Technical investigation into PS4 and XB1 audio solutions *spawn

Discussion in 'Console Technology' started by Brad Grenz, Jun 2, 2013.

  1. Solarus

    Newcomer

    Joined:
    Jan 12, 2009
    Messages:
    156
    Likes Received:
    0
    Location:
    With My Brother
    is environmentally modeled audio like 3d audio? if i remember right sucker punch said something about environmentally modeled audio like placing emitters in various objects something like hdr audio. shape wouldnt be able to handle that?
     
  2. XpiderMX

    Veteran

    Joined:
    Mar 14, 2012
    Messages:
    1,768
    Likes Received:
    0
    And then, what are the "pros" of SHAPE if Xbox One must do sound effects on CPU too?
     
  3. Relab

    Newcomer

    Joined:
    Jul 7, 2013
    Messages:
    53
    Likes Received:
    0
    If 'great' equals environmental modeling/reverberation systems (or any other function than basic IIR filtering and mix/volume), then no - BUT it's not a question about power but functionality. You could minimize the CPU/CU usage with pre-computed data.

    Forza use 1+ Jaguar core for convolution etc., since SHAPE doesn't have those functions.

    EDIT: Duh - too slow. Davros already answered.
     
    #623 Relab, Sep 25, 2013
    Last edited by a moderator: Sep 25, 2013
  4. Solarus

    Newcomer

    Joined:
    Jan 12, 2009
    Messages:
    156
    Likes Received:
    0
    Location:
    With My Brother
    is there a link on forza's usage? i thought shape was handling everything?

    so if im understanding it correctly the main difference between shape and ps4s audio chip is that shape can do filtering and mixing while on ps4 the cpu has to handle it? but for stuff like 3d audio, reverbation, audio occlusion and other things they both need to make use of cpu/cu?

    but isn't filtering/mixing a really big deal?
     
  5. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,791
    Likes Received:
    1,596
    Be interesting if GPGPU ends up widely used for audio. It would seem like an opportunity but who knows. Interesting the Sony slide says "presumably on the CPU" or whatever. It might not be super easy to put audio on the GPU.

    Same for every console...
     
  6. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,791
    Likes Received:
    1,596
    Do you have a link about Forza?

    Basically from a lay perspective it seemed like "SHAPE is this awesome sound chip that will handle everything and give you awesome game sound for free" and now it seems a little bit like it may have been nerfed (in terms of reserved cores) for the sake of that bane of Xbox, Kinetic (it kind of makes me mad whenever I hear of an engineering concession made for Kinect, it was mentioned a few times in the recent Eurogamer article too "well this thing really helped with Kinect" bleh).
     
  7. MrFox

    MrFox Deludedly Fantastic
    Legend

    Joined:
    Jan 7, 2012
    Messages:
    6,488
    Likes Received:
    5,996
    Yeah, I'm really interested to see if it's possible to do convolution reverb by GPGPU, that would be a big thing if it can be efficient. It would be purely a middleware job so no impact on game dev time. The kind of things that can be in a useful library and nothing game-specific.
     
  8. Relab

    Newcomer

    Joined:
    Jul 7, 2013
    Messages:
    53
    Likes Received:
    0
  9. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    You don't have to do any of the fixed functions it provides on the CPU. You get decoding, sample rate conversion, mixing, filtering, volume, compression, equalization on each voice without having to touch CPU. Those are pretty much the most basic things every game engine is going to have to do to every single sound.
     
  10. Davros

    Legend

    Joined:
    Jun 7, 2004
    Messages:
    17,884
    Likes Received:
    5,334
    The xb1 as a whole could but some of the calculations will have to be done on the cpu

    I'll have a go of explaining it

    Imagine you and me at different ends of a very large room
    I start firing a gun, some of that sound will travel straight to your ears and will not need any processing at all. but for example the some of the sound will hit the back wall,(well it will hit everything in the room apart from bits that are occulded) the wall will depending on that its made of absorb some of that sound (some of it will travel through as well) so you have a lowering of volume of the sound reflected but its not that simple because different materials (wood/concrete ect) absorb some frequencies more than others so have to calculate that effect as well. Now the reflected sound may then go straight to your ears or only part of it may go to your ears or it could hit something else (another wall, the ceiling, a carpeted floor a statue in the room)
    the vortex 2 chip would calculate up to 64 reflections for each sound(mentioned just because I remember that spec)
    So 1 gunshot creates a sound that travels outward in all directions including up and down and gets split up depending on what it hits and the direction that it gets reflected (one sound wave becomes many) and every time it gets reflected it gets altered you also have to track the distance travelled if part of the sound has to travel an extra 34meters you will hear that part of the gunshot 1 tenth of a second later.
    Now with shape can you tell it the level geometry and a list of materials and their acoustic properties the positions of the sound source and the listener and have it work out exactly how to alter all the sounds so they are correct without having to get the cpu to do some of the work for it I dont think so, not becuse it lacks the power just because it wasnt designed to do everything on its own.
     
  11. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Is there any way to try this GPU reverb and report utilisation? Edit: Duh, it has a utilisation feedback, averaging ~6% and peaking at 12% of his ATi 9800GT, although I'd want calibration for accuracy.

     
  12. Davros

    Legend

    Joined:
    Jun 7, 2004
    Messages:
    17,884
    Likes Received:
    5,334
    Someone posted a presentation by intel (sorry i cant remember the thread) and part of it was intel doing audio via opencl, it was on the cpu but as opencl can also be run by gpu's there is hope.
     
  13. hesido

    Regular

    Joined:
    Mar 28, 2004
    Messages:
    553
    Likes Received:
    85
    I'm no audiophil but the reverb there sounds great. The extra CU's on the PS4 should be able to some nifty stuff.
     
  14. Davros

    Legend

    Joined:
    Jun 7, 2004
    Messages:
    17,884
    Likes Received:
    5,334
  15. Relab

    Newcomer

    Joined:
    Jul 7, 2013
    Messages:
    53
    Likes Received:
    0
  16. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,734
    Likes Received:
    3,460
    I don't understand the last sentence. I mean... if it is an order of magnitude -which means from ten to 99 more times- more capable than the X-Fi, how is that possible if you are using an specialized piece of hardware for sound in both cases, basically? Isn't Vortex 2 replicable in any way?

    I'd elaborate but I gotta go.
     
  17. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,762
    Likes Received:
    2,639
    Location:
    Maastricht, The Netherlands
    I would imagine that Shape wouldn't do the hit detection, but it would only do the part where you give it all parameters that were detected by the hit - the CUs would be better for the raycasting/hit detection part, and then the hits that are relevant would be given to SHAPE with the right parameters to modify the original sound sample.

    I could definitely see an advantage in that.
     
  18. Relab

    Newcomer

    Joined:
    Jul 7, 2013
    Messages:
    53
    Likes Received:
    0
    The Reflection/Raycasting engine will produce an echogram - you can either use convolution (CU's/CPU) or recursive delayline aproximation (CPU). SHAPE can't help with that. It only have basic filtering.
     
  19. XpiderMX

    Veteran

    Joined:
    Mar 14, 2012
    Messages:
    1,768
    Likes Received:
    0
    Do you have a link of SHAPE documentation?
     
  20. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    http://www.vgleaks.com/durango-sound-of-tomorrow/

     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...