play a few times and test your sweet sound.

From here, the fun begins when you get to adjust your mix levels and attenuation numbers so everything sounds balanced after tagging cues to animations and while playing in-game. UE3 does a great job with its sound cue node configuration for the visual learners out there, along with it's complex, yet easily understood kismet editor.

While using Wwise's advanced audio pipeline solution, we are also able to achieve the same results along with its added ease and perks. Using the same files as before, import the audio into the "Actor-Mixer Hierarchy." Next, group each set of sounds into Random Containers, naming each container its respective group (i.e. cloth, jingles, etc.) Then shift-select all the containers and right-click to a "New Parent" - "Actor-Mixer," which is named "Footstep_Movement" in my example.

Shift-select all Random Containers again and right-click "New Event (Single Event for all Objects)" and select "Play." This automatically takes all the sounds we need and neatly adds them to our single New Event, which we've named "Play_Footstep_Movement." Events are what Wwise uses to trigger the audio in video games.

From here we can begin mixing levels to suit the sound we want in-game by making adjustments in the Event and Contents Editor. Pretty simple! To add the delay we had in our UE3 example, simply adjust the delay action property within the Event Editor.

I've only skimmed the surface of a vast ocean of study and knowledge on footstep and movement sounds. Definitely check out Damian Kastbauer's in-depth analysis on footstep sounds in video games including Prince of Persia, Mass Effect, and Fallout 3. I was able to watch a presentation of this study at this past year's GDC and definitely recommend reading it!

Next time I hear someone yell "JASON" in public, I'll try to hold back my laughter. ;)

Monday, December 13, 2010

RØDE Rage Video Interview with Watson Wu

I had the wonderful opportunity to hang out with sound designer & field recorder Watson Wu during this past year's audio track at SIEGE in Atlanta, GA. Just a few of his credits include Transformers: War for Cybertron, Need For Speed, and Operation Flashpoint. Very talented and great guy to talk with. He recently did an interview with Rode Microphones' "RØDE Rage" series about his career in audio production, so check it out below!

Saturday, December 11, 2010

Stop, Hey, What's That Sound...

Stop what you're doing. (please?) Stop and just listen to the everyday sounds around you. You might hear the hum of your fridge running, the rain lightly tapping at your window, or the bustle of people at a coffee shop. Those audible characteristics that we take for granted are what clues us in on where we are. Without them, we'd be in a dark, desolate void. Or a sound proof recording studio. Either way, stellar sound and music is what pulls the viewers into the film or video game. Forget 3D- audio is the all immersive atmospheric experience.

I've started a new personal sound design project that features fast cars and a ridiculous car accident from a very well-known movie that came out a few years ago. (Here's a hint- the car accident has the world record for flipping the most times. Crazy!) It's really exciting because I haven't worked with my automobile sound library yet, so it's a challenge, but a fun one.

After building a sound pass on the cars, I realized how many layers of sound goes into just one scene with a car driving by. First there's the engine, then the tires, then gravel, then wind... and that's just the car. Then you have the atmosphere to throw in there too. It's seriously amazing the details we miss everyday.

Next time while you're driving, turn of the radio and just listen. There's a whole world of sound you may not have your ears open to.

Wednesday, November 24, 2010

Mass Effect 2 Sound Design Reel

Finally finished my sound design for the Mass Effect 2 trailer!

After I captured a portion of the trailer, I completely stripped all original audio and created a new sound scape from the ground up. Using Logic Pro Studio, I created new audio and music through various sound design techniques to come up with what you're watching below.

Mass Effect 2 Sound Design Reel from Bryan Higa on Vimeo.

I can't really pinpoint which aspect was the most fun to create- there are too many! A few stand-outs were Thane's slow-motion sequence, creating gun sounds, and breathing life into the Collector's ship at the end. It was very challenging but oh-so fun. Thoroughly enjoyed creating this and hope you do to!

Hmm, so what should be my next project...?

Thursday, November 11, 2010

Revving Up the Vocoder Motor


Lately I've been working extensively with Logic Pro's vocoder, the EVOC 20 TrackOscillator, and have been very intrigued on how useful it is and the variety of different sounds you can make with it. A vocoder takes audible speech, encrypts it, and transmits it to a receiver which then resynthesizes it into a version of the original signal spectrum. (I know. Simple, right?) Basically, it can take a voice and play it through another sound. First developed in the 1930s, it wasn't until the 1970s and onward that it was applied to pop music, movies and television. Listen to these examples of vocoding from Disney-Pixar's Wall-E. A vocoder was used to take actress Ellisa Knight's voice and alter her vocal qualities to make her sound like a robot.


My application for it has been a little different though. Instead of a vocoding a human voice, I've been synthesizing two different sounds to create something new. For example, I take a lion's growl and side chain to large insect clicking sounds. Once I do that, I play around with the formant by shifting and stretching it, increase the vocoder signal, and then I have the beginnings of a huge, disgusting monster bug! It's a lot of fun just experimenting different sounds to see what you can create. It's also pretty cool to see how your favorite monster roars are created sometimes with sounds you'd never expect- like a pig squeal or crying babies.

To end, I leave you with a more recent example of musician Imogen Heap using a vocoder and a keyboard with her voice. By singing into a microphone which is fed into a vocoder and mapped out to her keyboard, she's able to imitate an electronic choir. It's beautiful.




Wednesday, October 27, 2010

New Short Term Goal - Sound Design Demo


It's been a rainy week in Atlanta. Thankfully, I like the rain, but I haven't been able to really enjoy it because it's been a busy week. Also, thankfully, I love what's making me busy! Aside from working on various sound design projects for work, I decided that my new short term goal would be to make a demo reel of some sound design work. My first task? Take a piece of a movie from one of my favorite games, remove all the sounds, and then create new sounds for it! What's the game?
Mass Effect 2, developed by BioWare, is arguably the most popular game that has come out this year, and one of the greatest games I've played in a long time. So I took a portion of the official theatrical trailer and now in the process of adding my own sound design to it. It's so much fun! I've completed my gun sounds pass and now I'm working on footsteps. I'll be sure to post it when I'm done!

Mahalo!

Wednesday, October 20, 2010

Chillin' With My H4n, Tellin' Jokes

Finally got my Zoom H4n in the mail the other day and I've been having a blast with it. It's a small digital recording gizmo with two built-in condenser mics and two mic inputs. You also probably noticed it's sporting a wicked hair-do. That's a black Redhead Windscreen that I also got from many recommendations from fellow audio friends. It does an amazing job at eliminating wind noise while out in the field.

I spent the afternoon at the park recording various noises like kids on scooters and throwing rocks at trashcans. People probably thought that I was some hoodlum or something. I also got some pretty awesome quacks from the local ducks at the lake! Which reminds me of a good joke a friend told me:

A duck walks into a bar and the bartender asks, "Whadya have?"

The duck asks, "Got any grapes?"

The bartender yells, "We don't have grapes here, only drinks, now get out!"

The duck hops off the stool and waddles out.

The next day, the same duck walks back into the bar and asks the bartender, "Got any grapes?"

Irritated, the bartender yells, "I told you yesterday we don't serve grapes, only drinks, now get out!" So the ducks walks back out.

Sure enough, the very next day, the duck walks into the same bar and asks the bartender, "Got any grapes?"

Infuriated, the bartender pounds his fist on the bar and screams, "I told you two times we don't serve grapes, we serve drinks! If you ask me ONE MORE TIME I'm going to nail your beak to the wall! Now GET OUT!"

The duck shrugs and walks out of the bar.

The next day, the same duck walks back into the bar and asks the bartender, "Got any nails?"

The bartender looks at him and says no. So the ducks asks, "Got any grapes?"

May we all be as persistent as that duck is when it comes to what we want in life. I know I will be;)