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EVE Online
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12s | [Music] |
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19s | [Music] |
29s | [Music] |
66s | [Music] |
85s | no |
93s | oh |
95s | okay |
98s | can you hear me now |
101s | fantastic |
103s | so thank you all for being here |
105s | my name is uh ccp old boy |
109s | and with me here is |
111s | my audio department ccp christian |
115s | and ccp zoetrope |
117s | and somewhere around here |
119s | our producer |
121s | right there |
123s | ccp k1 p1 |
127s | so it's a small audio department |
132s | we |
136s | are happy to be a small department |
138s | because it gives us |
140s | we get to do many different things and |
143s | we learn new a lot of new things so it's |
145s | a good thing we also |
148s | outsource some things that we don't have |
150s | time to do |
152s | also to get |
153s | new perspectives |
155s | but mostly |
156s | all of our work is done in-house fires |
162s | so i'm gonna talk a little bit about the |
164s | philosophy |
166s | and |
167s | the practice of |
169s | the sound in eve |
172s | and talk about us a little bit how we do |
174s | it |
175s | so |
176s | [Music] |
177s | the first thing we have to do is we |
180s | sort of have to |
182s | you know |
183s | not be too scientific because |
186s | simply it's impossible because we're in |
188s | space |
189s | and we have sound in space |
191s | so we have to forget about that |
194s | of course we had had ideas of |
196s | uh being more you know more real totally |
199s | real |
200s | and having |
201s | kind of um |
203s | no sound in space but rather inside the |
206s | ships |
207s | but since the game happens |
209s | kind of outside the ship in third person |
212s | that's not possible so |
214s | maybe one day |
218s | so we have to completely forget about |
220s | science here and just try to enjoy |
223s | creating sound in space |
225s | which is which is fine with us |
229s | so i have this clip here and imagine if |
232s | this |
233s | did not |
236s | can you see it |
237s | no no |
239s | can you turn the light off |
242s | so imagine if this |
245s | was silent |
247s | you still can't see it can you no no |
250s | anyway |
252s | it's a it's a road drone harvest |
254s | structure from from last year |
257s | it's very nice |
258s | incredibly good looking stuff from the |
261s | graphics department |
263s | but having this totally silent would be |
267s | well |
269s | boring or or not as exciting at least |
273s | so that's just one example i can't we |
276s | don't have uh enough time to play |
278s | a lot of examples here you can just go |
280s | and test |
282s | so |
285s | we're fine with that |
289s | what we have in front of us is |
292s | an environment that is |
294s | unknown and in most cases very hostile |
298s | and |
302s | the the fact that we can add sound to |
304s | things in space allows us to amplify the |
306s | overfeel of the universe if we wouldn't |
309s | have a sound it wouldn't be |
312s | as exciting at least for most people |
316s | and the ultimate goal is to make the |
318s | sounds and music support and amplify the |
321s | online unknown and hostile environment |
325s | that is the that is our main goal |
332s | we when creating this |
334s | it's uh it's important to think about |
337s | that we as humans know certain |
340s | kinds of sounds in the world we live in |
342s | at the moment |
345s | and we have to |
347s | bring in some sounds into our sound |
350s | designs |
351s | that we recognize as |
354s | uh you know we recognize in our head |
356s | that something |
357s | that we can relate to for example |
360s | we take a turret blast |
362s | we |
363s | you know we |
364s | we create those without without |
366s | equipment and with our computers with |
368s | some |
369s | you know sci-fi elements |
372s | but we then also have to take |
374s | you know |
376s | a gunpowder and stuff and put into it |
379s | in order to make it |
381s | make you believe that it is actually a |
383s | third blast |
385s | so we |
386s | that's a big part of what we have to do |
389s | it's always a challenge to do this |
392s | but it's a lot of fun |
394s | uh the goal of the the end pro that |
396s | should make sure you the player |
399s | actually believes |
402s | that you are in the future |
404s | and actually believes that you are |
405s | shooting a turret |
407s | that is the goal |
411s | and |
412s | yeah |
413s | you don't you would not need to uh |
415s | imagine where you are you just you you |
418s | should feel it every time you uh shoot |
421s | the turret |
424s | designing these uh sounds is uh is a |
426s | challenge |
429s | in in in one sentence it's a good |
431s | sentence i think |
432s | it's a challenge |
435s | um |
437s | so so this is the image you see here |
441s | it's like we often think about the eve |
444s | universe at least the sound department |
446s | as a huge uh painting |
449s | as a the the the biggest uh piece of art |
454s | there is in the world |
456s | that at least how we see it often |
458s | and you know |
460s | it really is isn't it it's like a huge |
463s | jackson pollock painting |
466s | right |
467s | and |
470s | it's very difficult to design for it |
472s | because |
473s | we have two |
475s | people are so |
476s | subjective and we have to cater to |
479s | everyone's taste |
481s | and it's it's hard |
483s | but we have to you know have trust |
485s | ourselves to make the you know best |
488s | thing we can do |
490s | at each time |
492s | we have to create it |
494s | interesting |
495s | but not so interesting as to take away |
498s | from the whole |
499s | it has to be a part of the graphics |
502s | and |
503s | you know the sound and the graphics have |
505s | to |
506s | be in marriage together |
508s | and make this impact |
509s | together |
510s | because if we take too much from the |
513s | graphics which is actually extremely |
515s | hard because it's so awesome |
517s | but it's uh |
519s | yeah it has to be one thing that |
521s | the people are experiencing |
525s | so |
526s | designing sounds in such a way that they |
528s | can exist on their own |
530s | as well as mixed with thousands of |
532s | others that's also a huge technical |
535s | problem that we will go a little bit |
537s | more into |
538s | later |
544s | yeah and and another thing |
546s | so designing the sound is one thing |
548s | and |
549s | you know in in your computer and with |
552s | your with your stuff |
553s | but then implementing it is another |
555s | thing that's like it's like 50 of the |
558s | thing 50 percent of the sound happens in |
561s | in real time inside the game |
564s | so it's impossible to design something |
566s | and just yeah this is done you have to |
568s | put it in the game |
570s | you have to test it thoroughly with all |
572s | kinds of situations all kinds of other |
575s | sounds going on and |
578s | then you know then you should be good to |
580s | go |
582s | we sometimes put sounds into the game |
583s | and we can't |
585s | test every scenario with all of the |
587s | sounds and |
590s | what's going on maybe maybe in a fleet |
591s | fight or whatever |
593s | but uh sometimes we have to you know fix |
596s | the sound afterwards |
597s | not very often but it happens |
602s | so during covert times |
605s | we uh |
607s | you know obviously had to stay at home a |
608s | lot |
610s | and |
612s | well we were isolated like probably most |
614s | of you |
615s | and lonely you know |
617s | kind of |
619s | so |
620s | uh you know staying at home alone with a |
623s | computer and maybe a |
625s | synthesizer or a controller or something |
628s | was not enough for us |
630s | so what we decided to do |
633s | this is my home now |
635s | we decided to |
639s | get some analog synthesizers |
642s | and play with electricity directly |
645s | and this is christians |
649s | and uh |
650s | it it has changed the sound design a bit |
653s | for us |
654s | uh it's more |
655s | it's more fun for us |
657s | uh i'm not sure if you've heard the |
659s | change uh maybe |
661s | you know wait you know one or two years |
664s | then you will then you will hear more of |
666s | it |
666s | but it has changed a little bit of the |
668s | sound |
669s | it's a little bit warmer now |
672s | and we hope it's going to be a good |
674s | thing |
675s | to for you to experience |
678s | and we'll build the ccp studio |
680s | in a similar way |
684s | so talk about talking about the music |
687s | the uh the current empire space music |
689s | has uh |
691s | uh |
692s | you know done a lot for to uh |
695s | you know |
696s | for everyone you know it's uh |
701s | you know it has been great i mean it it |
704s | by now it's it's almost iconic |
706s | you know the in space music but it it |
709s | has it is still it is linear it has a |
712s | beginning or middle and an end what we |
714s | want to |
715s | do we want to |
717s | make the experience more |
720s | vertical |
722s | you know |
723s | you don't know what i'm talking about |
726s | but it's easily christian explain later |
729s | so we want to um |
731s | you know we want to make the uh |
733s | experience more in line with the sound |
736s | effects and the graphics |
738s | right now the the this is just music |
741s | inside the game and what it is doing |
743s | it's playing its own thing |
744s | and then there's the graphics |
747s | you know you you could really just turn |
749s | off the music like this and play it from |
751s | spotify to do a similar thing or same |
754s | thing or from a |
756s | playlist inside the audio menu or |
758s | whatever |
759s | so what we want to do is |
761s | change it to be more |
765s | interactive for lack of a better world |
768s | we have started this we actually started |
770s | this in 2009 or 2010 maybe |
773s | uh with uh |
776s | zero zack and uh wormhole sac uh we put |
779s | some |
780s | like vertical |
781s | you know music there |
783s | it didn't have a beginning and an end or |
785s | a middle |
788s | it has |
790s | worked fine and we're going to take that |
792s | to the next level |
799s | um |
801s | so |
801s | we are always exploring new tech to |
804s | allow us to |
806s | take the the sound and music further |
809s | and |
811s | we are now |
814s | in exploring a technology that will |
816s | allow us to |
818s | create the the sounds |
821s | kind of |
822s | while the game is happening |
825s | not create them before on these guys |
828s | and then sample them and put them in the |
829s | game |
831s | but kind of |
832s | create what notes to play |
835s | and then it's like |
837s | you know it's like kind of midi those of |
840s | you who know that but still it's more |
842s | than that the sounds will be created |
845s | by for example |
847s | how you are flying what shape you're |
849s | flying and so on |
851s | and the sound will be after |
854s | uh |
855s | you know |
857s | depending on |
858s | what you're doing and so on but this is |
860s | very much work in progress |
863s | and |
864s | a lot of work is still uh to be you know |
867s | uh is still to be done to uh to finish |
869s | this |
871s | but |
871s | we hope for the best if we have time |
874s | but like i promised you |
877s | i promised we would get back to the |
879s | vertical aspect of music |
882s | and here is christian ross |
887s | ccp christian |
893s | hello hello hello |
895s | thank you |
896s | can you uh you can hear me right |
899s | good to see you |
900s | and and happy to see that everyone |
902s | survived the pop crawl yesterday you |
904s | know |
907s | so |
909s | my name is christian |
911s | i am an audio designer and a composer |
913s | for eve online |
915s | um |
916s | and uh |
918s | it's become sort of a passion of mine to |
920s | to try and find a |
922s | voice you could say for |
925s | for the sort of the depth and the |
927s | mystery of outer space and do it through |
930s | music |
931s | and um |
932s | and as you mentioned before i came to |
934s | ccp i was i was working |
936s | at allport university and i was doing a |
938s | phd there about adaptive vertically |
942s | dominated music |
944s | in outer space games |
946s | and i'll explain what that means |
949s | and so i'm really excited to |
951s | [Music] |
953s | have this opportunity to sort of drag |
955s | you with me into her into a rabbit hole |
958s | of some |
960s | of some of the philosophy that's behind |
961s | the music the new music that uh that is |
964s | coming into even that is already in eve |
967s | um |
972s | so |
972s | this is music um |
975s | vertically dominated music is music |
977s | which is continuous it is it has a |
980s | limitlessness to it it's timeless |
984s | infinite |
986s | it's in a way incomprehensible |
988s | you can't control it it's unknown it's |
991s | weightless homeless and it's |
993s | unpredictable at least |
996s | and so this is a very scary sort of |
998s | scary sounding example but it can also |
999s | be quite beautiful and wonderful really |
1002s | and it lends these properties to |
1004s | whatever it's a coupled to |
1007s | so |
1009s | if you couple it to being in outer space |
1012s | uh on a small screen or whatever you |
1014s | have at home when you're playing |
1016s | you know you can begin to |
1018s | give even something you're experiencing |
1020s | on a small screen something infinite to |
1023s | it like like this with this kind of |
1024s | music |
1026s | um so when i'm talking about vertical |
1028s | and horizontal i'm talking about |
1031s | space time okay it's like space time but |
1034s | it it's not the kind of space that |
1036s | you're that you know it's not like 3d |
1038s | space it's pitch space |
1040s | so it's the space that pitches |
1043s | occupy |
1045s | you can even call it spectral space |
1047s | because then you're going not just the |
1048s | pitch of the note but the note and how |
1050s | it sounds and everything in between the |
1052s | 12 notes that we usually operate with |
1055s | in the in the western world |
1057s | and just as a demonstration |
1060s | i'd like to to play an example that |
1062s | demonstrates what happens as you move |
1064s | from the the horizontal |
1067s | dimension of events that happen over |
1070s | time |
1071s | and if you make you know if you play a |
1073s | pulse that goes over time and you speed |
1075s | it up and speed it up and speed it up |
1076s | something magical happens at one point |
1079s | many of you may know this of course |
1081s | is that you it becomes one thing instead |
1083s | of being individual events it becomes |
1085s | one vertical experience |
1088s | the way that we experience it or |
1089s | perceive it |
1103s | [Music] |
1126s | okay so the so the horizontal is |
1129s | structures happening over time so then |
1131s | we're talking about rhythm and pulses |
1134s | and beats |
1135s | melody also melody happens a lot over |
1137s | time it's dependent on being able to |
1139s | develop itself over the time dimension |
1142s | chord progressions you can say the same |
1146s | any progression of chords needs |
1147s | obviously time as it as a significant |
1150s | component to how how it lives |
1153s | and |
1154s | and and so on |
1156s | on the other hand the vertical dimension |
1158s | that is the sounding now |
1161s | it's whatever sort of it's whatever is |
1163s | sounding in a sort of |
1165s | simultaneity it's like simultaneously |
1167s | sounding now and that has to do with |
1169s | pitches |
1170s | that's to do with harmonies of |
1172s | simultaneously sounding pitches tamper |
1175s | so |
1177s | the reason why a uh violin sounds |
1179s | differently from an oboe for it would be |
1182s | the tambra |
1184s | and texture as well and texture |
1186s | if you could you could explain it as |
1188s | sort of a micro variation within the |
1191s | sounding of the instrument so let's like |
1194s | you know a quick vibrato on a violin or |
1196s | something like that creates a certain |
1197s | texture and that list goes on that's a |
1200s | rabbit hole all on its own you can |
1203s | it sort of goes on infinitely if we try |
1205s | to describe the sound |
1208s | of the sounding now okay so the point is |
1210s | coming |
1211s | and the point is |
1213s | the point is |
1214s | that if we have music that is dominated |
1217s | by the horizontal |
1220s | dimension in music then it's dominated |
1222s | by rhythm pulses beats and melodies and |
1225s | chord progressions and how they sort of |
1229s | speak to themselves and refer back to |
1231s | themselves so if it's like |
1237s | then there's definitely some you know |
1238s | it's talking to itself in a way and |
1241s | imitating itself and repeating |
1243s | uh things that all happens on a over |
1246s | time right |
1247s | and that's most music that we normally |
1249s | listen to it works like that like most |
1251s | music in the radio any you know most |
1253s | jazz and pop and you know reggae and |
1255s | techno or whatever |
1257s | is there |
1258s | but |
1259s | if you then imagine |
1261s | music which is dominated more by the |
1263s | vertical dimension then you get a very |
1265s | different kind of you know sonic |
1267s | experience |
1269s | then you have the sounding now as the |
1271s | most significant |
1274s | aspect of the music um |
1278s | and these things like horizontally |
1280s | dominate music university dominant you |
1281s | know dominated music they can sort of |
1283s | they're spanning over |
1286s | over sort of a scale you could say we're |
1288s | going to look at that later but i just |
1290s | wanna i'm gonna play an example now it's |
1293s | um it's from 2001 a space odyssey |
1296s | stanley kubrick he's been using this |
1299s | music a lot this sort of style of music |
1302s | and we're about to see these uh |
1303s | primordial apes wake up to find |
1306s | something just extraordinarily weird to |
1308s | them like something they could they |
1310s | don't have the |
1312s | capabilities of comprehending what |
1314s | they're gonna experience |
1316s | and just try and notice how the the |
1318s | music is lending these properties of the |
1321s | continuous limitless timeless you know |
1324s | chaotic |
1325s | incomprehensible to |
1326s | to this object |
1336s | [Music] |
1361s | uh here's another example later in the |
1362s | movie when they they're far into space |
1365s | beyond jupiter |
1367s | and the |
1368s | sort of reality becomes quite weird |
1371s | interesting um |
1376s | [Music] |
1400s | yeah so |
1401s | so |
1403s | the perception or the experience of of |
1405s | music happens through |
1407s | among other things through our body so |
1409s | we use the capabilities we have for |
1411s | understanding our own body |
1413s | and |
1414s | and also capabilities for language |
1417s | and of course emotion when we listen to |
1419s | music and i like to think about |
1422s | music as um |
1424s | some form of communication like it's |
1426s | coming from something or somewhere not |
1429s | necessarily a composer but it's like |
1431s | there's like an entity somewhere |
1433s | abstract maybe communicating to us and |
1435s | we then receive this |
1437s | music |
1438s | um and um |
1441s | and this that entity sending music like |
1444s | vertically dominated music is one |
1446s | strange foreign |
1449s | thing |
1451s | and it lends those properties again to |
1453s | whatever it's coupled to here's a here's |
1455s | another example |
1458s | in here mrs torrance is where we keep |
1460s | all the dry goods and the canned goods |
1463s | we got canned fruits and vegetables and |
1466s | fish and meats |
1468s | hot and cold serums post toasters corn |
1472s | flakes sugar puffs rice krispies oatmeal |
1475s | we din and green movie you got a dozen |
1478s | drugs of black molasses we got 60 boxes |
1481s | of dried milk |
1484s | [Music] |
1499s | have you now we got dried peaches dried |
1503s | apricots dried raisins and dried prunes |
1507s | and this is a good example of it's |
1509s | actually |
1510s | the music and only the music that is |
1513s | telling us that there is something |
1515s | completely unfathomable going on here |
1518s | they can't show it because how would you |
1519s | show it but the music can do something |
1521s | like that |
1522s | and |
1524s | so i just want to |
1525s | i think i should |
1526s | maybe skip a few things here i'm going a |
1528s | bit over time um |
1530s | but it has to do with musical |
1532s | anticipation so i'm going to go through |
1534s | this very fast and |
1536s | you're very welcome to contact me |
1538s | afterwards and if you want to know more |
1540s | about this so i'm gonna i'm gonna speed |
1542s | up a bit at the most complex part of the |
1544s | talk okay so anyways so |
1547s | three |
1548s | ways of anticipating predicting when you |
1551s | listen to music past listening |
1554s | future listening and now listening so |
1556s | past listening is happening all the time |
1558s | so you |
1560s | you try to predict the the coming music |
1563s | based on what you just experienced so |
1566s | based on your immediate past so you |
1568s | listen to something you hear patterns |
1571s | and based on those patterns you try to |
1573s | predict what's coming in constantly and |
1575s | that's your your immediate past with |
1577s | this piece of music but it's also your |
1580s | whole musical your personal musical |
1582s | history every music that you ever heard |
1584s | you use that you know those maps that |
1586s | you have for that to kind of predict |
1588s | what's coming |
1590s | so that's past listening future |
1592s | listening is when you would know the |
1594s | music like you know it so well and i |
1597s | promise there's a point to this as well |
1599s | so you you know it so well that you |
1601s | actually are able to project the music |
1603s | that you know is coming into the future |
1605s | and then it comes and you're like oh |
1607s | yeah i knew that |
1609s | that's you know it's a kind of a |
1610s | pleasant way in a way you know it's not |
1612s | very stressful |
1614s | on the other end of the spectrum |
1616s | is something we could call now listening |
1619s | and that has to do with vertically |
1621s | dominated music this is where |
1623s | you have no idea what's coming |
1626s | it happens when you don't know the music |
1628s | and there is no way for you to predict |
1630s | what's coming and |
1632s | so um |
1633s | you this sort of state of no patterns |
1636s | and no sense of control |
1638s | in a way pulls the rock under you |
1641s | continuously |
1644s | um and during this research i had a |
1646s | there was like an eureka moment at some |
1648s | point because i've been working with |
1649s | this kind of liner scale from now |
1652s | listening and vertically dominated music |
1654s | and |
1655s | and you know future listening and and |
1657s | horizontally dominated music at some |
1659s | point i realized it's not a |
1661s | it's not a liner scale it's a |
1663s | they meet |
1664s | because if you imagine music becoming so |
1667s | chaotic in a way that we actually in our |
1669s | musical listening we stop looking for |
1672s | patterns like the musical patterns just |
1674s | become so impossible that we just |
1677s | we just let it go |
1678s | and at that point |
1681s | you move from a quite stressful somehow |
1684s | full of tension a state of musical |
1686s | listening onto just something completely |
1689s | relaxed |
1690s | and so there's a sort of wormhole |
1692s | between the |
1694s | between the two states of listening and |
1696s | and this model becomes a circle |
1700s | and |
1702s | in this singularity that arises there |
1704s | that's the singularity between time and |
1706s | space |
1707s | so |
1709s | but musical space |
1711s | and |
1713s | it has to do with anticipation and it |
1714s | also has to do with time scales there is |
1717s | a fusing of the as we |
1720s | experienced with this with this pulse |
1722s | that becomes a pitch there's a fusing |
1725s | around this place where the where the |
1726s | vertically dominated music lives in the |
1729s | sounding now something fuses there in a |
1731s | sort of singularity uh where um |
1734s | time sort of becomes space you could say |
1736s | anyway |
1737s | but i won't go further into that |
1740s | so |
1743s | vertically dominated music has made its |
1745s | way into eve online already and i'm |
1747s | gonna play a couple of examples this is |
1749s | from a wormhole space |
1756s | [Music] |
1774s | [Music] |
1783s | [Music] |
1789s | and |
1790s | i'm gonna just skip forward here and |
1793s | also triglavian the triglavian invasion |
1795s | we gave that some pretty |
1798s | dark music |
1800s | which is also vertically dominated |
1803s | [Music] |
1828s | and as you might be able to hear |
1831s | in this |
1832s | music here |
1833s | there is actually a pulse |
1835s | you have these |
1838s | that come in and it even has some an |
1840s | echo that goes |
1842s | and you can actually predict that and |
1843s | that's kind of |
1845s | proving a point which is that you don't |
1848s | need |
1849s | one or the other you can find a way in |
1851s | between and there it becomes really |
1853s | interesting because it's a super |
1855s | powerful as a composer it's a very |
1857s | powerful thing to play with how much do |
1859s | you want it to be over in this |
1861s | vertical |
1863s | end of the scale and how much do you |
1864s | want it to have some structures that has |
1866s | a |
1867s | time time |
1869s | aspect to them |
1870s | and |
1872s | so that's something that |
1875s | is in eve online already and we'll be |
1877s | rolling it out more |
1879s | for example in the |
1881s | in the |
1882s | eve npe the tutorial |
1885s | we've been playing with this so you |
1886s | would have |
1887s | some |
1888s | periods where you want this mystery to |
1890s | be the focus but then the player is |
1892s | called to action might need to do some |
1894s | mining or kill someone |
1896s | and |
1897s | and there you just by adding a pulse for |
1900s | example you all of a sudden have you |
1902s | know you have forward movement |
1906s | it is in a few dungeons |
1908s | uh but the plan is |
1910s | we'll be doing more of this and it will |
1912s | be adaptive so it's changing right now |
1915s | the the eve tutorial is the most |
1917s | adaptive music that we have in eve |
1919s | and |
1921s | there will be more of this so it will |
1922s | change with player actions and the |
1924s | scenario that the player is in to a much |
1926s | larger degree than it does at the moment |
1930s | it will be in many more dungeons and |
1934s | in empire space as well |
1936s | adaptive music so empire space won't be |
1940s | this kind of very scary music it might |
1941s | have vertically dominated aspects to it |
1944s | but it won't be |
1945s | you know it will be more of the |
1946s | wonderful kinds |
1950s | so and this adaptive music |
1953s | that we're we're doing requires uh |
1956s | expansion of our technical framework and |
1958s | so i'm gonna leave you with this and |
1961s | give the mic over to eric and thanks for |
1963s | listening |
1972s | can you hear me perfect |
1975s | yeah i'm ceci bezotrope i'm the audio |
1978s | programmer on eve online |
1980s | uh i have the privilege of working with |
1982s | these two amazing sound designers to |
1984s | help them get their sounds in the game |
1986s | um |
1988s | i just wanted to talk a little bit i'm |
1991s | going to cover the past very short |
1993s | and then talk mostly about the present |
1994s | and then give you a little bit of |
1996s | insight into the future |
1997s | um |
1999s | in the past three years we've uh |
2002s | overhauled the |
2003s | ship engine sounds and we've done a lot |
2006s | of work modernizing our internal tools |
2008s | to help them create |
2010s | faster |
2011s | to be faster in creating getting their |
2013s | sounds in the game |
2015s | we've been making we've been working on |
2016s | these adaptive music systems that |
2018s | christian talked about and |
2020s | we also |
2022s | modernized the hanger sounds |
2024s | and we've been doing a lot of |
2025s | explorations into generative synthesis |
2028s | and |
2029s | composition in the game which is not |
2031s | viewable we're still doing a lot of |
2035s | explanations there |
2038s | in addition to that we just add a lot of |
2040s | the music and the effects that you hear |
2042s | from things that come out in the game |
2045s | um but let's focus on the present |
2047s | i want to go back to what cece old ccp |
2049s | old boy said uh with his wonderful |
2052s | sentence designing sound environments is |
2054s | a challenge and i want to go back to |
2055s | this picture |
2057s | for the actual technical foundation of |
2059s | audio and eve this has been the biggest |
2061s | problem in eve |
2063s | you've probably noticed this when you |
2064s | turn off audio when you go into fleet |
2066s | flights because of the performance |
2070s | let's just cover a little bit of why |
2072s | that's so hard when you look at a scene |
2075s | like this |
2076s | you have |
2077s | thousands of um |
2079s | and you have to play all the important |
2080s | sounds |
2082s | without playing too many at once |
2084s | without degrading performance too much |
2086s | and you still have to maintain that |
2088s | great atmosphere that they build |
2092s | there's a lot of popping |
2094s | um |
2096s | one of the hardest parts about our game |
2098s | is that the you the player controls our |
2100s | camera which means we have no idea where |
2103s | you'll be looking at any point in time |
2105s | you could be zoomed out all the way you |
2106s | could be looking at details of a ship |
2109s | we can't really know |
2111s | where you're going to go in other games |
2113s | they have the opportunity of knowing |
2115s | that you'll go to this next level so we |
2116s | can load up these sounds and then you're |
2118s | gonna go to this next room so we can get |
2120s | this these sounds ready we don't have |
2122s | that |
2123s | um |
2124s | and |
2125s | uh eve has a lot of large looping sounds |
2128s | and that's that's challenge in and of |
2130s | itself |
2131s | but i can't really go over why |
2134s | um |
2134s | so currently we use a third-party audio |
2137s | engine uh named wise |
2139s | and we've been using their |
2141s | their their tools |
2142s | uh for a long time now however when it |
2145s | comes to limiting sounds in a scene that |
2147s | large |
2148s | then |
2149s | it doesn't give us enough granularity |
2151s | of what |
2152s | sounds you should be hearing based on |
2153s | where you are or what's important |
2157s | and looping sounds in particular uh you |
2159s | have to take into account |
2161s | uh you have to hold on to them so that |
2163s | when you return the loop continues it's |
2165s | different than if you had like a gunshot |
2167s | we can just kill that if you're away |
2170s | if there's a sound that's looping you |
2171s | need to hear it when you come back and |
2173s | wise doesn't have very good |
2176s | a very good ability to do that |
2178s | so in some cases we're actually holding |
2180s | on to loops the whole system when you're |
2182s | in a system there's some minimal |
2184s | processing going on with jump gates and |
2186s | stations |
2187s | and moon and planets and suns whether |
2190s | you know it or not |
2192s | the configuration is really prone to |
2194s | human error |
2195s | and there's a huge performance cost like |
2197s | i said which is most likely why you turn |
2198s | off audio when you're in a fleet fight |
2200s | however i am working on a fix |
2203s | um |
2204s | i'm calling audio calling |
2207s | yeah |
2210s | it's currently being developed |
2213s | the logic of what sounds are important |
2215s | is actually in the in our engine and |
2217s | then we work in tandem with wise |
2220s | right now with wise we can just say we |
2221s | only want 30 ship engine sounds |
2224s | and then we can't be smart about like |
2226s | never kill the players sound so that's |
2227s | why sometimes you might hear some things |
2229s | just drop out when you're playing the |
2230s | game especially in large scenes some |
2232s | sounds just don't play |
2235s | um |
2237s | instead of talking about it i'll just |
2239s | let you hear it um |
2240s | this is before audio this is what you |
2243s | would get now i spawned 100 ships and |
2245s | had them all shoot me |
2247s | um and then |
2249s | uh |
2250s | what you need to listen for is you're |
2251s | going to hear a lot of popping and |
2252s | that's the audio engine is playing a |
2255s | sound and then yeah just like that |
2258s | the audio engine is playing a sound and |
2260s | then it decides to kill it immediately |
2262s | so you get like a millisecond of sound |
2264s | and you're going to notice that when |
2265s | when you zoom in on something |
2267s | um |
2268s | you don't necessarily get the sound of |
2270s | the thing you're looking at |
2275s | [Music] |
2282s | [Music] |
2291s | time |
2301s | right there when i was zoomed up you |
2302s | could like you didn't even hear that |
2304s | shot even though you're looking |
2306s | um |
2307s | so this is what it sounds like now this |
2309s | is keep in mind a prototype |
2312s | uh |
2312s | there's a lot of work to be done but it |
2314s | it's really clean already |
2319s | [Music] |
2337s | [Music] |
2362s | [Music] |
2368s | [Applause] |
2376s | so |
2377s | that's all happening on the engine side |
2380s | they don't have to do anything to make |
2381s | that work and the performance is already |
2383s | looking really good with that so |
2385s | um |
2386s | like usually if you were to zoom out |
2388s | while there's a fight there's a lot of |
2389s | processing going on whether or not |
2391s | you're there like just a ton |
2394s | but yeah |
2395s | let's move on because i don't have tons |
2397s | of time |
2398s | uh here's just a little glimpse into the |
2399s | future uh obviously you're calling we're |
2401s | gonna release that |
2403s | i'm not gonna make any promises right |
2404s | now win um |
2406s | uh we're gonna look into modernizing the |
2408s | turret audio we already have the sounds |
2410s | but |
2411s | audio calling was a problem we couldn't |
2412s | put the new sounds in there it's too too |
2414s | expensive |
2415s | um |
2416s | we're going to redesign important module |
2418s | sounds |
2419s | and |
2420s | as christie mentioned |
2421s | we're going to look into more adaptive |
2423s | empire music |
2425s | or empire space music and we'll continue |
2427s | to look into these generative synthesis |
2429s | and composition technologies um to see |
2431s | if we can use them |
2433s | but uh yeah thank you so much and |
2437s | now that we have all this gear set up |
2440s | we're gonna play out |
2442s | [Applause] |
2464s | we're gonna do it |
2487s | and also we have now we bought all these |
2488s | synthesizers you know there's no way |
2490s | we're not gonna bring them to |
2492s | the fan fest so |
2495s | [Music] |
2529s | so |
2546s | [Music] |
2587s | [Applause] |
2622s | [Music] |
2684s | [Applause] |
2686s | [Music] |
2696s | [Music] |
2701s | [Music] |
2712s | [Music] |
2719s | [Music] |
2783s | foreign |