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Develop ‘08 Audio For Multiplayer & Beyond Mixing Case Studies From Battlefield: Bad Company & Frostbite David Möllerstedt – EA DICE
Agenda DICE History Battlefield: Bad Company HDR Audio Master Unit Frostbite Future
Me David Möllerstedt Head of Audio DICE Sept 05
History DICE started 1992 An EA Company since 2006 Battlefield 1942 RalliSport Challenge 1 Battlefield 2 RalliSport Challenge 2 Battlefield 2142
Battlefield: Bad Company Single Player Campaign Sandbox Multiplayer
Battlefield: Bad Company
Playtime How long is your game? ?
How Long is Your Game? Average logged playtime Accumulated play time across all players 61 hours 45 hours 9500 years 33200 years
How Long is Your Game? Sound Design The Mix
Sound Design
HDR Audio Measure loudness at Listener position – scale all sound sources accordingly 135db 95db
HDR Audio Functions similar to HDR lighting
HDR Audio HDR Audio is not compression, all sounds are played uncompressed The effect is sometimes similar to compression NOT
HDR Audio HDR Audio works on logical loudness values and does not touch the actual audio waveform
Priority Based on Loudness Automatic Mindset HDR Audio
HDR Audio Demo HDR Audio
Playback Environment How do you listen to your game? ?
How Do You Listen? Perceived Loudness
Master Unit Realtime mastering of the 4.0 ingame audio LFE & Centre channel and the Direct Out Bus are not routed through the Master Unit
Master Unit Master Unit chain HP Low Shelf High Shelf Compressor Clip
Master Unit Three settings Home Cinema Hi-Fi (default) TV
Active end user system Make your sounds heard Master Unit
Demo Master Unit
Frostbite Frostbite DICE’s games engine
 
The Future What about the future? ?
 
 
You can do anything! Focus The Future
Thank you! The End
DICE is always looking for devoted talents Check: jobs.ea.com The End
Q & A! The End
The End

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Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Company & Frostbite