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Final Fantasy Xiii Was Adopted In Automatic Sound Generation System Masts

Final Fantasy Xiii Was Adopted In Automatic Sound Generation System Masts

There has been increasing attention midst of English

, GDC in 2010, its production techniques / sessions were provided for several methods. Report this particular session is to focus on the content around the main sound, It's called "FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Triggering System" of that. Magic sword and hammer and the battle scenes, various sound effects that occur during the game, cut scenes (Movie Scene) character in the behavior of sound (eg footsteps) the occurrence of (specified) and automatic determination of the motion and collision which will go to a technical explanation.

The stage, the two men said Mr. Ji-sun Yashima Tomohiro Tsuchida, Square Enix. Tsuchida said the original is engaged in rendering and graphics-related programming and motion, "Final Fantasy XII" involved in the design of any development tools. Mr. Yajima the other hand, the sound designer for Square Enix, "Beigurandosutori" and "Final Fantasy XI" etc., but he has been involved in many of its works.

Well, today's high-end game development, in an exponentially increase with the video technology, as well as motion or AI, is also increasingly required to make even devoted to seamless sound realistic graphics and, as a result, the overall cost of game development - or "volume" is a problem that would not be out until too late. Although they tend to hide behind the goal, clearly seen in one pretext or graphics, rather than the production costs of sound-related exceptions, of course, moving to Getting the current generation high-performance aircraft, the quantity and quality comparable to Hollywood movies exactly a scene that many expected.

Speaking of domestic blockbuster games, FF13 is still leading the title it would be that, in this work, the sound operation of the pattern had become enormous. In this lecture, in order to reduce a little work on these games sound production process developed in FF13, "MASTS" had become mainly about their own system called. The lecture started off with it's sound designer Yashima Tomohiro. Mr. Yajima is helped by giving some examples of their own first title, specific tools (sequencing) and how we rely on manually using a sound, the sound will ring according to the situation for the event table that touched on traditional methods, "I felt this way there is a limit," he said. The use of event tables, for example, are prepared to walk several types of sound patterns, the character is walking terrain, changing the sound of it that way. It is still commonly used, one very popular method, but is now, and becomes monotonous sound generated, realistic graphics that supports the current "more interactive" in the "naturally hear the sound "is far from sufficient. Also, using motion capture or physical operations, attentive characters / the current object's motion can be represented. That we rely on nature for a movement that is audible in the other hand said he'd catch up and still others.Final Fantasy Xiii Was Adopted In Automatic Sound Generation System Masts


For example, the "Final Fantasy XII", the event scene for the "footsteps (Sound Behaviour), the sound of" Just the fact that the data were available for more than 8000 Rube been supporting and working the whole game to be.

Mr. Yajima is feeling the need for awareness of these new sound system, it is "Motion-Controlled Real-Time Automatic Sound Triggering System" - but that is not going MASTS linked to the development of this initiative in-house originally were going to explain the reaction from senior programmer Shikunakattarashii much.

Was developed in anticipation of future game development MASTS

"MASTS when I heard the concept, we have shown reluctance programmer team" He said, took over the presentation of the Programmer Mr. Tsuchida.

For itself the proposition that the efficiency of work around the sound, but Mr. Tsuchida had understood heavy, "MASTS to develop, not just the sound that require advanced knowledge of a wide range of other operators and physical motion. And , very few people like that. More and graphics team, will require cooperation with other teams. ... not sure if be completed, "he said.

Eventually, his enthusiasm Yajima, but agree to consider the development of versatile and can be applied in production and other games, "This is quite a challenge" is heard a concept Apparently quite as prepared. Sure, you automatically assign a sound (even game cut scenes as well) I mean, it feels quite acrobatic skills require a trained eye to see. MASTS I mean, basically, to analyze the information in-game characters, producing a sound system suitable for them. Character movement and the angle / velocity, and calculates the information and material, and immediately begin to strike the appropriate sound system.

Should apply the sound character according to the motion by eliminating it, for example, even if you change the character's motion, the sound is not played in the sound appropriate to the motion automatically. Sound production so far, failing to start and finish the creation of motion, but had problems such as care coordination entails changes in motion, these costs (time) take elements of this once So it can be resolved.

This system looks like a dream if MASTS However, Tsuchida said, "Well, it perfectly. It reduces both time and resources, all very well ... did not mean" he says. Because, because it is systematic "conditions are not expected" is it can easily support because the problem was different.

To explain this clearly, for example, human (biped character) system was organized to assume that logic, what to do with the sound of the air and flying characters are multi-leg type monsters? Such a problem. Of course, for every time ... not an exception but not even that, as I have done it, "efficiency through automation and making the" original intent that they from far off. This is the same cut scenes. "Reflection in the screen such as" if you want to put a sound stage, you have an exception which also had to. Tsuchida said the way, sound designers to operate freely on these issues, a graphical UI that seems compatible with the scripts to implement. Final Fantasy Xiii Was Adopted In Automatic Sound Generation System Masts


Scene irregular so also temporarily MASTS cut, to be able to work in the way put a sound in manual and traditional at the sound designer, he said that consideration can complete all the actions. Including debug can see immediately on screen sound input we will implement position sought efficiency may be one aspect of Rashii Tsuchida, who has studied a number of internal tools in the past. Anyway, these trial and error FF13 sound production is finished. Tsuchida said, "This time, because I had to build a system from scratch, from the following works, FF13 gained in data / templates can be applied. Continue to refine it more ideal It should be able to create low-cost and game sound as "the talk will be concluded. Now, the talk was, but wanted a person who has a systematic in sound production and the rather, personally, Mr. Yajima, "if you want to represent characters in the footsteps -" was very impressive remark that or.

A sound is a job some players complain that one sound, the execution of the game is sticking, which makes them "the touch" and "exhilaration" and that it, itself, be directly linked to the fun small.

In today's game development bloated automate what the human hand where "sensitive" or inserting. MASTS will adopt a future version, and such a sound "attention" and "automated" How will we do with both, but is really interesting.

by: kaia
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