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Next-generation
consoles push more than polygons and deliver more than seamless online
integration; they also deliver an unrivaled audio experience to gamers, which
can both subtly and obviously increase the quality of the overall gameplay
experience immensely.
We're here
to crack open the boxes that play these games and take a look under the hood. A
lot of speculation has been flying around about just what the heavyweight current
generation consoles are capable of. Let us raise the curtain. I managed to hook
up with Gene Semel, audio director of Sony Computer Entertainment America, and
Brian Schmidt, head of the Xbox audio team, and they gave us the lowdown.
This is
followed by discussions with the audio staff on two major titles for the
systems: Uncharted: Drake's Fortune on PlayStation 3, and Halo 3 on the Xbox 360.
Xbox 360
What exactly does the
internal team at Microsoft do for Xbox, apart from support its developers?
Brian Schmidt: There are multiple teams at work here. You probably
have the most face to face contact with XNA's XDC "Xbox Developer
Connection" group. Their job is to make sure that people get the best
out of Xbox 360 through support, help, samples and so on. They are the group
that puts on Gamefest, man the developer support aliases, scour the newsgroups,
write whitepapers, etc. and provide front-line pro-active and re-active support
for game developers.
A second group is XNA PGP (Professional Game
Platform). That is my group. We write the code, libraries and tools
that ship in the Xbox XDK and DirectX SDK. So we are the authors of
XAudio, XAudio 2, XACT, XMP and are largely responsible for the overall
architecture of the system. We're constantly working behind the scenes,
adding features and improving efficiency.
We also look at the long-term
picture of what tools and technologies we need to be working on for the
future. The tools and technologies we provide are used by every Xbox
360 game that ships, allowing game developers to take full advantage of the
system in an easy and efficient way. This has a huge impact on the final
games that make it into customer's hands.
Of course there are account managers, Game Qualification
(Certification), peripheral developers, silicon developers... Far too many to
list, actually. But we're all dedicated to making sure that game developer can
the most out of our platforms in the most efficient way.
We in PGP work extremely closely with all these groups and
often the line between us is a blurry one. I should say that pretty much
everyone on the PGP audio team is an active musician, too.
How much were you
involved with the Xbox 360's audio hardware design?
BS: I was pretty much responsible for the overall audio
system architecture, though of course many others were involved as well. That
includes XMA, XAudio, XACT and how the pieces fit together. XMA was an
interesting collaboration across a few groups at Microsoft. One of our
silicon designers was working on Xbox silicon and thought we could put WMA
decoding in hardware.
After some discussions it became clear that with a
few modifications we could provide many more voices and take care of some
specific gaming scenarios that WMA didn't address, like seamless looping by
tweaking things here and there a bit. So we worked with the WMA team on
those tweaks and XMA hardware was born.
How much has the
industry changed in terms of manpower and budget compared to the previous
generation?
BS: Teams, manpower and budget have followed the sheer increase
in the size of projects. That's one of the reasons for our investments in
high-level technologies such as XACT, that help streamline the process and
workflow for creating next generation audio content.
How easy would it be
for someone to get hold of an Xbox test or dev kit and train for audio
integration using XACT? Are development licenses difficult to get, or can one
borrow a 360 for educational purposes?
BS: We ship the exact same XACT for Windows as we do for
Xbox 360, so you can easily get XACT for DirectX and run that. Everything you
learn will be applicable to Xbox 360. If you really want to run on an Xbox 360,
the easiest way is to download XNA Game Studio 2.0. That will let you run
your own code on Xbox 360, provided you join the XNA Creators Club. That's the
easiest and cheapest way to have direct hands on experience on an Xbox 360.
If you are a more serious audio developer, you can join the
Xbox 360 Registered Content Creator Program. This is a program for
industry professionals who are already working on an Xbox 360 title that lets
you download the actual Xbox 360 XDK and also lets you purchase/license an Xbox
360 Developer Kit.
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I accidentally bought the French version of Mass Effect 360 from a store in Montreal. It had only French on the disc. Its packaging looks almost exactly like the English version, which I later bought, which only has English on the disc. Every other North American game I own for the Xbox 360 has like 5 languages on the disc (typically English, French, German, Italian and Spanish).