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Letter to the Mass Effect 3 Audio Team: Please fix these glitches!


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#1
kohlmannj

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Hello, BioWare Forums!

A while ago I wrote this letter to contact@bioware.com in hopes of getting it passed up the chain of command to Rob Blake and the audio team for Mass Effect 3. I'm not worried about a reply from BioWare; rather, the Mass Effect 3 / Dead Space HUD thread inspired me to post this to the forums. I'd love to hear what other passionate Mass Effect players think of these observations—hopefully a discussion can generate some attention and interest in these issues!

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I'm writing to Rob Blake, the audio lead for Mass Effect 2 ("and future Mass Effect projects," according to his LinkedIn profile) to ask him and and the audio team to minimize music and character dialog cutoff in Mass Effect 3, especially for the Windows version. It may sound like a simple request (or a nit-picky complaint), but please let me explain further. The short answer: some polish in this area would make the game even more immersive and emotionally satisfying.

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Part 1: In-Game Music Cutoff

All the audio work in Mass Effect 2, from music, sound effects, and voice acting to implementation, is superb, and that's not just lip service. This fact makes the occasional, abrupt audio cutout noticeable and emotionally detracting for the player, which I'll detail below.

This problem may only occur on the Windows version of Mass Effect 2. It might be the video playback system's fault, but it's still an audio problem. Near the start of the game, Mass Effect 2 shows a video of the Lazarus Project, then a loading video/screen, and then the character creation interface ("Facial Reconstruction"). The Windows version transitions immediately from the end of the video to the loading screen, cutting off the last 2-4 seconds of the music of said video. From what I've watched online, this doesn't occur in the Xbox 360 version—it looks like there's a fade to black (maybe part of the video itself) between the video end and the loading screen, which is perfect.

This glitch in the Windows version struck me because the scene is supposed to be this incredible, triumphant return as Shepard's brought back to life, but hearing the last bit of fanfare unceremoniously cut off lessened the moment's emotional impact. It reminded me that this was just a game. It certainly didn't spoil it for me, but it was a loose end in an otherwise tightly optimized piece of software.

Of course it is, in fact, just a game, and making performance consistent on any number of Windows configurations is a tough job. That said, sound designers for a hollywood movie (that BioWare's games outclass) would surely check that all versions of a final cut have consistent, glitch-free audio. Mass Effect's audio requirements are more ambitious than a movie's, but I'm positive that people looking for these types of cutoffs can and will eliminate them from the game. Also, PC gamers will absolutely worship the team if the Windows version of Mass Effect 3 is an equal-or-better production than the console versions.

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Part 2: Character Dialog Cutoff

I've also seen non-essential (but very interesting) dialog from party characters stop abruptly in-game, To my knowledge, this should occur in the console versions of the game too. Sometimes the player's party characters spontaneously start talking, probably when the player is stationary. From recollection, the audio system stops this dialog when the player moves or enters a different area of the world, even if there's no other audio that should take priority. Emotionally invested players that inadvertently stop this dialog feel disappointed that they won't get to hear the rest of it (at least I did).

There are practical situations where this dialog should be cut off—if the player walks into a fight, having "one less!" interrupt the conversation is definitely the right thing to do. I haven't confirmed this, but I bet the situation I described above happens more frequently in crowded areas like the financial district on Illium. Here, a party character might be talking, but the audio system cuts them off when the player moves closer to a NPC with ambient dialog (i.e. the player's proximity allows them to eavesdrop on nearby NPCs). The audio system should prioritize the party character's dialog, letting it complete before playing NPC ambient dialog. I've also had party character dialog stop simply because I moved a meter down a hallway, with my characters still following, with only environmental ambience audible in the background. I'm not sure what precisely causes this type of cutoff.

As videos on YouTube demonstrate (Tali and Garrus's reminiscence of their elevator talks comes to mind), these moments are very enjoyable—they flesh out the characters and contribute to the powerful illusion that the in-game world is a real place filled with real people (possibly the most impressive overall effect to BioWare's games). BioWare's created this engrossing cast of characters that players care about and want to learn more about, and this side dialog is a wonderful addition for them. With that perspective, having the audio system cut them off is disheartening.

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Part 3: General Rationale & Closing Remarks

The audio work by Bioware (and Wall of Sound) in Mass Effect 1 and 2 has raised expectations for the entire game industry. I have no reason to pay BioWare lip service here—we all know this is true. If Mr. Blake, his associates, and BioWare's QA team have enough time and ambition to find these audio problems and fix them, Mass Effect 3 will be better off for it.

From a technical standpoint, fixing these glitches will minimize the number of breaks in Presence Illusion that the player experiences, leading to a more satisfyingly immersive experience. (I'm studying virtual reality this semester.) Some VR researchers even consider audio fidelity more important than graphical fidelity in terms of immersion, so there's justifiable merit for polishing the audio presentation.

Practically speaking, reviewers and gamers notice when a game delivers incredible audio. (The Mass Effect series and the Dead Space series are two recent examples that come to mind, and not just because they're from EA studios.) They also notice when a game has a great soundtrack, which the game delivers to them and makes emotionally significant. (I wouldn't have bought nearly all of the Mass Effect 1 and 2 soundtracks if the games didn't make me absolutely enjoy them!)

Anyway, if the right people are reading this message, please consider it a love letter of sorts and a challenge to make Mass Effect 3's audio even better. It's outstanding that a company like BioWare is clearly full of incredibly talented people that care about these kinds of details, so I took a chance to share this feedback with you. Thank you again for your time and consideration.

[Edited 4/2 to change "Bioware" to "BioWare". :-P]

Modifié par kohlmannj, 02 avril 2011 - 06:53 .


#2
Hunter-Wolf

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I specifically support point 2 ... it annoys the hell out of me ... many times one of the characters or EDI start talking and seem to be saying something interesting while i'm walking through a certain part of the world only for it to suddenly and aprubtly get cut due to me moving out of some hidden magical box that this dialog was triggered by ... i really hope that is fixed.

Aside from fixing that glitch (if it is one) another way to do it is to return to the old "squad" banter in ME1 where you could talk to your squadies any time .. that .. or include a text log that records the last 20 dialog lines spoken (non-dialog wheel conversations).

#3
Rob Blake

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Yay, an audio post! :)

Thank you so much for taking the time to write your thoughts in such a detailed and intelligent manner. It's nice to know that people appreciate all our hard work; the audio team is very passionate about making the experience the best we can for you all so we really love feedback!

I complete agree with all your points and they're all things that we tried desperately hard to fix on ME2. Alas time, other more serious bugs and technical complexities can get in the way, but you'll be pleased to know that the general audio flow is considerably improved in ME3. I'm personally spending a lot of time ensuring that these little glitches and jarring moments are eradicated... it's an ongoing battle and every time we add new content or a new audio system it brings with it new gremlins, but so far things are sounding considerably better!

You're definitely right, audio glitches are far more disruptive to an experience than visual glitches. There's a reason why if the bandwidth drops the visuals will go before the sound does... the eye is a little more forgiving than the ear it would seem so most systems are built to drop the visuals first. Unfortunately that makes my job that much harder, but we're working our butts off to make sure that ME3 is the most amazing game experience we can deliver.

Thank you for your kind words and the feedback.

R

#4
AlbertoAquilani

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Excellent thread and excellent response Rob, thanks. Keep up the good work.

#5
Dominus

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it's an ongoing battle and every time we add new content or a new audio system it brings with it new gremlins.

That's the nature of the beast for game development, ain't it :-/

#6
Almostfaceman

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I agree with the original poster and thanks for the reply Mr. Blake.

#7
Jebel Krong

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nice OP, great response, and fantastic to see someone obviously so enthusiastic about what they do that it shines through in their said response, too.

Modifié par Jebel Krong, 01 avril 2011 - 09:48 .


#8
johnbonhamatron

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Brilliant thread, this! I just wanted to add a comment (and a bit of a thank you to the sound department), about how important the sound work is: during Arrival, in the section near the end, with the muted sound (I'm not spoiling it and saying why it's muted) REALLY kept me on my toes, due to the lack of audio cus that I was getting ventilated by gunfire.

It was also easily the best bit in the DLC, ambience-wise.

I'm really looking forward to hearing the sound department going wild in ME3!

#9
Tryphus

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Wow, a thread full of decency and thoughtfulness, how refreshing!! Wonderful post, both positives and deltas given in a fleshed-out manner. I also agree the audio work is grand, especially the last bit of Arrival, as mentioned above. :)

#10
Razgriz9327

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I also wanted to add my support for the hardworking audio team... despite these valid issues, I still found the audio to be excellent and am looking forward to the experience in Mass Effect 3! Thanks to the OP for bringing this up!

#11
Doctor_Jackstraw

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Ever since installing arrival ME2 has been having some audio bugs for me. complete silence on the normandy, using muffled sound for no reason sometimes and never stopping (when i first started the dlc the normandy was muffled after talking to hackett, i restarted and that seemed to fix it. I think the last area of arrival is where the effect is used? Probably not an me3 issue...)

#12
Kane-Corr

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I like this thread, it's refreshing to see a friendly atmosphere for a change!

#13
DurkBakala

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That, my friends, is community interaction!

#14
kohlmannj

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Hi Rob!

Let's be honest, I'm really excited to see a reply from you! :-D Thanks for taking a moment to read my thoughts, you rock!

If you've got a moment, I have a question/issue related to audio performance:

I've noticed instances in Mass Effect 2, usually during a fight with a lot of action, that bringing up the Power Wheel/Combat HUD (otherwise known as holding Shift in the Windows version) causes a very short-duration (e.g. one second) sample of the background music to repeat itself until I exit the Power Wheel/Combat HUD. My terrible armchair guess is that this has to do with audio streaming, and I'm just curious to see if Mass Effect 3 might improve this. Otherwise, if it's a matter of my Windows system running its settings too high, I can look into that too.

Thank you again! Also, thanks to all the other audio-loving posters. :-)

Rob Blake wrote...

Yay, an audio post! :)

Thank you so much for taking the time to write your thoughts in such a detailed and intelligent manner. It's nice to know that people appreciate all our hard work; the audio team is very passionate about making the experience the best we can for you all so we really love feedback!

I complete agree with all your points and they're all things that we tried desperately hard to fix on ME2. Alas time, other more serious bugs and technical complexities can get in the way, but you'll be pleased to know that the general audio flow is considerably improved in ME3. I'm personally spending a lot of time ensuring that these little glitches and jarring moments are eradicated... it's an ongoing battle and every time we add new content or a new audio system it brings with it new gremlins, but so far things are sounding considerably better!

You're definitely right, audio glitches are far more disruptive to an experience than visual glitches. There's a reason why if the bandwidth drops the visuals will go before the sound does... the eye is a little more forgiving than the ear it would seem so most systems are built to drop the visuals first. Unfortunately that makes my job that much harder, but we're working our butts off to make sure that ME3 is the most amazing game experience we can deliver.

Thank you for your kind words and the feedback.

R


Modifié par kohlmannj, 02 avril 2011 - 02:17 .


#15
Fiery Phoenix

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I absolutely approve of this thread. :D

#16
habitat 67

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Rob you've ascended to a new level of awesome.

#17
javierabegazo

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Wonderful thread :), I've said it once, but I'll say it again, I don't know another video game developer that individual devs will keep watch on the forums for threads pertaining to their specific work amidst all the other threads

#18
Liec

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I have to agree with point #2 as well. Whenever EDI or a squadmate says something I must remember not to move to avoid triggering something.

#19
Vena_86

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Amazing. That is probably the most satisfying, honest and clear BioWare response in the ME section I have seen thus far. Beeing a sound design student at vfs my self makes it even more exciting :)

#20
LT RADCZEK

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Great Op and reply from Rob. I too get annoyed with some of these problems, but the sound is otherwise amazing in both games. (Also, I usually just completely stop walking whenever I hear squad banter, just so I don't accidentally walk into an area that disrupts it.)

On a sound related note, I've noticed the lack of ambient music in ME2 that just completely enthralled me in ME1, and I'm really hoping they bring it back for ME3. The first time exploring the presidium on the Citadel was an amazing experience that was greatly heightened by the calm ambient music playing the whole time. It really adds a sense of wonder to a scene or area, and it's really nice to have something to listen to during those quieter moments, like when you are just walking around the Normandy. I really missed that in ME2, but Arrival looks like it's heading more in that direction again, which gives me hope that ambient music will make a return in ME3!

#21
AngryFrozenWater

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javierabegazo wrote...

Wonderful thread :), I've said it once, but I'll say it again, I don't know another video game developer that individual devs will keep watch on the forums for threads pertaining to their specific work amidst all the other threads

I know a couple: CPR, Stardock and Egosoft. ;)

#22
kohlmannj

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I completely agree with LT RADCZEK, though I can understand why they made the decisions about music that they did in ME2. All the work was put into these marvelous, dynamic soundtracks that really embellished the high-action segments of the game. There was indeed more ambient-style music in Arrival, so maybe there is hope.

For what it's worth, even though I remember missing ambient music at points in ME2, I must admit how much I loved the club music on Omega and Illium, especially the way it faded into the background (but didn't go completely quiet) upon leaving. This audio's definitely "in-world" ambience, though, as opposed to the Presidium or the Normandy music. Also, there actually were parts with ambient music—the segment with the Asari detective on Illium comes to mind, as do the corresponding tracks from "Mass Effect 2: Atmospheric". I mainly missed ambient music in some early parts of Omega (before "The Doctor" joins the crew) and on the Normandy SR2.

What it boils down to is timing. If ME3 has more "fading loop" ambient music, like the Presidium, the Wards, or C-Sec, or some of the exploration music, such as the first segment of "A Very Dangerous Place", I'd be very happy. It'd be great to hear Clint Mansell and the ME3 audio team enhance both the ambient **and** the dynamic action audio approaches.

P.S. - Hey Rob…:-P I hope that since you can't reveal anything, you're instead biting your tongue with excitement as you read this thread, knowing what you know. :-D

[Edit 4/2: "Atmosphere" --> "Atmospheric".]

LT RADCZEK wrote...

Great Op and reply from Rob. I too get annoyed with some of these problems, but the sound is otherwise amazing in both games. (Also, I usually just completely stop walking whenever I hear squad banter, just so I don't accidentally walk into an area that disrupts it.)

On a sound related note, I've noticed the lack of ambient music in ME2 that just completely enthralled me in ME1, and I'm really hoping they bring it back for ME3. The first time exploring the presidium on the Citadel was an amazing experience that was greatly heightened by the calm ambient music playing the whole time. It really adds a sense of wonder to a scene or area, and it's really nice to have something to listen to during those quieter moments, like when you are just walking around the Normandy. I really missed that in ME2, but Arrival looks like it's heading more in that direction again, which gives me hope that ambient music will make a return in ME3!


Modifié par kohlmannj, 02 avril 2011 - 06:55 .


#23
Fredvdp

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I haven't had audio cut-off. Isn't that the result of a framedrop somewhere? The only noticable issues with sound in my playthroughs were one line of Thane that goes through the rear speakers instead of the central one (on PC), and the speaker of clan Weyrloc's voice isn't muffled when he starts talking while the door isn't open yet.

Rob, does ME3 support EAX like ME1?

#24
AlbertoAquilani

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Agree with both LT RADCZEK and kohlmannj once again. More ambience in Mass Effect 3 please, if possible.

Have to say the devs have been a breath of fresh air lately, Brenon Holmes being very insightful about the HUD and now Rob Blake about the audio.

#25
PnXMarcin1PL

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I fully agree with OP.