gs-4093, "astoundsound for gaming – the next dimension in the evolution of audio!" by...
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Presentation, GS-4093, "AstoundSound for Gaming – The next dimension in the evolution of Audio!" by Jerry Mahabub and Michel Henein at the AMD Developer Summit (APU13) Nov. 11-13, 2013.TRANSCRIPT
ASTOUNDSOUND FOR GAMING: THE NEXT DIMENSION IN THE EVOLUTION OF AUDIO!
JERRY MAHABUB, FOUNDER & CEO, GENAUDIO, INC. MICHEL HENEIN, SVP GAMING PRODUCTS , GENAUDIO, INC.
2 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
3D AUDIO TODAY
y Surround Sound (encode/decode) ‒ Auro3D (11.1, 13.1), Dolby ATMOS (64)
‒ Expensive playback hardware ‒ Large number of speakers is imprac[cal for games
y PsychoacousDcs ‒ HRTF
‒ Dummy Head ‒ BRTF
‒ The Human Brain
3 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
GAME AUDIO TODAY
y QuesDons ‒ How does the human brain:
‒ Process spaDal audio informaDon? ‒ Determine where sound sources are coming from?
‒ What kind of brain acDvity measurements could provide enough informaDon to make these determinaDons?
MagneDc Resonance Imaging R&D is the key!
4 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
FOUNDATIONAL R&D BRAIN RESEARCH
y fMRI/MEG/EEG human brain scan measurements ‒ Suggested that the brain determines how we posi[on sounds in space
y This led to the quesDon: ‒ Can an accurate model be built that determines how the human brain localizes a sound source?
y Answer: Yes – the basis of AstoundSound®
5 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
CHRONOLOGY TECHNOLOGY DEVELOPMENT
✦ MRI Imaging: (1988 -‐ 1991): Over 7000 discrete fMRI scans to measure human brain magnitude response characteris[cs.
✦ Data Analysis: (1991 to 2001): Computa[onal physics & numerical analysis were used to decipher [me dependent data based on EEG and MEG measurements.
✦ ComputaDon/Results: (2001 to 2003): 7,337 discrete Brain Response Transfer Func[ons (BRTFs) were computed upon comple[on of the data analysis.
✦ AstoundSound Backend DSP: (2003 to 2009): The BRTF dataset was ini[ally represented as FIR filters and subsequently IIR filters.
✦ Current AstoundSound Products: (2008 to 2013): AstoundExpander® Computer Sogware, AstoundSound for CE integra[on, AstoundSoundPro®, AstoundSurround®, and AstoundSoundRTI® (Real-‐Time Interface for Gaming), AstoundConference®, AstoundHearing®, and AstoundPilot®.
6 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
y TRUE 3D: Accurate sound placement in all three spa[al dimensions (x,y,z) or (r, θ, φ)
y Dynamic: Real-‐[me change in rela[ve posi[on and orienta[on between listener and sound source
3D GAME AUDIO TRUE 3D AUDIO
7 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND IS PRACTICAL SOLUTIONS
Ideal soluDon
Full, dynamic 3D (height)
Direct game integra[on
Use exis[ng audio setup
Easy to setup
Easy developer authoring
Guaranteed audio resources
AstoundSound® 3D
Full, dynamic 3D (height)
Direct game integra[on
Stereo speakers or headphone
No special setup
Plugins for developers
AMD TrueAudio
8 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND FOR GAMING 3 PLUGINS SOLUTIONS
y AstoundSound 3D RTI ‒ Mono to stereo ‒ Full 3D, posi[onal, interac[ve spa[aliza[on interface
y AstoundSound Fold-‐down ‒ Mul[channel (n-‐channel) to stereo processor ‒ Ini[ally available as 5.1 to stereo, 7.1 to stereo this year ‒ Beyond 11.1 to stereo possible
y AstoundSound Expander ‒ Stereo in/stereo out enhancement
9 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND 3D RTI MONO TO STEREO PLUGIN
10 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND 3D RTI HOW IT WORKS
y Two inputs to processor ‒ Audio: processes mono sound sources – outputs stereo in 3D ‒ PosiDonal data: Inputs XYZ posi[onal data from in-‐game sound sources
y Distance control ‒ Standard a]enuaDon (default) ‒ 3D distance cue processing available for maximum depth percepDon
Result: Illusion of sounds coming from game space to corresponding locaDon in actual listening environment
Benefit: Allows players to correctly hear spaDal auditory cues ‒ Enhanced immersion due to ‘feeling’ of all three dimensions ‒ Enhanced situaDonal awareness
Simply put, it’s how players should listen to their game sound!
11 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND 3D RTI HOW IT WORKS
12 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND 3D RTI WWISE PLUGIN
13 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND 3D RTI PERFORMANCE
Performance Analysis: AstoundSound 3D RTI Plugin (Wwise Profiler)
Intel i7 Quad Core 2.2 GHz Plugin CPU %
Direc[on only, No Distance Cues (with filter interpola[on, standard, non-‐enhanced filters)
0.987 % (audio thread only)
10 voices using AstoundSound (each) Approx. 10% processor uDlizaDon (audio thread only)
With TrueAudio Enabled (non-‐opDmized)
10 voices using AstoundSound (each) Plugin CPU: 0%
10 voices using AstoundSound (each) TrueAudio : %40
14 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND FOLD-‐DOWN PROCESSING
y Fold-down Processor ‒ Virtual speakers created for input
channels, then output as stereo ‒ Proper fold-down vs ITU which
maintains no spatial experience ‒ Can be used with the RTI to
spatialize sounds not using RTI
!
15 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND EXPANDER PROCESSING
y Expansion Processor ‒ Virtual speakers created for 2 input
channels, then output as stereo ‒ Creates a widened stereo image ‒ Can be used with the RTI to enhance
stereo sources ‒ Music ‒ Back-ground effects
STEREO EXPANSION PROCESSING✦ Efficient Processing
✦ 8-Tap IIR filters✦ Ultra-low latency✦ ANSI C++ (C99 compliant)✦ Highly Optimized Core for any floating point
processor✦ Filter order reduction for extreme efficiency
requirements
✦ Test Harness✦ Streamlined user interface✦ All DSP Parameters exposed✦ Rapid development of parameter settings
There are two additional processing implementations: a) Mono in stereo out, b) multi-channel (5.1 or 7.1) in stereo out.
!
16 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
ASTOUNDSOUND BRANDING WHY IT’S KEY
y Branding is Necessary ‒ If AstoundSound is used, players must know that the AstoundSound experience is not produced by compe[ng audio formats
y Logo Placement ‒ Game audio seqngs ‒ Splash Screen ‒ Packaging
y DifferenDaDon ‒ Let gamers know your game has AstoundSound® ‒ Enable strong market differen[a[on among the compe[[ve landscape
‒ BE AMONG THE FIRST TO DELIVER ASTOUNDSOUND®
17 | PRESENTATION TITLE | NOVEMBER 28, 2013 | CONFIDENTIAL
DISCLAIMER & ATTRIBUTION
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