Enhancing the 3D Experience - Khronos

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© Copyright Khronos Group, 2011 - Page 1 Enhancing the 3D Experience Erik Noreke Chair of OpenSL ES Working Group Chair of OpenMAX AL Working Group

Transcript of Enhancing the 3D Experience - Khronos

Page 1: Enhancing the 3D Experience - Khronos

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Enhancing the 3D Experience

Erik Noreke Chair of OpenSL ES Working Group

Chair of OpenMAX AL Working Group

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The Total 3D Experience

• Consists of Visual and Auditory input

- Stimulate different senses

- Use different parts of the brain

• The more senses are stimulated, the

more real an experience feels

• The better the 3D experience, the

better the game

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Audio is Underrated

• Audio is probably the most under-rated

element in a game

• There are companies that value audio but,

- Generally speaking it does not get the respect it

deserves

• Audio is often considered just before you ship

• So, are the machines running?

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Ear Is Hard To Trick

• Audio Is Psychological

- It is hard to measure

• If you have bad audio, people notice

- They might not realize what it is - but what they

experience feels wrong

• Audio is less forgiving than video

- Skips, pauses, missing frames

• Audio synch needs to be within 100ms of

graphics

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3D Audio

• 3D audio is experiencing real world sound

- Location – Direction

- Size – Width and Height

- Speed – Doppler

- Power – Amplitude

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– The Easy Way to 3D Audio

• Create theater-quality audio experience

- In a mobile device!

• Profiles reduce application customization

- Applications can query available profiles

- Develop to a specific profile or profile

combination

• Full 3D audio functionality enhances any

gaming experience

- Perfect companion to OpenGL ES

• Designed for implementation by either a

hardware or software solution

- Unlike any other advanced audio API

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Designed with Audio Application Developers in Mind

• Full range of effects and controls – including advanced 3D

effects such as Doppler and virtualization

- Experience rich, enhanced sound from locations other than the

handset, even moving, for the ultimate multimedia experience

• Advanced MIDI

- Use the output of the MIDI engine as a 3D sound source, making

the ring tone appear to be coming from a different direction than

the music

• 3D Audio makes OpenSL ES the natural choice for any audio

application

- Better gaming experience; 3D audio for conferencing calls; more

vivid music experience

Doppler

MIDI messages

Preset Reverb

EQ

Pitch

Buffer Queues

Rate

Metadata extraction

Environmental Reverb

Virtualization

Stereo widening

LED & Vibra

3D position

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• Smartphones are rapidly approaching 25% of

all handsets sold worldwide

- Steadily increasing market share

- Expected to exceed 50% by 2012

• Entertainment is a major selling feature of

smartphones

- Games, Multimedia

• Success in the smartphone market is

dependent on user experience

• Audio & Multimedia performance is quickly

becoming an important factor

- Market needs differentiating factor

- Form factor limits screen growth

- Important for operator services

A Standard for Tomorrow’s Smartphone User

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OpenSL ES Adoption – Standardizing Mobile Audio

IP Vendors

Platform Providers

Driving forces behind enabling high-performance audio in mobile devices

Handset Manufacturers Offers a full

Phone-Music-Game OpenSL ES solution

OpenSL ES now supported in Android 2.3 NDK

First adopter of OpenSL ES

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OpenSL ES Profiles

Basic mobile phones Ring tone and alert tone playback (basic MIDI functionality), basic audio playback and record

functionality, simple 2D audio games

Game-centric mobile devices Advanced MIDI functionality, sophisticated audio

capabilities such as 3D audio, audio effects, ability to handle buffers of audio, etc.

Music-centric mobile devices High quality audio, ability to support

multiple music audio codecs, audio streaming support

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– Object-Oriented Audio • OpenSL ES has an object-oriented programming model

- Simplifies common use cases – but also extensible

• Engine Objects are central to any OpenSL ES session

- Objects created using methods on the Engine Object interfaces

• OpenSL ES Objects enable PLAY and RECORD of audio

- Perform some operation on an input and emit the result as output

- Can handle almost any audio use case

• Objects have control interfaces

- For application

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The 1.1 Advantage

• Object-based audio for architectural

simplicity

- Reduces development time

• Native access for speed

- Necessary for high-performance audio

applications

• Advanced functionality for full

application control

- Everything from simple playback to 3D

audio

• Profiles reduce fragmentation

- Phone, Music, Game

• Advanced simplicity

- Reduces development time

- Facilitates porting

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• Same API regardless of underlying solution

- hardware accelerated

- software implementations

• Simplifies porting between platforms

- Spend application development time on application development, not porting

• Meets the demand for high-performance audio

- Opens up the market for advanced audio applications

- Provides mobile consumers with a home-theater-like immersive audio experience

• OpenSL ES does for audio what OpenGL ES does for graphics

- It brings your 3D application alive!

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Tips and Tricks

// Check for the Game profile

(*engine)->getInterface(engine, SL_IID_ENGINECAPABILITIES, &engineCaps);

(*engineCaps)->QuerySupportedProfiles(engineCaps, &profiles);

if(profiles && SL_PROFILES_GAME) GameProfile = TRUE;

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Matching the Audio to the Video

• Don’t use generic audio tracks

- Too recognizable by the user

- Modify or supplement to fit the specific

situation

• Matching the audio to the scene

enhances the 3D perception

- Stimulate more senses for a better

experience

• Sometimes no audio is best!

- Can be very effective

Fix layout

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Vary the Audio

• Don’t use the same track over and over

- Vary with a few extras

- Use double tracks of different lengths

• When using background ’Drone’ sound

add small point effects for detail

- Break the monotony

• Use different audio tracks for right and

left

- Certain background sounds are Right and

Left ear specific

Fix layout

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Equalizer of Death

• Lower the 3D effect and apply a low pass

filter - cut the treble - when the player’s

health is low

- This will lower the clarity and disorient the player

- Like blurring the screen does in the graphics

world

Output Mix Headset

Output

Device

3DGroup

Player

EqualizerItf

URI

3DSourceItf

3DDopplerItf

3DLocationItf

3DGroupItf

EffectSendItf

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Cinematic Stereo Widening

• Widen the sound during cinematic points

• Example: The player walks down a small

hallway into a big room

- Add suspense to a dramatic scene

• Start off with a narrow sound stage and then

widen it as the room opens up

Output Mix Headset

Output

Device

3DGroup

Player

EqualizerItf

VolumeItf

URI

PlayItf

EnvironmentalReverbItf

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Bigger Explosions

• Apply a bass boost effect to enhance the

explosion's boom

- Note that bass boost is different than just

increasing the bass

• Afterwards apply a low pass filter for a short

time to shock the player audibly

Output Mix Headset

Output

Device

3DGroup

Player

VolumeItf

URI

PlayItf

BassBoostItf

EqualizerItf

EnvironmentalReverbItf

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Engulfing Sounds

• Apply stereo widening to sounds that

encompass the player

- Crowd noise

- Fire

- Rain, Wind, Weather

- Traffic

Output Mix Headset

Output

Device

3DGroup

Player

VirtualizerItf

VolumeItf

URI

PlayItf

EqualizerItf

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Point sounds

• Create a single point sound moving in 3D

space to distract the player

- Fly buzzing around the player’s head

• Continually update position

• Vary the distance

Output Mix Headset

Output

Device

3DGroup

Player

EqualizerItf

VolumeItf

URI

PlayItf

3DSourceItf

3DDopplerItf

3DLocationItf

3DGroupItf

EffectSendItf

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EffectSendItf

The Classic

• Good Ol’ Fashion Shotgun

• The shotgun is everyone's favorite weapon

- Why? Because it goes BOOM!

Output Mix Headset

Output

Device Player

EnvironmentalReverbItf

VolumeItf

URI

PlayItf

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To Create the Best 3D Experience

• Plan the audio when creating the video

• Don’t overuse common audio effects

• Stimulate as much of the brain as possible

• Combine sounds & experiment

• Listen to real world examples

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Any Questions?

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Thank You