Why
is it that these two little words "interactive audio" seem
to be near the top of so many developers bad_word.lst file? Doesn't
it seem odd that in an industry called "interactive entertainment"
one of the key components in every game lacks this interactivity?
If you had the ability to add CD quality, interactive audio into your
game wouldn't you want to do it? That question is akin to asking if
you want tires to come with your new car. If interactive audio is
something we want and need in games, then why is it in such limited
use? It's not for a lack of desire; we know we need it. In my humble
opinion the reason it's the exception instead of the rule boils down
to one thing: Fear.
Where are we?
Until fairly recently audio has taken a back seat (the trunk may
be more accurate) to other technologies in our industry. I don't believe
it's because developers feel audio is unimportant necessarily, I hope
by now we all understand the important role audio plays in the gaming
experience but there was just never much focus directed towards the
development of audio technology because of the PCs predominant use
as a business machine. PC power and graphics technology has been driven
by the business application need rather than entertainment value.
But even the television, which is designed solely for its entertainment
value, hadn't seen any significant improvements in audio technology
until the 'home theater' craze. For years, our high-end stereo systems
sat right next to the TV with little or no thought of interconnection.
Music technology has been geared towards and driven by the aural experience
alone and almost completely separated from the visual experience,
even though we all love a good concert. It's fairly easy to see how
audio ended up so far behind in its integration in a predominantly
visual industry.
Fortunately for all of us, things have been changing and audio is
being recognized as an integral part of the entertainment experience.
There are now a plethora of companies working on audio hardware --
sound cards and high quality sound cards are very inexpensive and
few PCs ship without one. But CD quality audio had previously required
far too much storage and processing power to be used in mainstream
games. Today, however, processing speeds, RAM prices, hard drive capacity
and the proliferation of the CD-ROM drive, coupled with compression
and streaming technologies have finally made the ability to include
quality audio in games a reality. Unfortunately, audio technology
is still behind the curve. Not the actual hardware technology itself,
mind you, but the integration of the latest audio technology at a
level commensurate with the rest of the industry technologies.
Actually, there is quite a bit going on in the audio industry. Manufacturers
and sound designers are exploring the latest and greatest advancements
like personal environmental audio settings, positional 3D and surround
sound. These things are important but they are not advancing the core
technology, they are only adding bells and whistles to the current
technology. We now have the ability to add CD quality audio into our
games, but we need that audio to be as interactive as the other pieces.
Indefinitus
Definition
OK, so let's define what I mean by "Interactive Audio".
I must preface this definition by telling you that this is what I
perceive the term to mean as it pertains to the interactive entertainment
industry. I do this because you won't find this term in a dictionary.
In fact, even the word "interactive" is only listed as an
adjective under "interaction".
Interactive audio is a technology designed to allow specifically created
audio, placed in a given application, to react to user input and or
changes in the application environment.
Sounds simple enough, eh? Perhaps it will make more sense in an example.
Let's say you are developing a racing game where you drive through
various cities. Generally you would have a particular audio track
to represent each different city and various utility screens. These
audio tracks play from start to finish and normally loop over and
over as long as the user is present in that environment. With interactive
audio you could have the music adapt to changes in the environment.
Wouldn't it be better if while passing through China Town in San Francisco
for instance, some ethnic instruments were added to the audio track
and then removed as you leave that section of the city? Or maybe even
transition the entire theme to one with an ethnic feel and then transition
back as you leave that section of the city. How about decreasing the
tempo and changing the instruments and style. You could go from a
techno sound to a cool acid jazz as you exit the city and hit the
freeway. In movies the music generally takes on a slightly different
role (another difference between our industry and the movie industry
which I'll expound on below). The intent is to create is a particular
mood or atmosphere relevant to what's happening or what is about to
happen. In a perfect situation we would build tension or suspense
and then transition right into the event, guiding the emotion of the
user. The ability to do these types of things and more and do them
seamlessly -- this is what I mean by interactive audio. With the current
way game audio works the audio changes abruptly, if at all, only at
the event. The audio is incapable of being a vehicle to move the players'
emotion. The capability of being a vehicle needs to be the next step
in game audio advancement.
The term "Adaptive Audio" was coined some time in the not
to distant past to describe a method of switching audio tracks in
a similar fashion, but the problems associated with this method caused
it's own demise. The first of which being the shear number of audio
files needed to accomplish the task, which of course added to the
space required to store them. Adaptive Audio requires constant loading
and unloading of large audio files which causes a great deal of hard
drive accessing, slowing the process down and causing stuttering of
the game. Also, all of those large files being loaded and unloaded
taxes the processor and memory, which the programmers object to since
these resources are needed for so called "more important tasks"
like, running the game engine and graphics. Can you blame them? Some
might say that Adaptive Audio or even Reactive Audio is a better term
for what I'm talking about, but I think that these labels do not properly
convey the idea that we want the audio to not only react to a given
situation or adapt to the changes in the environment but to also to
give a portent of things to come. Since Adaptive Audio has been the
label on a different technology, we should stick to interactive audio
so as not to confuse things further.