Very nice article... didn't know the above info before.Each SPE on the Cell processor consists of 21 million transistors, two thirds of which is dedicated to SRAM, leaving seven million transistors for logic. SRAM acts as a small data cache and the logic portion performs all the calculations. In comparison, Creative's new X-Fi sound processor has 51 million transistors, and its previous chip, the Audigy, had 4.6 million transistors.
Tahir2 said:Very nice article... didn't know the above info before.
Edit: just realised.. where is RSX handling the sound, if it is?
You don't generate sounds on the fly. Audio synthesis is pretty weak still and you won't get realistic sounds in most cases. They're talking about starting with a base sample and processing it, such as applying filters.Npl said:Anyone else find it curious they first talk about generating sound on-the-fly (bottle falling down) and then stating they are recording sounds through all the world !?!?
What for, if the sounds are adopted/generated on-the-fly.
Shifty Geezer said:They're talking about starting with a base sample and processing it, such as applying filters.
Shifty Geezer said:You don't generate sounds on the fly. Audio synthesis is pretty weak still and you won't get realistic sounds in most cases. They're talking about starting with a base sample and processing it, such as applying filters.
Npl said:But they still need "clean" samples for that, why fly around and record samples which are already affected by the environment ?
With next-generation hardware, Hideo Kojima intends to undertake the task of creating the inner qualities of these elements. When objects break, the sound generated from the breakage differs according to the weight and hardness of the object, and the content of the objects becomes exposed.
Just for info, that's nothing particularly new either. Reverb and filters appear in dsome games already. The Amiga would use it's dolby high-pass filter on occassions such as driving through tunnels or for underwater. Some games on PS2 apply reverb on the fly for different environments, and Creative Labs EAX has been providing that for years (when people cared to use it!)Npl said:They dont generate those samples on the fly, but they claim to apply the environment on the fly, I hope thats better worded now
ie. they dont need to record gunshots in a bathroom and gunshoots in the plains, instead they record the sample once (in a clean studio environment likely) and then filter/distort/bend/abuse them in realtime.
Environmental audio. How else are you going to get the sounds of the Amazon Rainforest in full surround if you don't get the sounds from there? There's no point recording the dry studio sound of a WajaBeebee bird and then applying an 'Amazon Rainforest' filter to 30 played back samples simultaneously if you can grab a copy of the bird in that environment in one sample. I don't imagine when they say they are travelling all over the world to get samples, they're flying out to a Wild West Saloon to sample a bottle on a carpet, and then flying off to Dubai to record the sound of a cork popping, and then flying down to Rio to sample 'man falling in a swimming pool'! The only reason to travel round the world is to get audio you can't get elsewhere, environmental audio, which doesn't have to be clean and dry, but in fact you want it for having all those environment qualities already.But they still need "clean" samples for that, why fly around and record samples which are already affected by the environment ?
You don't generate sounds on the fly. Audio synthesis is pretty weak still and you won't get realistic sounds in most cases. They're talking about starting with a base sample and processing it, such as applying filters.
Sure, but you expect nextgen Games to use this concept in more sophisticated ways than the `Miggys lowpass-filter.Shifty Geezer said:Just for info, that's nothing particularly new either. Reverb and filters appear in dsome games already. The Amiga would use it's dolby high-pass filter on occassions such as driving through tunnels or for underwater. Some games on PS2 apply reverb on the fly for different environments, and Creative Labs EAX has been providing that for years (when people cared to use it!)
Youre right, my bad. But using some looping samples aint something really spectacular either, the context of the article was about using dynamic sounds, ie. something else than playing back prerecorded 5.1 sounds.Shifty Geezer said:Environmental audio. ...<snip>...
Physical modelling is both not particularly well developed at the moment (last I checked, anyway) plus way way way to intensive for what's mind-numbgingly undemanding if you just play back a few samples to the same effect. For different sounds all they'd really need to be convincing is a few basic filters on the audio. Pitch shift and low/high pass filters + reverbs would be enough to turn a brick breaking into a glass breaking I expect. Just mixing up some pitch and filters would add a lot of much needed variety. eg. Your average footsteps is one of three or four step samples for each surface. Next-gen hopefully it'll be more a case of 2 samples blended and processed so you don't hear the repeats of the audio.ADEX said:Modern sound synthesis techniques are very powerful and things like physical modelling can create incredibly accurate sounds.
NANOTEC said:I think Konami should focus on their weapons sound which doesn't sound realistic at all especially that M4. When I saw that MGS4 trailer, the M4 really got my attention because it just sounded stupid.
drpepper said:It may be a case of recycling MGS3 assets. It sounded very similar to the M16 sound loop of Snake Eater. A metallic "hitting" sound.
NANOTEC said:Could be but it just sounds dumb. I've never heard of a real M4/M16 sounding like a squeaky wheel.
drpepper said:...
Anyways, this thread prompted me to play the trailer all over again, man it looks awesome, E3 can't come soon enough.