Spatial Audio Lessons Learned from Unscramble the Oracle BOSE AR

NicoleLazzaro 815 views 33 slides Aug 05, 2020
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About This Presentation

3 Lessons from our BOSE AR Audio-First game. While photorealistic graphics grab the lion share of attention, deeply immersive experiences must address all of the senses. This talk covers a post mortem of an audio-only Unscramble the Oracle (BOSE AR) game using fully spatialized interactive audio sca...


Slide Content

Nicole Lazzaro
Hear Me Feel Me Let Me Play: Lessons from Unscramble
the Oracle a BOSE AR Audio-First AR Game
GDC Summer SF/Online
August 4, 2020
@NicoleLazzaro

Hear Me Feel Me Let Me Play:
Lessons from
Unscramble the Oracle
a BOSE AR Audio-First AR Game

Spatial Audio Down sampled to Stereo
Best with
Headphones

Stanford Psychology
4 Keys to Fun
\o/
Fiero!
Tilt World
the first iPhone game
TiltWorld.com
Tilt World
Plant 16K trees in
Madagascar
Unscramble the Oracle
Follow the White Rabbit
@NicoleLazzaroFree Download
4K2F.com

Thank You! Unscramble the Oracle TEAM!
•David Fox writing & Sfx
Electric Eggplant.com
•Patrick O’ShaughnesseyNarr.Engine
Patched Reality.com
•WonkubusWonk Walk, VO. & Art
(Michael Crabbs)
MichaelCrabbs.com
•Nicole Lazzaro Game Design & UX
XEODesign.com

Audio First Choose Your Own Adventure You Play Walking Around the Block
How We Designed an Audio First GameImage: Wonkubus

Lessons from Beatles, Saturday Night Fever, And Stonehenge
How We Designed an Audio First GameImage: Wonkubus

BLUETOOTH SPEAKERS & IMU
BOSE AR
Smart Phone

Audio First AR Head Pose Robust
BOSE AR Game Jam
PlayCrafting
July 26, 2019
Image: Wonkubus

Design is
Constraint

Push Limits Learn Audio Spatialization For All games
•Audio First
•1st person
•“Phone in Pocket”
•Fully Playable
•Walk & Look Around
•Explorable Audio World
•Interactive Audio Gameplay
•Only playable in spatial audio
•Core Loop Required Audio Spatialization
Audio Goals
Game
Technology Did Well
1.Head pose
2.Tap headset to select
3.Position audio (Resonance Plugin)
Challenge
✓Responsive
✓Accurate
X 6DoF (only 3DoF)

3 Challenges for Audio-First Games
StandWalkChooseSpatial Audio >
Image: Wonkubus

Stand1

Maximize Audio Position Data Around Player
•Immersive Alive Audio World
•Sound Outside Head
•No Headlock
•Positional Clarity
Audio Goals
Stand

Why Does Doing This Not Invert the Sound?

Beatles Abbey Road 1stto Record in Stereo and Synthesizer
More: https://www.pbs.org/newshour/arts/the-beatles-abbey-road-revolutionized-how-a-track-could-be-recorded-listen-closely-here
Here Comes the Sun ©1969 EMI

Want Spatial Audio to Be Out There in the World Around the Player
More: https://www.pbs.org/newshour/arts/the-beatles-abbey-road-revolutionized-how-a-track-could-be-recorded-listen-closely-here

Surround Sound ≠Spatial Audio
ØStereo
ØAmbisonic
ØBinaural
ØASMR

Head Motion While Standing -Spatial Audio Field

Unscramble the Oracle

Unscramble the Oracle 6DoF
(Degrees of Freedom for Movement)
“Find the Frog”
Walk Around Rotate Look Up & DownStereo Inside the Head
Zero Degrees of Freedom

Head Pose = Degrees of Freedom (DoF)
No DoF
Headphones
No Motion
Head Lock
6 DoF
Walk forward/backward
Sideways left/right
Jump up/down
3 DoF
Look up/down
Left/right
Tilt Left/Right
Spatialization Requires Motion

Head Tilt Shows Curiosity
Also Also Increased Spatialized Sampling for Elevation
Amplifies the distortion Between Two Ears
for all Other direction of Head Motion
containing elevation information

Auxel
AUXEL
“Audio Pixel”
Audio Source With Positional Information

How Big is an Auxel?

Rotation
Elevation
Distance
Audio Position -Auxel = RED
Auxel = R5 E3 D3
“Audio Pixel”
5
How many discrete audio positions can players hear?
3
3?
45 Positions 1-3 at a time

While Standing in Place Distance Is Less Important
5
Unless Auxel is Moving Relative to Player
Auxel = R5 E3 D3
“Audio Pixel”
Rotation
Elevation
Distance
3?

3
AuxelsNeed Spacing
Position Time Memory
5 3
The Sound of Silence

Easier to Localize Auxelswhen Hear Spatial Distortion
Sharp AttackRepeating Pattern
TIME TO: Move Head LATENCY HEADLOCK & OVERSHOOT

Spatialization Tips
•Respond to Head Movement Esp. Rotation
•TIME TO DISCOVER
•Length or Long Enough Loops
•Identifiable & Separation
•Mono Sources in Game World No Reflections
•Sharp Attack
•Pitch Above and Below
Audio Goals
Stand

Walk2

Walk Through the Soundscape

Maximize Sense of Forward Motion Through Scene
•Audio Only Storytelling
•Audio Depth Perception
(how Far Out there)
•Walk Anywhere and Stay within Bounds
•Respond to Player’s Walk Speed
Audio GOALS
Walk
3

How Did FCG Cross the Road?
Image: Wonkubus

Walking Focuses On Distance Cues
Auxel = R5 E3 D3
“Audio-Pixel”
Rotation
Elevation
Distance
53
3?
How many discrete audio positions can players hear?

Walk Audio First Lampposts
3.5 DoF

Detect Walking from Head Pose
3.5 DoF
At Least 1 Auxel Apart

Fast Motion AuxelsOverlap
Fast Player Motion
A1A0A2A0

Alternate Audio Lampposts for More Spatialization AR+AD
3.5 DoF
“on rails”
Top Down View
AD -Distance
AR -Rotation

Spatial Audio Walk –Believable Real World Overlay
3.5 DoF
As DesignedAs Used
Keep Players In Audio World
Seat BounceWalk Around
the Block
WalkWander

Walk -Unscramble the Oracle

Spatialization Tips
•Narrative Audio Beats
•Group Audio Sources Side to Side & 3 Depths
•Auxel Space for Slow & Fast Motion
•Show Progress Pass By Head w/in 1 Meter
•Footsteps are Respective and Same Position
•Actions Like Pull Slice Pizza Off Door
Audio GOALS
Walk
3

CHOICE3
Putting the Choosein Choose Your Own Adventure
Image: Wonkubus

Choice
Peck 1 for Adventure
Image: Nicole Lazzaro

Mysterious

Maximize Choice From Audio Menus in World
•4 State Buttons
•Choose Between Options
•Options Integrated into World
Audio GOALS
Choose

Psychology Constraints of the Ear
Audio menus required more resolution than walk paths
compared to visual menus Auxel Menus
1.Low resolution
2.Brain’s short term memory buffers
3.Hard to refresh audio information
4.Experience 1 audio source at a time
5.Mentally map audio source with an object, event, or
interaction opportunity

Spatial Audio Dead Zone
“Find the Frog”

Simple Interaction & Spatial
Image: Nicole Lazzaro

4 State Audio Buttons -No Visuals
Plan B
oTap the Phone
oTap Audio Prompt
oYes/No Nods
4 State Audio Buttons
I’m a Button
Highlight
Activated
Un HighlightedGaze “beak cursor” to interact
Heard what you looked at
Double Tap Headset To Choose
Constant Sounds Annoying!
Added Icons for Who Was Speaking

Menus Focuses On Rotation & Elevation
Auxel = R5 E3 D3
“Audio-Pixel”
Rotation
Elevation
Distance
5
3?

Spatial Audio Cues to Find Menu Option (Find The Frog)
High Pitch Wing Flap Loop
Fairy Chicken Godmother
Button
Low Pitch Frog Croak Loop
[ empty Audio Position]
On/Off Highlight Audio
Double Tap Headset
To Choose

Stonehenge Audio Menus -Chicken Flap Audio Cue Moves
Tells story of Chicken flying to a new interaction

3DoF Audio-Menus
I am The Pizza DoorRibbit Ribbit
Do You Want to
Wade Across?
Menus 3DoF
No Distatnce

Spatialization Tips
•4-5 AuxelsHorizontally Spaced
•Beware Dead Zone Front & Behind
•Latency: Bluetooth, WiFi, HRTF
•Frogs > Turnips
•Character & Story Beats = Easier to Remember
•Begin Audio Memorably
•Reinforce with Icons
Audio GOALS
Choose

Opportunity
Knocks4
Hand Held & Haptics

Phone In Hand = Detailed Tracking & Haptics
Challenge Phone and Face Look Different Places = Less Immersion

Maximize Rotation Motion Handheld
•Respond to Auxelswith Phone
•Make Hand Motion As Natural As Head Motion
•Haptics to enhance Audio Menu UX
Audio GOALS
Hold In
Hand

Feel Buttons As Well As Hear them
Haptics Offers Surface Textures For Audio

Spatial Haptics Amplify Audio Interaction & Position
We Need a PBR for Haptics

Spatialization Tips
•Audio Tracks Player’s Phone Hand
•Minimize looking left Head and
Moving Phone Right
•Button States with Haptic Signatures
•Haptic Surface and medium Move Phone
Through Like Water, Forest Branches, Sand
Audio GOALS
Hold In
Hand

Wrap Up5

3+Challenges for Audio-First Games
StandWalkChooseHold & HapticsSpatial
Audio >

Rotation
Elevation
Distance
Audio Position -Auxel = RED
Auxel = R5 E3 D3
“Audio Pixel”
5
How many discrete audio positions can players hear?
3
3?
45 Positions 1-3 at a time

3
AuxelsNeed Spacing
Position Time Memory
5 3
The Sound of Silence

Audio GOALS
Stand
Walk
Choose
HOLD
Spatialization Tips
1.Respond to head Pose and Movement
2.Space at Least 1 Auxel apart
3.Contrast Audio Pattern To Spatialize Well
4.Narrative Cues Expand Short Term Memory

Thank You! Unscramble the Oracle TEAM!
•David Fox writing & Sfx
Electric Eggplant.com
•Patrick O’ShaughnesseyNarr.Engine
Patched Reality.com
•WonkubusWonk Walk, VO. & Art
(Michael Crabbs)
MichaelCrabbs.com
•Nicole Lazzaro Game Design & UX
XEODesign.com

Sign Up for Updates Unscramble the Oracle
surveymonkey.com/r/UTOSignUp

Contact Me For More
[email protected]•@NicoleLazzaro•XEODesign.com
Free Download
4K2F.com
Follow the
White Rabbit
TiltWorld.comUnscramble
the Oracle