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The Week in
Review: December 2-8, 2002
Last week's features at
3DsoundSurge
Last week's sound news
Drivers and bugs
New
games, demos, patches and bugs
Neverwinter Nights Demo
A demo of the 3D sound and EAX Advanced HD supporting Neverwinter Nights as been released.
You can grab the 390 MB download from 3D Gamers or FilePlanet
- Medal of Honor Allied Assault Spearhead Patch
A new patch (v2.11) for Medal of Honor Allied Assault Spearhead is now available from 3D Gamers.
- The Use and Effectiveness of Audio in HALO: Game
Music Evolved
Music4Games has published a discussion between Bungie's audio director Marty O'Donnell and
Aaron Marks, a popular freelance composer/sound designer and author of "The Complete
Guide To Game Audio", about the use of audio in HALO and HALO 2. The article is
titled "The Use and Effectiveness of Audio in HALO: Game Music Evolved".
Here is an excerpt:
We'll be pushing the boundaries of each area even further in
Halo 2. The AI conversation system will be many layers deeper and more complex. The
dynamic music system will have more tracks, markers, and triggers to enable even more
interactivity, without turning it into a music game, of course.(Marty O'Donnell)
- Alexander Brandon Interview
Music For Games has posted an interview with composer Alexander Brandon. He is currently
Director of Audio for Deus Ex 2, he's past work includes Deus Ex, Unreal and Unreal
Tournament. In the interview they discuss IASIG, GANG, Interactive Audio and some of his
past as well as current project. Here's a snip:
M4G - There continues to be a lot of debate about the nature
and role of interactive audio. Please define interactive audio in your own words.
AB - I've written a lot about interactive audio. First of all its an industry thing. It
will never be a buzzword to the masses the way '3d' will be. Second of all, people usually
think interactive audio is reactive, and this doesn't really mean anything in the literal
sense. Adaptive audio does, but when you touch something and hear a noise because you
touched it (from an alarm button to a keystroke), that's reactive; you influence the audio
and that's an awfully easy thing to do. Yes, even for a music switch.
Adaptive audio means the audio changes based on your decisions, AND
helps influence those decisions. Audio that is reactive is a very natural phenomenon and
can be anything from a music transition to sound effects, but adaptive audio is a much
more two way experience and has yet to be fleshed out. So I think when we talk about
interactive audio, focusing more on adaptive audio is a good thing.
M4G - What are the benefits of interactive audio to the gamer's
overall experience?
AB - This can be broken down into any number of techniques
does the sound render well? Is it propagated in a way that can act as a suspension of
belief? Does the sound have decent reverb? Is the dynamic range / volume attenuation of
the sound tuned properly? If these things don't work then any additional icing on the cake
won't help. Note that I'm talking about a 3d first person adventure / action / RPG title.
For a 2D fighting game things like reverb don't necessarily apply nearly as much.
As for adaptive elements helping the experience, sometimes it helps,
sometimes it doesn't. Its been shown that having music change when an enemy is nearby is a
mixed bag. Some players like it, some utterly hate it. Its best to stick to sure things
you know so I'm going to start phasing this out of my techniques for the games we're
currently doing here at Ion Storm. If we were working on real-time strategy my answer
might be very different.
M4G - What tools/techniques are currently available to create
effective/'realistic' interactive audio in games? Which do you think most composers will
be using five years from now?
AB - Currently there are several tools available to achieve a variety of interesting
things for audio in games. SoundMAX by Analog Devices is a good tool for some basic and a
few advanced realtime synthesis techniques. Sensaura has a pretty impressive engine called
gameCODA that tries to cover everything under the sun, but I haven't heard it yet in a
title. In fact I've heard almost no engine used to its full capabilities in a title, but I
digress. FMOD is another fairly good engine I've heard about but have never used. Then
there's the in house engines, like Cadence, the one we're working on, and Pathfinder at
EA, that usually stay under wraps in terms of their capabilities for various reasons.
I think in five years audio engines will evolve to include
componentsystems much in the same way the Unreal Engine can be coupled with a physics
system such as Havok. They will have basic playback parameters, a set of middleware
plugins for cool features like better surround sound, and features specific to a game
system such as triggering for scripted events.
- American McGee Interview
Music For Games has posted the result of an interview with game producer American McGee.
In the process McGee revealed that Geoff Zanelli of Media Ventures, Hans Zimmer's company,
is composing the music for OZ, the forthcoming game version of the L. Frank Baum fantasy
universe. American McGee previously worked with ex-Nine Inch Nails drummer Chris Vrenna on
the soundtrack to American McGee's Alice. Geoff Zanelli has written music for several
major motion pictures including Face/Off, The Time Machine, Hannibal, Pearl Harbor and
K-19: The Widowmaker. In the interview Music For Games asks McGee about plans for a game
soundtrack release and his appreciation for quality music in games. For all the details check out this
interesting interview.
- Ron Jones (Composer) Interview
An interview with Film/TV/Game Composer Ron Jones has been posted on
Tracksounds. Here's an excerpt:
CC: Do you think the purely orchestral score is doomed?
RJ: Oh it's dead! Music as we know it is dead. It's becoming
something else. Just as they figured out the code for the human gene and breaking down
what "life" is and can generate new species of plants, the same thing is
happening in music. We can't say, "Stop the world. I want to get off!" Music has
needed to move on. It sort of became stale since the middle of the 1960s. We really
haven't moved much past John Cage and what people like that were doing. We've actually
gone a bit backwards. For music to live, it has to break some rules. You know, the deejay
stuff is really big and at the big shows, the biggest selling musical instrument was the
turntable. Traditional music has a very small market share, as these younger audiences are
driving music towards something else.
- Jeremy Soule Q&A
Homelan Fed has interviewed
composer Jeremy Soule about his past (e.g. Dungeon Siege, Neverwinter Nights) as well
current project (Star Wars: Knights of the Old Republic). Here's an interesting bit:
HomeLAN - How do you first start to compose music for a game
when you get the assignment?
Jeremy Soule - I always start a project by communicating with the
team with sketches and ideas. I always want people to have an idea of what I'm proposing
as early as possible. I'll then work out the main themes and such.
HomeLAN - How much do you work with a game's actual development team
on the composition of a soundtrack?
Jeremy Soule - I usually check in about every week or so. As major
deadlines approach, that interval is shortened. Around E3, I may be communicating with my
team everyday. We usually chatter back and forth with email as well.
HomeLAN - Music and sound in PC and video games have sometimes not
received as much attention as other aspects of a game. Why do you think that has happened
in
some cases?
Jeremy Soule - For starters, if a game doesn't have enough volume,
or gives the user the option to shut it off right away, you'll see less interest in that
game's music. Music is of the quality these days that giving the user the option to shut
off a score is tantamount to letting them shut off the graphics. There's still some major
holdouts from the old school mentality surrounding music and games. I also think that
games should take more advantage of music and sound. We're still seeing multi-million
dollar games out there that are shipping with no dynamic mixing capabilities between sound
and music. Most games initiate the music and sound levels up front and just leave it.
Reviews
of soundcards, speakers, headphones and MP3 players.
- Hercules Gamesurround MUSE 5.1 DVD
RadiativeNZ has done a review
of Hercules Gamesurround MUSE 5.1 DVD. It's the successor of Gamesurround Muse XL and
uses the C-Media 8738 chip. RadiativeNZ found it to perform very well considering the
price, especially in case of DVD movies using the bundled PowerDVD 4. Worth noting that
the Dolby Digital decoding is done in software by the DVD player and not the soundcard.
- Digitalis Vision II Home Theater System
Systemcooling.com has posted a review of the Digitalis Vision II Home Theater System. Now in this
particular case system really refers to a custom home theater PC case that has been
designed with integration into the hi-fi rack in mind.
Other sound news
- Dell Expands Relationship With Altec Lansing
Altec Lansing® has announced an expansion of its vendor relationship with Dell Computer.
The contract, for which terms are not being disclosed, broadens Altec Lansing's
relationship with Dell, America's favorite PC. Currently Dell ships Altec Lansing's
ADA995, a THX®-certified Dolby Digital surround sound 5.1 speaker system. The ADA995
represents one of Dell's highest offerings in PC speakers, delivering 200 watts of
continuous RMS power. It is the high-end speaker system option on both Dell's Dimension®
8200 and 4500 computer systems. You can find more details in
the press release.
- Interactive Media Introduces the Kanguru Micro
MP3 Player
Interactive Media Corporation has announced the release of the new KanguruMicro MP3, a
palm sized USB Flash Drive and MP3 player rolled into one. Measuring
at just 3 inches, the new KanguruMicro MP3 comes with its own set of headphones, a
rechargeable battery that lasts up to six hours and the ability to store as much as 256MB
worth of data. In addition to storing music, the KanguruMicro MP3 can also be used to
store Word, Excel or any type of data file.
Starting at $99.95, the KanguruMicro MP3 weighs only 46g, offers
plug and play abilities, requires no external power and is driverless with most operating
systems. You can find more
details in the press release.
- FID Introduces A Full-Featured, Affordable
CD/MP3/FM Player
First International Digital (FID), Inc., a Motorola spin-off and maker of the popular
irock! portable audio devices, has introduced the irock! BLiNG CD/MP3/FM player. The
versatile BLiNG plays MP3 CDs (CD-R and CD-RW), standard audio CDs and includes an FM
radio tuner to allow users to enjoy music in their preferred format. The BLiNG features a sleek remote control complete with a robust FM tuner and
an LCD display. A backlit three-line LCD on the main unit supports ID3 tags and displays
song title, artist, bit rate and elapsed time. The unit also features six preset equalizer
modes (Flat, Rock, Classical, Jazz, Pop and Bass) and six play modes (normal, repeat 1,
repeat all, random, intro and program list) to provide the customization that consumers
desire.
The BLiNG will be available in December at CompUSA and Buy.com for
an estimated retail price of $99.99. You can find more details in the
press release
- InterVideo Launches WinDVD Platinum
InterVideo has launched WinDVD Platinum, the latest version of the world's most popular
DVD-playing software, which includes a number of new features including DivX(TM) support,
making WinDVD Platinum the ultimate way to watch DivX movies. The new software is also the
first DVD player to include Dolby Virtual Speaker Technology, a brand new technology from
Dolby that replicates rich, surround sound audio over only two speakers. In addition to Dolby Virtual Speaker functionality, WinDVD Platinum also
includes several new features not found in any other version of WinDVD including: Movie
Effector and advanced de-interlacing for higher quality video, docking capabilities, new
skins and support for 96 kHz/24 bit audio. Worth noting that the support for 96/24 bit
audio does not mean it will support DVD-Audio. You can find more details in the press release.
For more news from last week check out our news archive.
Upcoming features at 3DsoundSurgeReviews that we are currently working on:
Updated Santa Cruz/Sonic Fury and GameTheaterXP reviews
Hercules Fortissimo II
Terratec DMX Xfire 1024
CMedia CM8738 Reference Review
Full Audigy Review
Full Philips MMS305 Review
There are several other hardware reviews in the pipeline
including, but not limited to the following:
Guillemot Maxi Sound MUSE
Terratec m3po
DigMedia MusicStore
Philips Seismic Edge
Lots of other stuff on the go in including several guides and major site revisions that we
will soon be releasing more details on.
As always if you have any ideas for products we should review or features we should do,
please let us know.
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