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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
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

#3
Rob Blake

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This thread is turning into quite the 'love-in' isn't it :) Thanks again for all the kind comments and feedback, you guys are great!

Regarding the ambient music in ME2, I was a little concerned about oversaturating the player with non-stop music throughout the entire game, so we decided to take 'score' music out of the hubs and instead focus on the main misions... which is where the narrative is really developing. Of course, you guys are right and this meant that we lost a little of the 'feel' that the ME1 hub music brought... I think it's all about finding balance between capturing the right atmosphere and the posibility of desensitising the audience from non-stop music.

The music plan for ME3 is going to be a lot more carefully planned out, Casey and I have spent a lot of time wrapping it into the main story and devising a musical narrative... it's going to be pretty amazing and much more cinematic, VERY exciting stuff! But that's all I can say about the music at this stage, sorry! As has been said, I'm having to bite my tongue for now! :)

Thanks everyone and enjoy your weekends! :D

R

#4
Rob Blake

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Lets try to keep things civil shall we? Flame wars are what keeps devs like me from responding... and I want to interact with you guys :)

It's a fair point about the music sliders, however, it's a certification requirement to have the music slider control the music and sound slider control the sound. What could be a possibility is we make a fourth slider for 'in world music'. I did suggest this during development but I think we opted against it as it seemed unnecessary and the demand didn't seem to be there. If people would appreciate the ability to turn score off/down but keep nightclub/bar music up then we could do this... I just feel that if you want to listen to your own music while playing then hearing nightclub music on top of your music would sound messy anyway; usually people want to listen to their own music or the game music.

What are people's thoughts?

Thanks! :)

#5
Rob Blake

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On the subject of VO and other sounds pausing during the power/weapon/mission-computer screen, the problem from an audio perspective is that time has effectively stopped. Many of our sounds are synced to visuals (VO to lipsync, sounds to animations, etc) and if we continue to play them over these sceens then when you get back to the action we'd get all sorts of sync and gameplay flow bugs... some things would just completely break. Basically, the concept of 'time' in the gameplay world has to accurately impact the audio or bad things happen.

Does that answer your point or have I misunderstood?

#6
Rob Blake

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That's actually a valid point about the VO pitching. Like I said, we have this problem about audio/visual sync and currently time is tied directly to audio time/pitch so it will cause issues. However, I'll try uncoupling the effect and having it pitch the audio less to see how far I can push it before it starts breaking stuff. Also, I can move it on to separate audio outputs and have different pitch curves for sound and VO, but that will take more work and will cost extra memory and CPU... but if it's getting in the way of critical VO that's super important.

I'll have a fiddle with it when I get back from holiday. Yes, I'm on a well deserved holiday :)

Modifié par Rob Blake, 02 avril 2011 - 10:07 .