PS3 Contender: Uncharted: Drake's Fortune
Uncharted: Drake's Fortune was a landmark cinematic experience on the PS3, receiving an average of
90% on GameRankings, and is clocking in at well over one million units sold.
Thanks to Gene Semel at Sony, we chatted with Jonathan Lanier (audio
programmer) who answered these questions with the input of Bruce Swanson (audio
director) at developer Naughty Dog.
What advantages did
the PS3 provide for audio reproduction with Uncharted?
Jonathan Lanier: Several. First, the fact that the PS3 has HDMI 8-channel PCM
outputs means that we could play all our audio in 5.1/7.1 on an HDMI system
with no recompression, which sounds completely awesome. Second, for those
without HDMI who must use bitstream audio, we had the ability to support DTS,
which is very high fidelity.
Third, we are guaranteed that each PS3 has a
hard drive, so we could dynamically cache important sounds and streams to the
hard drive to guarantee full performance, even without requiring an
installation. Fourth, the Blu-ray disc storage was immense, which meant
that we did not have to reduce the sampling rate of our streaming audio or
overcompress it, and we never ran out of space even given the massive amount of
dialog in Uncharted (in multiple
languages, no less).
Fifth, the power of the Cell meant that we had a lot of
power to do as much audio codec and DSP as we needed to. Since all audio is
synthesized in software on the PS3 with the Cell processor, there's really no
limit to what can be done.
About
how many simultaneous streams were used, and what techniques were used for
transitions in the music?
JL: Up to 12 simultaneous streams were supported, of which 6 could be
multichannel (stereo or 6-channel). Two multichannel streams were used for
interactive music, each of which was 3-track stereo (i.e. 6-channel). A
few additional multichannel streams were used for streaming 4-channel background
sound effects. The remainder were used for streaming mono dialog and sound
effects. All the streams were dynamically cached to the PS3's internal
hard drive, which guaranteed smooth playback.
The music transitions were based on game
events, such as changing tasks and/or completing tasks, as well as entering or
exiting combat. Also, within a piece of music, we could dynamically mix
the three stereo tracks in an interactive stream to change the music intensity
based on the excitement level of the gameplay.
Were
realtime effects employed?
JL: Uncharted is a fairly realistic
soundscape, as opposed to a sci-fi game; so there's not much call for realtime
effects. We did use a few, though. There was realtime radio futzing in a
few places, when characters were conversing over walkie-talkies. We also
had a tinnitus "ear ring" effect that would obscure the sounds while
playing the ring to give that "you've almost been killed by a grenade"
feeling.
There was a fairly subtle ducking system we used to get voices to play
well over effects in certain extremely loud situations (i.e. multiple massive
explosions); this was dynamic based on the current RMS power level. There was
also a fairly extensive amount of unique reverbs for the different
environments.
What
was Uncharted's audio memory limit?
JL: The base audio memory budget was about 24MB; this included sound effect
data, reverb buffers, and audio metadata. A few megabytes of additional memory
was also required for streaming.
Was
there any noticeable hit for decompression on ATRAC files?
JL: We did not use ATRAC, so the answer would be "no". We used a
slightly modified version of the PS3's VAG codec. This worked well for several
reasons. Decompression of this codec is basically almost free using the
Cell SPU; we could decompress hundreds of these with no impact to game frame
rate, and we never come anywhere near that in practice.
Another reason is
that because we are caching all the streams on the hard drive, and because the
Blu-ray disc is so large, we didn't have to compromise space versus
performance. This means that our streams were relatively uncompressed, with no
psychoacoustic artifacts, using a high sampling rate of around 48KHz. As a
result, the fidelity of the resulting streaming audio was exceptionally good.
What
was the biggest timesaver for the audio team in terms of tools and / or
process?
JL: Without a doubt, the biggest timesaver was our technology that allows us to
edit and reload all audio metadata and sounds on-the-fly during development,
while the game is running. Any audio tweaks could be made almost
instantaneously, usually without restarting the game. The ability to
iterate as quickly as possible is undoubtedly the most important feature of our
process.
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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).