This page contains a Flash digital edition of a book.
AUDIO | BUILD HEARD ABOUT


John Broomhall asks Jason Page, senior audio manager at SCEE R&D, for the facts about PS Vita’s audio capabilities


SOWHAT’S under the hood that you can talk about? What is Vita capable of? There’s two sides to the audio processing on PS Vita: the ARM processing and the codec engine processing. The ARM side processing is also where the main game is processed, so it has been very important to keep CPU use to a minimum here. The codec engine is where the serious audio processing happens – mixing, resampling, DSP processing, and such like. I can’t go into too much detail regarding the hardware, but suffice to say, it’s very powerful. Developers are not allowed direct access


to the codec engine, as with the PSP’s ‘Media Engine’. As such, we had to ensure that the design of Next-Gen Synth took this into consideration. We needed to allow the synth to be configurable – synth DSP module routing and bus routing, for example – and we made sure that we’d include the high- priority DSP effects as standard, as it wouldn’t be possible for developers to write their own on the codec engine. This is another major reason why we needed feedback from middleware developers at an early stage. It’s probably worth noting that developers can just write their own synth on the ARM processors if they wish. However, NGS’s use of the codec engine allows for far more processing to be available for game (graphics and AI) use.


How about memory and storage for audio? There’s no actual audio memory – similar to both PS3 and PSP – and we’ve got a number of codecs that allow for compression ratios that are comparative with that of current gen memory footprints. From speaking to many developers, we


concluded that a budget of somewhere around 20MB for current gen audio assets is quite normal (RAM being reserved for in-game


DEVELOP-ONLINE.NET


sound effects, streaming audio buffers and such). We needed to ensure that, where possible, developers could dedicate the same RAMbudget on Vita and achieve similar results.


Will it deliver PS3 quality audio? It really depends what PS3 games with which you want to compare the audio capabilities of Vita and NGS. But the goal was to allow our own WWS PS3 titles to work on it with minimal changes. In terms of power, games process hundreds of audio channels, as well as


In terms of fidelity, it’s up there with the


PS3, and in terms of scope, I think that the synth design is actually more flexible.


Jason Page, SCEE


processing high quality reverbs, etcetera. We consider that a ‘game voice’ would have resampling, volume changing, filter and some kind of codec decoding all being active. So when I say that NGS can process hundreds of audio channels, I mean real ‘game voice’ audio channels. The main audio difference is obviously that


it’s a portable unit with stereo output, rather than full-fat 7.1. But in terms of fidelity, I’d say it’s up there with the PS3, and in terms of scope, I think that the synth design is actually more flexible, allowing for wider opportunities for creativity than that of PS3 in the longer term. Of course, PS3 is a home console. It plugs


into the mains and has a fan to keep it from overheating. Vita is a portable, battery powered unit and as such, you have to be


sensible when making comparisons between the two.


I see it like this: if you used the whole PS3


to do something amazing with audio, then yes, the PS3 delivers more. But if you consider what resources are normally available for game audio on a home console (memory, CPU use, DSPs), then without a doubt, Vita can deliver to that level.


Is it fair to say it’s redefining handheld audio? If so, why, and what do you think will be the long term effect on other devices? With regards to the long-term knock-on effect, portable audio can no longer be seen as the ‘simpler option’ or the ‘poorer relation’ compared to that of the home consoles. In future, the budgets for portable game audio may indeed rise to meet that of home consoles, although re-using assets across the two will also be a viable option, and as such could make portable console development easier overall. Does Vita redefine portable audio? I think


so, yes. If you look at current portable devices, their audio capabilities are around 15 years behind that of home consoles. So, comparing the audio capabilities of Vita to other portables on the market, be that mobile phones or other game orientated devices, Vita’s audio is a staggering achievement. Overall, such developments should allow for better game audio, leading to a better experience. Whatever ‘better’ means is up to the developer, but Vita certainly gives them the power do something rather special. To read an extended version of this interview, visit www.develop-online.net


John Broomhall is an independent audio director, consultant and content provider. E: develop@johnbroomhall.co.uk www.johnbroomhall.co.uk


DECEMBER 2011 / JANUARY 2012 | 59


SCEE R&D senior audio manager Jason Page believes that the PS VIta has the capability to compete with the PS3 with its impressive audio tech


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76