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Author Topic: Developer Diary #19  (Read 2167 times)
Mike
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« on: March 08, 2008, 12:07:07 PM »

Design - this month in sound and vision!!

It's been another month of sound effect creation for me and, just as I predicted last month, the list of effects that I need to create gets longer and longer the more I do. That could be slightly depressing, where it not for the fact that the game is starting to sound really good. After playing the game in silence for months and months, it's beginning to come alive; not least since the introduction of Zoned sounds, which is what I'm going to talk about this month.

In last month's gripping instalment of the dev diary, I explained about combat sound effects, and about how you could have sounds coming from two locations from a single gunshot: the gun itself and the target. Those are both point sources - the sound comes from a single point and radiates out in a sphere, decaying in volume as it goes (it's slightly more complicated than that, but you get the idea). Other point sources are things like footsteps, vehicle engines, gates opening etc. The problem with point sources comes when you're trying to apply a sound to a larger object, especially one that's longer in some directions than others, like a long building, for example. Here's a picture that not only demonstrates this, but also shows why I'm not the artist on this game:



The blue bit is the sound radiating from a point source, while the brown rectangle is the building. Imagine the building's a factory, full of clanking and whirring machinery. If you were to stand a few feet from the wall, you'd hear the sound coming through the wall at a certain volume. If you then moved around and stood the same distance away from the next wall, you'd expect to hear the sound coming through at roughly the same volume, wouldn't you? Now look at the blue circle again - if you stood in the middle of the long sides, the sound is a much darker blue, and so louder, than at the short sides, because the short sides are further away from the point source in the centre of the building.

Now, one solution to this would be to have a couple of point sources, playing the same sound, placed towards opposite ends of the building; but that's not very elegant and could get very complex with long, or oddly shaped, buildings.

This is where zoned sounds come in. In the editor, zoned sounds are displayed as two boxes; a light-coloured inner and a darker coloured outer, like this:



Rather than coming from a single point, the sound is at full volume at all places inside the inner box, disappears completely at the edges of the outer box, and falls away as you move between the two. When I place down the zone in the editor, I can scale the inner box in all three dimensions, in this case making it just slightly larger than the building it represents, and I can change the distance that the sound takes to fall off - the size of the outer box essentially. Now, the more observant among you might be thinking "hang on Mike, wouldn't the outer box have rounded off corners if you were being realistic?" and technically you'd be right; if the falloff was a set distance from the centre of one of the inner box's faces, it would also be the same distance from the inner box's corners, leading to rounded edges. But, that would be very complex to model and in the game you really don't notice anyway; unless someone points it out like I've just done....curses.

I'm keeping the zoned sounds subtle, but their addition brings a great deal to the levels, especially if you have the music switched off (although you should have the music on really as it's ace); after all, there aren't many times in your life when you're in an area that's dead silent so it feels very unnatural.

So, as a final illustration, here's a recording I've made of myself moving about within a level, listening to some of the zoned sounds. I've made sure that the camera's right up next to the sound sources, so that they come across clearly, which is not really what you'd be doing in-game, but you get the idea.

Podcast



* Zoned_sounds_ingame.mp3 (723.29 KB - downloaded 338 times.)

* Zoned_sounds.jpg (24.17 KB, 400x402 - viewed 684 times.)

* Zoned_sounds2.jpg (82.4 KB, 600x408 - viewed 666 times.)
« Last Edit: July 04, 2008, 10:41:06 AM by Mike » Logged
Mal
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« Reply #1 on: March 11, 2008, 03:03:27 PM »

ART

How busy are we? To say it's 'all go' wouldn't quite get the point across. I'm currently juggling several chainsaws whilst repairing a flat tire on my unicycle!

One of my Chainsaws has been FX. So lets take a little peak at what's been happening there.
This first image we'll talk about focuses on shadows.
 


We've been in need of a static shadow solution for some time, and we were going to add some functionality to our editor to achieve this (and we still may). Then we thought why don't make use of the rendering and lighting in XSI (our trusty 3D modelling and animation app). This way we don't spend a bunch of time writing new code and testing the system.

Static shadows are for objects which don't move in the world, like buildings or trees. Another solution will be required for dynamic objects like characters and vehicles. For our current static solution we import all the objecting and the landscape into XSI, create a light for the sun, and render the shadow detail into a texture which is rendered with the landscape. The entire process is scripted, so apart from saying which levels to create shadows for, the computer will do the rest. Which is great as it can be a lengthy process with hundreds of objects placed and rendered.



Many of the static objects in Project Aftermath (working title) require FX, to denote an energy source, coming from inside the planet. We also need a large number of dynamic effects for the many different types of weapons in the game. Effects for four different families of weapons with Melee and Range variants, and style/type variants within those sets. Example, In the family of Physical damage, we have Range projectile weapons like rifles, gas/jet weapons like flame throwers, area of effect weapons like grenades, not forgetting the Melee weapons like clubs and hammers. This means we'll need a lot of effects! Here are just a few in action.





I'll do a more in-depth look at our weapon FX in a later diary, lets face it, it's the good stuff!
And we'll probably take a look at PrometheanFX the tool we use to create the FX, showing the process from concept to game.

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Lee
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« Reply #2 on: March 11, 2008, 05:49:33 PM »

No music, no pictures, just words. It's been a while, and as Mal said, we've been super busy. Since moving into our new office, it really has been all hands to the pump, and we've certainly got a lot done. All those that have been involved with making games before know that there are broadly three phases of development, the last of which is all about finishing things off. That's the stage we're at. It's the part of development that I like best; things just *get done*. It's also commonly regarded as the hardest bit of development; the time when a project is most likely to blink out of existence or hit some kind of wall or drag on for ever, but not here. You see, we know the secret: lots of coffee, lots of focus, and several whiteboards Smiley

I'd love to discuss every feature or system that has been implemented since my last diary, but, well, I have a great big list of code that still needs writing so I'd better do that instead. In any event, we're getting very close to starting our marketing, showing more screenshots, and not too far off having a beta version for people to test. Hopefully, all the people that keep pestering about play-testing the game for us will soon get their hands on a copy. We'll keep you posted.
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