Hey Beau,
Getting a computer to replicate human choices is difficult — even for simple sound design systems like these, let alone larger AI systems. With more time dedicated to it, this system can be made better (more natural, less mechanic), but definitely cannot replace a human and the happy accidents of creative sound design. Bear in mind this system was built for a computing device of limited technical capability.
With interactive mediums we tend to train/force computer programs to make decisions that sound good. As Randy pointed out, this system is still very far from sounding natural, let alone recognisable and iconic. The control we gain on a timeline is lost when creating a system with some amount of intelligence.
Varun
]]>This technique would be an incredible achievement, but I feel like there’s nothing stronger than the human ear.
We have the ability to audition sounds and, as animals ourselves, sense the emotion that our animal vocalization sfx convey.
We can tell if a pig squeal is more ‘angry’ than ‘scared’ or (vise-versa) through our instincts.
And a great ear/editor will be able to mix and mesh these vocalizations on a timeline in a way that could create something genuine, creative, and iconic.
Creature sound design is the most challenging type of design I’ve encountered in my career… But it is a fascinating topic!
Sorry for being so late on this thread (almost a year and a half) but I’d love to continue to discuss it!
E-mail me at [email protected].
Best,
Beau
Getting audio and video systems to talk to eachother in games is relatively straightforward, usually it is just about the different departments collaborating — as mentioned in that article.
I haven’t tried this system for other kinds of sounds and it would be difficult (read impossible) to make it work for everything. In my experience wind can be easier to get away with and a lot of it can be accomplished by having good models that control a few filters. Water is difficult, even when recording it with microphones!
It depends on the context though. The perceived quality of a sound changes depending on what it is used for and when.
]]>Actually there are human voice elements in R2D2. Ben Burtt used lots of humming and cooing in addition to the synthetic elements. I hope it goes without saying that when I refer to “creature” voices I mean “organic” creatures, not robots. R2D2 is clearly a robot, so there is no burden to make an entity like R2 sound “natural.”
Randy
]]>@Randy: Your use of the word artificial made me think of R2D2: Completely artificial sound; not a trace of human voice there – yet we love it (because it works).
Great post – can’t wait to hear more about this project, Varun!
]]>Thank you Randy. I hugely appreciate you taking time to leave your thoughts. Quite often I find myself getting caught up in the process rather than the outcome and you have raised a *very* valid point.
Continuing the struggle,
Varun
You might be interested in this article regarding some of the work done within Advanced Warfighter 2, a rare case where a audio system, not dissimilar to what you’ve created, actually controls visual components, in this case, fire.
Audio is usually ‘reactive’ in games, systems like that and yours offer the opportunity to pass data to visual systems as opposed to just handling the playback of audio. Very exciting.
]]>with deep respect,
Randy