The Ninth Annual Interactive
Music Conference PROJECT BAR-B-Q 2004 |
Group
Report: Mobile Phone Audio - Lessons Learned from |
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Participants: A.K.A. "The Color of Suck" | Peter Drescher; Danger |
Jim Reekes; at large | Tom Zudock; Sigmatel |
Chris Grigg; Beatnik |
Bob Starr; QSound |
Pete Clare; Sensaura/Creative | Martin Puryear; Microsoft |
Jim Rippie; independent | Facilitator: Linda Law; Fat Labs |
Problem Statement Producing audio for mobile devices today is like doing game audio in the 80's and Web audio in the 90's. The similarities are striking - severe bandwidth constraints, cross-platform incompatibilities, arcane technical limitations, a plethora of file formats. What have we learned from these past experiences that might help the mobile audio industry in the future? The Mobile Phone Audio group discussed questions such as: "If I knew then what I know now, what might I have done differently?" "What recommendations might we have for the mobile audio industry on how to make content providers' lives easier and more profitable, based on similar experiences developing game/web audio systems?" "How can we help mobile audio producers avoid some of the pitfalls and problems game/web audio producers have faced in similar situations?" Basically the issues fell into two categories: For games and on the Web, A) What did we do that worked? and B) What did we do that didn't work? These discussions involved issues of concern to the following stakeholders: The Mobile Phone Audio group limited the scope of our discussions to devices based on cellular phone technology, in part because they are a good examples of resource constrained devices. We identified technical trends from the history of the game and Web industries (with a particular emphasis on audio issues) and looked for lessons that could be learned. We then correlated the lessons to similar issues facing developing mobile phone technologies. Many topics were discussed, falling into 5 main categories: 1. Format Incompatibilities 2. Scalability Constraints 3. Licensing Issues 4. Hardware & OS Proprietary Chaos 5. Content Lessons Solutions 1. Format Incompatibilities
However, standards must provide for controlled extensibility, to allow for future developments as resource bottlenecks expand. At the same time, there must be a clear understanding of what problems the standards are solving. What worked: Standard linear audio file formats (such as WAV and MP3) have made game soundtracks and Web audio a vastly more compelling experience for the consumer, while simultaneously improving production techniques and the availability of tools. In general, the standard linear formats have completely superceded MIDI, MOD and other resource constrained audio solutions. What didn't work: Although many solutions have been developed, there is still no generally accepted and implemented standard for non-linear interactive audio. 2. Scalability Concerns What didn't work: While General MIDI was an excellent standard for producing large amounts of music using small files, its inability to contain custom audio samples limited its musicality; basically, General MIDI didn't scale up very well. 3. Licensing Issues What worked: Apple's iTunes software, combined with iPod hardware, provides an excellent example of how agreements made between content providers and Internet developers can produce secure and profitable systems. What didn't work: The record companies vs. peer-to-peer file sharing systems. 4. Hardware & OS Proprietary Chaos One major difference between the games/Web industry and cell phones is that the telephone communications part of the platform is quite mature, having predated the Internet by at least 50 years. It's the new mobile Internet features now being built into cell phones that will see explosive development. Changes will happen in the mobile space even faster than they ever did in games or on the Web, due to insatiable consumer demand and the chaotic nature of the market. What worked: In the early of PC audio, Yamaha went to content providers to solicit them to write specifically for the Yamaha chipset. This resulted in Yamaha becoming a de facto standard for PC audio: a similar stragety may work for phone manufacturers. What didn't work: Microsoft did not allow hardware acceleration of 3d audio in DirectX, limiting its use in games. Also, Sega doesn't give developers access to hardware, locking them into a specific mode of programming and hindering innovation. These kinds of constraints and controls can ultimately doom proprietary systems to extinction. Special case - wrong&right: Hardware data sheets for consoles such as Xbox and PlayStation are proprietary; this may prevent some 3rd party innovations, but can also reduce the number of bugs! 5. Content Lessons Given that a significant segment of the market for content is young males, ringtones containing sexual references will sell rapidly. Since games currently have a rating systems, ringtone ratings may have to be developed soon (along the lines of "explicit" stickers on CDs). As cell phones become even more ubiquitous and markets develop for teenagers and children, there may be a demand for content filters and parental controls, as have been developed for Web sites. Currently, ringtone and mobile game audio is severely limited by bandwidth and other technical constraints. Nonetheless, high quality audio can be produced in constrained resource situations, as shown in the early days of PC games and on websites designed to be accessed at 56k modem speeds. All of the skills developed by sound designers and composers for games and the Web can be applied to content development in the mobile space: MIDI files, small samples with short loops, multiple use of compressed samples varied by pitch and filters, etc. Mobile audio producers would be well advised to use sound designers experienced with game/Web audio over the last 20 years (or stated another way: hire old game audio guys!) Mobile audio content quality and quantity will improve as tools exist to create them. We should expect middleware to emerge for mobile audio (like the Miles Sound Driver did for games and Macromedia's Flash did for the Web). There will also be in-house development of tools for proprietary systems (such as Xact for Xbox and Scream for Playstation). What worked: Cheese Racer - a game developed for the Hiptop platform that contains a completely interactive soundtrack, consisting of MIDI + sample data background music that changes as the user progresses through the levels, and utilizes multiple use of highly compressed samples varied by pitch to increase variation. The entire audio budget for the game is 100k. Action Items This report will be submitted to the Mobile Audio Working Group (MAWG), sponsored by the IASIG, to be discussed and possibly included in the group's report. This will be accomplished by working group chair, Peter Drescher. Other Good Ideas! 1. Audiocon (audio emoticon): 2. Voice transformations: 3. Playing audio on your phone: 4. Broadcast audio: 5. 3d audio for conference calls: 6. Split architectures are problematic: 7. Peer to peer social networking via Bluetooth (with audio alerts): Other Reference Material Edited transcript of Peter Drescher's "Ringtones Are Really Annoying"
BBQ presentation. section 4 |
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