over 4 years ago - /u/dirkened - Direct link

https://i.redd.it/fvw8aosjb9f31.jpg

There are just 10 seconds left in a tied game. Your teammate has possession, and passes it your way from the wall. You place the shot above the backboard where your opponent can't reach it, launch your car into the air with your remaining boost and follow up the backboard shot with a perfectly placed goal. The Goal Explosion ignites as time expires. The exhilaration is nearly tangible. But meanwhile, there are hundreds of sound effects occurring inside the game that supplement all the excitement of the moment: the siren, the announcer, the crowd, and that only scratches the surface. In moments like this, it may be easy to overlook the sound of Rocket League, but these sounds are an essential part of the experience.

The audio team at Psyonix works tirelessly on the sounds within these moments so Rocket League is able to achieve maximum levels of hype. Recently, the team that consists of sound designer Stephen Lichota, technical sound designer Miles Flanagan, and audio director Mike Ault has been hard at work on bringing High-Dynamic Range (HDR) Audio to the game. In today's world of 4K screens, the term "HDR" is usually reserved for vivid imagery on televisions, but it's also a part of the audio world. HDR Audio may share the name of HDR imaging, but it's a different concept entirely. While you need an HDR television to enjoy HDR programming, HDR Audio doesn't require any additional hardware and is specifically designed for video games. It enhances the mix of the audio so players will be able to more clearly hear the sounds that are important in the moment. That's the simplest way to describe this audio system that is anything but simple.

"HDR Audio is one of the hardest things to explain," says Stephen. "Even when we're constantly working with it, it can still throw your brain for a loop. Normally, you have a fader that you can adjust to make certain sound effects louder than others. It doesn't quite work like that in HDR Audio. It doesn't make sound louder. Instead, it makes other sounds quieter so there's an emphasis on specific sounds. So, then you're trying to listen for the things that the system is altering."

That's essentially what Rocket League's upgrade to HDR Audio is going to do. The sounds that are more important will be prioritized in a way so that they can be heard more clearly when they happen. "The whole goal is for you to hear what you want to hear the most," Mike explains. "So, you hear other cars, and you hear positional information better like where the ball is. Extra sound effects like crowd and ambience are moving out of the way. It all gives you a cleaner sense of the game."

This new sound mix didn't happen overnight. HDR Audio was attempted in the past, as early as the game's Neo Tokyo Arena release in 2016. But, that audio overhaul came with some growing pains. The world of audio engineering is not an exact science. There's only so much testing you do before the game is being played in online conditions. It's nearly impossible to recreate every combination of audio cues that could possibly happen in any given match. Plus, each update with new Boosts, Arenas, Battle-Cars, and Goal Explosions adds to the ever-growing library of sound effects.

"Rocket League is in its fifth year," Mike says. "There's so much sound-related content when you consider boosts, crowd noise, engine audio and so much more. Then, you stack 20 or 30 of those sounds at any given time. It can be pretty daunting to find where something is sounding wrong."

In addition to that challenge for the audio team, there's the issue of players experiencing the game's sound in vastly different environments. Some players rely on speakers built into a TV or monitor, while others may have high-fidelity sound systems. Most players, however, use headphones during their gaming sessions. In the past, Rocket League's audio mixes were primarily designed on top-notch sound systems, but that's not how most people are listening to the game's audio. The HDR Audio update is the game's first audio mix that was designed with a focus on headphones.

"When we did our last mix, we were doing it in one of our rooms in super high fidelity and listening to the audio at a louder volume than our community listening at home at night could realistically reproduce," Mike explains. "We created a very dynamic mix that we thought sounded fantastic. The vast majority of our players don't play Rocket League that way. So, rightfully so, we got a wide range of player feedback. This time, we took every step we could to recreate listening situations that our playerbase commonly experiences."

Throughout the development of this mix, the team played different games that handle dynamics in various ways. One game that stood out as an audio benchmark was Rainbow Six: Siege. According to the team, the sound design of Siege stands with its range dynamics of tensely quiet and bombastically loud states. Miles says that while this design can help guide the direction of Rocket League, Rocket League is a different beast entirely. "In Rocket League, you're driving a car that's accelerating and boosting nearly all the time," he explains. "That's essentially the only state of play, whereas Siege has two very different general levels of audio. It's a different case, but we can definitely take some useful cues from Siege."

One of those cues is to bring adjustable Dynamic Range Controls to Rocket League in a future update after HDR Audio hits the game and the team is able to monitor player feedback.

Once HDR Audio rolls out with the next update, the best advice Mike can give: have an open mind when you hear the changes for the first time. "There's this phenomenon in the audio world called 'temp love,'" he explains. "It says that people get attached to what they're used to. We're asking people to give it a chance. It will sound different. If it didn't sound different, then it defeats the purpose of remixing the audio. We genuinely feel that this is a major improvement and hope people approach it with an open mind. We're looking forward to hearing community feedback and using that to create the best possible listening experience."

Look out for HDR Audio in Rocket League's next update scheduled for August 27.

Blog link: http://bit.ly/HDRAudioxRL

External link →
over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by CitricBase

I'm having difficulty understanding what the sound team is trying to achieve here.

Sounds, as physical phenomena, are pressure waves that obey the principle of superposition. That is to say, they are simply additive; in the real world, one important sound will not somehow make other less important sounds "quieter." In general, the primary factors determining how loud we hear something are (a) its original volume and (b) its distance to us.

If our monkey brains hear an "emphasis" on a certain sound, we simply interpret that sound as being closer. If you're putting emphasis on sounds for reasons other than their being closer (i.e. because you think those sounds are "important"), we still interpret that as being closer, only now we'll also experience a disparity between what we hear and what we see on screen. Every "HDR" tweak that isn't motivated by real physics is something that pulls the acoustics further away from realism.

In Rocket League, positioning is of the utmost importance. If I can hear an opponent or teammate but I can't see them, I'm relying entirely on that audio to inform my decision making. Correct me if I'm wrong, but you seem to be saying that your new "HDR" audio system is "prioritizing" sounds for reasons other than proximity. I don't believe that any good can possibly come from this, and I struggle to wrap my head around why you don't share this perspective.

It will sound different.

"Different" is not what we were upset about. We're upset about "worse," we're upset about "less realistic," we're upset about "inconsistent." If the new system is higher quality, more immersive, and better at placing us in our environment, we will welcome it with open arms. Given your reputation here, however, can you blame us for not putting our faith in you regarding all those things? This is why including an "original sound system" toggle would be such an alleviation for us; we do not trust you right now.

If it didn't sound different, then it defeats the purpose of remixing the audio.

More than anything, I wonder what that purpose could be. It's concerning that nowhere in such an extensive post were you able to articulate a good reason motivating why we're going through this overhaul and these growing pains to begin with. If HDR is less realistic, why do this in the first place?

I hope you can forgive my apprehension and understand my skepticism, Stephen, Miles, Mike, and dirkened. I know that you only want Rocket League to be better, just like we all do, and I believe your heart is in the right place. It's just that I want your sound to be in the right place, too. Thank you for connecting with us, it means a lot.

I apologize that our post didn’t do a good job of communicating our intent. Our main focus is on making the game cleaner. Right now the audio is fairly muddy and not useful. Rocket League is a 'fishbowl'esk physics game, so we have little control over how the player utilizes it. This new mix takes advantage of priorities to help carve away space.

While it seems that HDR is less realistic (and in some ways it is) the ending effect is an attempt to achieve more realism by increasing the perceivable dynamic range of the audio in the game. This system was spearheaded by DICE in wonderful sounding games such as Battlefield: Bad Company and Battlefield 3.

Here are a few quotes and some sources that will hopefully help explain the system better.

" In HDR audio, you can assign volume values to sounds of the game's virtual world that span over a much larger dynamic range than the standard 96 dB of 16-bit output devices, much like they would in the real world. It is the task of the HDR system to translate these values into dBFS " - source

" The technique consists of using an automatic mixing system that maps virtual world loudness to living room loudness. Clerwall’s phrase “every sound is important, but not at the same time” [2] summarizes the essence of its algorithm " -Source

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by DeekFTW

The first thing I thought when I finished reading the post was "but why?" The second thing I thought was "this has the potential to go spectacularly wrong".

Of course! Any large feature has that kind of potential. We have tested this thoroughly and have done everything in our power to receive feedback and iterate. That being said, once going to a live environment with millions of games happening, you can't account for everything and we will likely find bugs. But we will fix them quickly and hopefully keep you playing with sound! Be sure to give us feedback once it goes live, I promise we will read all of it and use your input to keep making Rocket League better.

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by Vote_for_asteroid

The audio engineer in me squirms at the name HDR. Did they increase the bit depth? Nah. Is the dynamic range higher? Nah. It's just a hip marketing name for a different type of on-the-fly mixing that has nothing to do with increasing the actual dynamic range. I'm shaking my fist at thee!

The term is actually an industry one.

Numerous games before us have employed an HDR mixing structure with great success. Most noteably would be the work done by DICE. It is these games and many others that paved the way for Rocket League. Typically this type of iteration happens before a game ships, but the HDR system was popularized after Rocket League's launch. Once HDR came out, we saw an opportunity to improve Rocket League!

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by akhamis98

As a producer, it just sounds like they are sidechaining certain sounds to ambient sounds?

In a sense, yes. However, in some other ways, it’s not quite compression. If you’re really curious you can take a look at how HDR works in the audio middleware we currently use.
HDR Examples

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by bo0td

Make it optional, I hate changes to audio. So much so that I use the same engine sound and boost on all cars.

The last attempt at changing audio was horrific. I've never seen anyone say "Oh this is a good game, but I wish it sounded different".

Sound in games all too often falls prey to the “good enough” mindset. Especially in the multiplayer realm where most games don't sound as great as the single player experiences where the developer has more control and insight into how the game is being played.

Yes, Rocket Leauge sounded O.K. in the beginning, but we know it can be better. We want the best possible experience for the community and work extremely hard to achieve that.

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by gfunk84

If the focus is on headphone users does that mean those of use with surround systems are going to end up with a worse experience?

Not at all! It scales wonderfully to a higher fidelity system. We just built ground up rather than top-down this time.

Also mentioned in the article is the next aspect we intend to add which is dynamic range selection. With this, if you have a big surround system, you can extend the actual dynamics of the game to match a 'theater' like experience.

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by wut_r_u_doin_friend

Are there any style guides or specifications that clearly define what the industry term “HDR Audio?”

Yes! I've posted a few in other locations in the thread. :)

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by CitricBase

Thank you for those links. I read them, and now I understand what HDR audio is. It seems like a great solution for when a game designer wants to create an atmospheric game world that can accommodate a wide range of auditory situations.

For the love of all that is holy, please don't bring HDR audio to Rocket League! Any system with a sliding dBFS range has no business being implemented in a competitive video game! As described in your links, HDR will normalize the volume of the loudest audio at any given time, destroying the relationship between the distance to a given sound and its perceived volume. Please, Mike, please reconsider the implications of this system.

No longer will a player be able to judge exactly when to dodge when they hear a car coming in for a demo from behind. No longer will a player be able to make an informed guess of how far away another car off screen is jumping for the ball from. No longer will a player be able to easily estimate the direction a teammate off screen is driving.

If you're compelled to go through with this update so as not to have wasted the time invested so far, at least include an option for us to turn it off. It doesn't need to be an entirely separate sound system, just give us an option to lock the dBFS range at a sensible location on the scale. Yes, we'll miss out on some quieter and more distant sounds because of this, and that sucks, but those quiet sounds aren't going to make or break our competitive performance. Ideally, the option would let us shrink the entire HDR dB scale down to the output scale so that we end up with a regular non-HDR system, but if that's too much of a pain, we'll settle for the former option.

Rainbow Six apparently chose atmosphere over competitive consistency. Please don't make the same mistake!

I promise you we have done nothing to mess with the sensation of proximity in an unexpected way. In fact, one aspect in this new mix different from the current live version of the game is that we went back to the attenuation curves the game previously had. Specifically because of feedback that the community didn't like our last changes.

So from that aspect, the sound of the game will be more akin to the 2015-2018 version of the game.

With regards to the HDR system being used for atmospheric games, I do see where you concluded that. That being said, it probably could be viewed as more of a case by case basis. The system frequently works best in games where you're trying to control the chaos, such as the Battlefield, Crackdown, Sunset Overdrive, etc.

Here's an interesting article from the Last of Us crew about their decision not to use HDR, specifically because they have a heavily atmospheric game.

So let's talk about 'quiet things in a game'. There are no quiet things in Rocket League. Our game is a series of loud things in constant succession. This is why we chose to do HDR. When an event happens, it is always important. So in a world like that, how do you effectively balance all-important, all loud things using a non-dynamic mixer in an environment that we have no idea what is exactly transpiring. You really can't... the 2015 version of the game and the slight iterations up to 2018 did their best, but the game was still muddy.

In HDR we have not changed the prioritization of things far away, we tried that earlier this year based upon player feedback and it turns out it didn't work for the large majority of our community. So that was removed. What we have done in this new mix is that when an event happens, other things move away for the new event for a very slight moment, and then everything is normal. Let's take a look at a hypothetical example:

-You're driving, your engine is roaring, your feathering boost, there are two cars in front of you with engines and boosts as well.

-you're colliding with those cars and all sorts of impact and tire noises are happening

-the crowd is additionally roaring, and you are on salty shores map with a ton of ambient audio.

-Your teammate boosts immediately behind you. How can you pick that out of the 75+ other audio events occurring?

-The old system (2015-2018) nothing changes about your car, your audio events are the most important because they are yours, and we want them to be impactful.

-The new system (next patch :) ) Your engine audio turns down ever so slightly, the crowd audio sharply reduces for a second, the ambience is almost gone at this moment, if you were impacting something and causing all sorts of collision and tire noises, those also dip out slightly. It isn't faking the distance, it is right there... right behind you... easy to read and understand not only where it's from, but what it is.

-And just as suddenly all those things were dipped out, they are back. You can't hear this all happen, because in that space we opened in the mix is filled with the boost ignition immediately behind you.

That's the general idea. It actually works pretty well too. We've had quite a few people test it at this point and it's been a pretty resounding positive response with this mix. The big reason it is a win for Rocket League is that the game is built around the premise of noisy things that make audio hard to pinpoint. Crowds and Engines are basically noise, so we need a way to get them out of the way to help you read the game.

I will end with reiterating the fact that all of this happens extremely fast. It may read that your engine turns down for that boost but it's a transient system. Which means that as the attack of that boost hits, the engine reduces, then the audio returns to normal as that transient event is gone.

I sincerely hope that this helps you understand what our intent is here. We really do care what our community thinks, and every patch I go and read anything regarding the sound and/or music and we discuss it and a plan of attack for it.

We hear you. (pun intended)

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by Vote_for_asteroid

Oh an actual Psyonix sound guy! Hi there. Yes I know it's a thing, but the name still rubs me the wrong way. You know just as well as I do that there is no inherent increase of dynamic range potential in the actual system, like there is with HDR video (and increasing it might actually be undesirable, given loudness wars etc). But don't get me wrong, I'm not saying I think it's a bad idea to use it. It's the end result that matters, it's just the bs name that has me shaking my fist. They could call it Active Sound Level Balancing, or Priority Mixing or whatever. Even Pseudo HDR could do, maybe.

I'm however more interested in things that improve sound localization in RL. You guys should make a proper VR port of Rocket League where I get to turn my headset and make out the direction of a sound. ;) Either way, I hope the new mixing scheme works out great and that everyone is pleased in the end.

We have had numerous discussions internally of how it's not an ideal name. Absolutely agree.

Thank you for your support on the new system! Once it's out, if you have feedback be sure to post it!

over 4 years ago - /u/Psyonix_SoundGuy - Direct link

Originally posted by trustmeiwouldntlie2u

Rocket League is a 'fishbowl'esk physics game, so we have little control over how the player utilizes it. This new mix takes advantage of priorities to help carve away space.

I really can't figure out what this means at all.

Basically what I'm getting at is that you have full control over the experience given it's a physics driven game and everything happens in one place (fishbowl).