Surround
sound, as a concept and a format, has been around for nearly as long as
sound itself. Indeed, there seems to have been an early desire to
immerse the viewer within the picture. After almost a hundred years,
the surround formats have settled down into recognizable consumer
formats and brands. Game audio comes to the scene ready to inherit all
the technologies and expectations of motion picture surround. In the
second part of our look at Hollywood integration into game development,
we examine how theatrical and consumer surround sound is used, and how
it borrows from, and looks beyond, its filmic antecedents.
Games
have adopted a slew of branding from cinema in terms of surround sound:
Dolby, THX, DTS. This makes complete sense as it represents a standard
to which video games content can adhere, provides consumers with
recognizable logos in terms of quality cinematic sound and provides
compatibility and support from systems already entrenched in the home
cinema market that games consoles can make immediate use of. There will
probably never be the development of a grassroots surround format
exclusively for games, although we may see some of the more
cutting-edge developments for cinema surround getting more attention
from gamers than from a film audience.
Broadly
speaking, video games are about physical immersion in a universe of
action and reaction. Films, however, are about emotional immersion
within a narrative (1).
New technologies that allow further realism and higher resolution in
terms of physical immersion will be better received by video gamers
than cinema-goers. On the whole, surround sound does not facilitate a
huge leap in the immersion of an audience into an emotional narrative;
if one looks at early sound film, such as Fritz Lang's M, the
use of one mono sound channel creates a very complex and layered world
of narrative associations and emotional cues which are as compelling as
any modern day surround sound picture. However, in films such as Apocalypse Now, much of the subliminal, poetic narration would be impossible on a single channel.
First Wave Consumer Integration into Surround
In
the last generation of consoles, a significant proportion of the game
playing demographic did not own surround sound systems, even though it
was still considered as an area rich for exploitation on the part of
content creators. An initial wave of purchasing occurred when the new
consoles came onto the market, predominantly by a middle class who had
considerable disposable income. This initial wave likely purchased a
home movie surround set-up into which they could integrate their
consoles and DVD players. This initial wave of buyers potentially
deemed whether a particular console, and console titles, gained
commercial and indeed critical success in order to enable the machine
to be marketed to the second, third and forth wave of consumers who, in
all likelihood, did not own surround sound systems, but conventional,
often mono, TV sets.
The
success of the DVD format, for both games and movies, can be viewed as
an encouraging and pre-emptive mass consumer move into the surround
sound market, as certainly prices of DVD systems and the surround
speakers and decoders themselves, are something that are now being
offered at affordable prices. It can therefore be safely assumed that
the initial wave of surround ready games bolstered a critically
successful environment which has supported demand for more affordable
versions of this technology. This first wave of games (Medal of Honor, Halo)
has also been able to set the critical and aesthetic benchmarks. This
is how the integration model worked for the first generation of
surround sound consoles. With next gen consoles, surround is a given;
it is expected. Anyone with a home entertainment system will expect
their games to sound as cinematic as the movies they watch, if not more
so.
Immersion and Emotion
In
terms of aesthetics, looking towards the Hollywood film industry for
precedents and parallels can only paint part of the picture. As has
already been discussed, games represent physical immersion in a
universe of action and reaction. Given these terms, there are certainly
closer and more recent analogies for surround sound that bear closer
artistic sinews to game-surround. These parallels are the ‘IMAX' and
‘ride film' presentations, which take immersion through surround sound
as fundamental to the overall experience they are selling.
IMAX
Surround sound is integral to the immersive effect of an IMAX theater.
The
theatrical desire for giant-scale cinema started in the early 1950s in
response to the threat of television. Cinerama, unveiled in 1952, used
three projectors and three screens. In 1953 came the ‘wide screen'
formats CinemaScope and VistaVision, giving birth to a whole slew of
formats such as Technirama, Panavision, Superscope and many more
besides. IMAX grew from a team of Canadian film-makers creating large
format films for Montreal 's Expo 1967. By the time of Expo 1970, in
Osaka , the IMAX formula had been perfected. Since it's inception in
the early 1970s the 15/70 large format film medium has been at the
forefront of a gigantic immersive entertainment experience. The sound
is mixed, usually in situation, in gigantic cine-sphere auditoriums.
Tim
Archer, has created sound design for, as well as mixed large-format
film for over 20 years, creative director of Master's Digital, based in
Victoria, Canada. (2)
“Technically
speaking, IMAX theatres have 6 full range speakers. There are 3 across
the front screen (LCR), 2 point-source surround speakers and 1 speaker
on top of the screen for height. A typical theatrical 5.1 set-up will
use smaller speakers in an array as surrounds. Bass management also
differs from conventional cinema surround. The subwoofer information in
a 5.1 system is a physical track containing all the low-end, while in
an IMAX theatre, the subwoofer information is derived from the 6 main
speakers. So all low-end is filtered from the 6 main speakers and
routed to several bass cabinets in front of the theatre.”
The
complete immersion of the senses is the primary goal for these large
format experiences. The space defined by the screen is intended to
reach into and beyond our peripheral vision, something which the normal
movie screen doesn't do due to its clearly composed rectangle. Many
IMAX films and cinematographers will compose their shots with this
periphery in mind, allowing the viewer's gaze to explore this vast
space, rather than absorbing the image in its entirety. Film sound has
always enabled the experience of ‘periphery' events, this is evident
even in the films as early as The Jazz Singer (1927), in which
we can hear the audience's reactions to Al Jolsen's performance, off
screen, therefore creating the ‘imagined space' beyond the rectangular
screen. Even in pre-sound film, the imagined space outside the frame
was referenced through use of on-screen mirrors, reflecting a space
behind the camera's position.
The
philosophy of ‘large format' sound, in particular surround, is also
carried through right from location recording, to the final edit and
mix.
Tim Archer:
“I
find the Large Format film genre more challenging and interesting to
work with than a standard ‘dialogue driven' feature film. On a feature
film, the location recordist is mostly concerned with recording clean
dialogue, whereas my job on a Large Format film is to capture
multi-channel atmospheres. These recordings are the initial fundamental
layer of the sound design. I also try to capture as many indigenous
sound effects as possible, to give the track a real ‘sense of being
there'. This same philosophy carries through the sound edit and final
mix. I will edit and premix in a large mix room then, for final mix, I
gather up my gear and set up and mix right in the IMAX theatre. It
makes a huge difference watching the soundtrack against the enormous 6
story screen. Obviously, each museum, theme park and science centre has
different speaker configurations and acoustics and can only be mixed at
that exact location.”
Surround
sound is so much an integral part of the IMAX experience, utilizing all
the speakers equally, not to mention the height speaker, in order to
create the feeling of depth, height, immersion and spectacle.
Tim Archer:
“The
IMAX picture is so large and crystal clear that the soundtrack has to
equal this. The smallest detail can make the difference between
sounding real or artificial. You are also attempting to immerse the
audience in a realistic environment with layers of atmosphere tracks
and well placed specifics, by using all 6 speakers in conjunction with
each other. The surrounds and the height speaker are just as important
as the front 3. This approach is quite similar to creating
“soundscapes” for location-based venues like museums and science center
exhibits. You are looking to simulate reality, by strategically hiding
speakers behind fake walls and props, to add a reality to static
images.”
The
spaces around the edge of the IMAX screen are not visually composed, as
would first be assumed, with the intention of being a vague, empty
‘periphery' space. The dimensions of the IMAX screen actually allow an
audience to ‘look around' the screen, breaking much of the directorial
need for an audience's attention to be focused on one single image
after another in a standard narrative sense. In this respect the films
do bear an element of visual free interaction, but the narrative is
better compared to a ‘ride' whereby there are any number of things to
see at any one time, and each viewer's experience of the film will be
markedly different from the other's based on what they observe at a
particular time.
In
a film format as big as IMAX a strange reversal takes place in that the
sound takes the directorial seat, focusing people's attention on
certain parts of the screen, or via an omni-present narrator's voice.
In conventional film, sound is used to provide the ‘periphery' and the
immersion. In IMAX the periphery is visual, the focus is lost and the
sound must lead. This occurs through the spatialization of sound via
the surround format; if we hear something unusual over to the left, our
attention will be directed to the left hand side of the vast screen
area, and so on. Speakers behind the screen allow this to be ‘spotted'
very accurately. The rear surround speakers still perform the old
function of creating a ‘periphery' as there is no screen space
immediately behind the viewer.
Games
certainly mirror this ‘directorial' use of sound in that the sounds of
objects or enemies can often only be located by the use of surround
sound. In the confusion of a huge onscreen battle, one of the ways of
navigating through the chaos is to utilize the surround audio field in
order to reveal where the next objective is. Much of the use of this is
currently ambient in nature in gaming, due to smaller screens and also
the fact that positionality cannot be used to its full potential while
there are still gamers playing games on stereo or monaural sound
systems.
The
other main goal of an IMAX presentation, of course, is that of
‘spectacle', taking to extreme the sensations experienced by the first
audiences of Lumière's Train Arriving at a Station in the 1890s
who ran screaming from the auditorium believing the train to be coming
right at them. Essentially at the core of this experience is a need to
blur the lines of created and imagined space.
The
IMAX film has to compete, like the mainstream theatrical cinemas, with
the phenomenon of consumer DVD, which now account for a huge slice of
the profits of any movie. IMAX has begun several strategies to broaden
its appeal. For over ten years the company has been actively
encouraging major Hollywood studios to adopt the IMAX format, with
limited success. Now, though, with DRM technology, it is possible to
re-master conventional films for the IMAX format. It is costly - every
frame has to be enlarged from 35mm prints and manually cleaned - but
this has proved effective in reviving the format. One of the biggest
hits in IMAX cinemas was The Matrix Reloaded. In addition to this, IMAX has developed a smaller, cheaper large-format system for conventional cinemas.
As
video games make the shift ever closer towards these larger formats,
and as our homes embrace larger screens and more powerful sound systems
in order to aid immersion, the audio will be able to fully switch from
‘periphery' descriptor to the ‘director' of our attention.
Ride film: Shock and Awe
Disney's "Star Tours" is an example of a ride film.
The
‘ride film' is a relatively new entertainment medium, originally born
out of the flight simulators used by the military, this has in turn
given birth to an entirely new immersive and participatory
entertainment industry.
Very
often the ride film will tie in to a franchise or film license and
extend a particular franchise's world vision, as in the case of Star Wars, Terminator, etc. In this respect, it also bears a great similarity to the extended narrative ideas of game franchises.
Audio
is generally highly ‘magnified' and physically experienced way beyond
reality in both ride film and IMAX film. Indeed, it could be said that
many of these films could also learn the lessons of tension and release
in producing a more convincing immersive experience. However, this is
about entertainment, short, sharp and shocking. It is this where the
subwoofer becomes the weapon of choice in the armory of the sound
designer, to provide the necessary shock and awe for the audience, who
generally are there to be ‘wowed'.
Tim Archer:
“Sound
design and mixing for a ride film is more about high impact, fast
moving pass-bys and letting go of reality. These ride simulators are
usually set-up in a 5.1 configuration. The main difference is in the
room itself. Not only are you dealing with a not-so-perfect acoustical
environment, as in the IMAX or feature type theatres, you are also
dealing with a large, radically moving, loud seating platform.
The main approach is an ‘everything louder than everything else' type
of entertainment. The challenge is choosing and blending sound effects
that can create the right impact.”
This
certainly explains much of the need for the loud volumes present in
such rides; there is a certain amount of mechanical noise generated by
the apparatus that needs to be covered up first in order to suspend the
disbelief of the audience. Tension and release are the agents of
narrative design here in the traditional ‘roller coaster' sense. Ride
film narratives generally hit hard and continuously, almost deranging
the senses with an onslaught of sound, immersive computer graphics and
gut wrenching physical simulation. We are not talking about a subtle
medium here. Yet in order to get the most out of this they do need to
build up tension and there are moments for reflection and enjoyment of
a floating sensation in the Star Wars simulation at Euro
Disney. The use of surround in this medium is used more extensively,
not to direct our attention as in the IMAX format, but to derange the
senses, to confuse the viewer's sense of spatial awareness. Use of
subwoofer for sheer physical impact is nowhere better illustrated and
synchronized with both onscreen action and physical movement.
In
terms of an overall aesthetic, video game and the ride film share an
obsession with physicality. From rumble packs to the ‘derangement of
the senses' experienced in such games as Medal of Honor. This
is achieved through use of the surrounds and the sub channel. Currently
the .1 channel is non directional, which adds to a loss of
directionality associated with low-end. This is how a game will sound
‘cinematic' to most audiences. In video games, the sub channel will be
used so much more than in a movie mix. This is generally tied to action
in the game, and is also used as a physical reward for the player's
interaction.
Waiting in line for a ride film mirrors the latter moments of Medal of Honor.
Other
sections of game audio are side by side with the ride film in terms of
audio aesthetics. Although these depend, of course, very much upon the
genre; a third or first person action shooter will make more use of sub
than an RPG. Shoot-em ups may play on either a tension and release
narrative structure, one subtle build-up and other part all out
kill-death frenzy, or they may opt for the full out continual
derangement of a ride film, in which case prolonged immersion may
become a problem for the player. Ride films are designed very
differently in terms of their experience. They last little more than
five minutes after what may have been 2 hours of queuing up to get on
the thing. In many ways even the queuing up and waiting for the ride
can be mirrored in the tension and release of game play: lots of
sneaking around, thinking, planning, and then five minutes of hardcore
action as in latter moments of Medal of Honor. Higher quality
home sound systems will enable developers eventually to better map and
mix these peaks and troughs, to deliver more impact or subtlety where
it is needed.
In
terms of mixing content for theatrical and consumer surround, the main
difference is the uncertainty of the end system as to which the game
will be heard on, although THX are making tentative moves into the
consumer surround market with their categorization of quality sound
systems. With IMAX you have to mix in-situ on an equivalent size stage
and this guarantees it will sound at its best in performance. In terms
of surround the confusion of multi-point sounds in a huge battle is
already up there with the ride film. The only thing needed is the
assurance that the delivery system is going to provide an accurate
reproduction of the mixing environment.
The
major presentational problem between game and film is that films
inhabit both theatrical (cinema) and consumer (DVD) spaces, while games
inhabit only consumer spaces.