Hello everyone.
I'm Aurélien Piters audio director at Asobo
studios, and in this episode I am going to
present the audio features of the new Microsoft
Flight Simulator.
I will begin by presenting the new audio technologies.
What was improved, and how these tools helped
us build an accurate soundscape.
Then I'll show you how we created aircraft
audio, how we recorded them, and how we use
the recordings in the simulation.
At the end of this episode I'll talk about
the world and the weather.
And as my colleague Lionel said "The world
is really big" audio is here to support and
enhance the world in flight simulator.
The audio engine has been totally revamped
and is now using Audiokinetic Wwise.
Wwise allows us to use the latest interactive
audio technologies, Such as real time audio
FX, or even dynamic mixing.
This new technologies given us huge freedom
and allowed us to simulate sun reflections,
cockpit acoustics, or even dopplar effect.
But what was most important to us was to connect
audio to the simulation meaning that every
sound in the sim is connected to simulation
variables.
By doing so the audio is accurate and feels
breathing.
For example if the wind is getting strong
or if your plane is shaking the audio will
reflect these changes.
It truly gives depth to the simulation.
The good news is that the SDK will allow you
to access all the simulation variables.
We created a new way to implement audio, using
XML files and Wwise.
All these files will be accessible to simmers,
meaning you'll be able to tweak or even add
sounds.
We also made sure that the FSX legacy audio
content was still usable in the new Microsoft
Flight Simulator.
For aircraft the most important thing was
to reflect the sonic signatures of every aircraft.
For this the best solution was to record them
to get an accurate result.
A partnership with plane manufactures allowed
us to visit plane factory and have full access
to the planes.
We created a recording rig allowing us to
record with high fidelity.
Sixteen channels of audio for cockpit and
external perspective.
Each microphone is recording specific elements
of perspective.
Front propeller, side propeller, close exhaust,
far exhaust and so on.
This modular approach let us create specific
audio meters for each sonic source.
Bringing a true 3D audio experience.
For example, if you get close to the exhaust
you will hear more of it.
Following your position in game, you will never
hear the same thing.
More than the engine we also carefully recorded
cockpit buttons, switches, instruments, or
even flaps.
Last but not least thanks to audio convolution
technology we were able to record cockpit
acoustics.
Which allowed us to play any sounds or voices
as if you actually heard it in the cockpit.
For example if you wish to create new sounds
it will allow you to play them in the acoustic
space of the cockpit.
With such a realistic and detailed world we
wanted aircraft and every sonic source to
be fully integrated in to the environment
we wanted the audio to feel right in the world.
For this we needed to totally rework the way
sounds attenuated and reflected.
For example when is passing from far away
you not only hear the direct sound of the
engine but you will also hear all the sound
reflections.
Like in real life when the sound is bouncing
back to you because of the mountains around
you.
More over we also totally re-worked one other key aspect of the soundscape,
the doppler effect.
Depending on the speed of the aircraft passing
by and your own speed, the engine pitch will
be modulated as it would in the real life.
Attenuation, reflection, and the doppler effect
all together bring accuracy and give an organic
feeling to the sonic source of the new Microsoft
Flight Simulator.
As I already said the connection between the
sim and the soundscape was really important
to us.
And this time we use math of the physics and
aerodynamics calculated by the sim to feedback
how the plane was behaving.
When your plane is shaking or when you're
doing a far from perfect landing you're going
to hear the impact and the physical rattle
of the plane, a really useful feedback to
determine how successful your landing was.
We also simulated the aerodynamic wind flow
on the plane using wind sounds, especially
in external view where we can have more creativity
you'll be able to hear your actual plane movements.
In the new flight simulator you'll be able
to land everywhere a plane can land.
Meaning that you'll be able to hear the soundscape
of where you land.
We created a biome system based on the sim
land classification data.
Depending on where you are you'll hear different
soundscape.
For example you will get very different kind
of fauna sound in the African savanna than
in the Alaskan area.
We also simulated the night and day soundscape
with different ambience at night time.
As for more aviation related sounds you'll
be able to hear surrounding planes or even
ground vehicles.
The idea was to enhance immersion and support
every story the world is telling thanks to
the audio system.
Weather tells its own story and in flight
simulator there are many variables for you
to tweak and each of them is connected to
audio.
Lets say you increase the wind you'll not
only be able to feel the wind during your
flight experience, but also hear the wind.
We also have rain, thunder, and even storms
for a complete weather experience.
Thank you for watching this episode and on
behalf of the flight simulator audio team
I hope you enjoy hearing the world we created
for you.
