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Using DSPs to Proactively Identify Transients and Root-Cause Problems
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SKU GDC12-3154
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Description
Using DSPs to Proactively Identify Transients and Root-Cause Problems

Speaker/s: Tom Mathews (Microsoft)
Day / Time / Location: Thursday 2:30- 3:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio , Programming / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: There are few things more annoying than an intermittent pop that creeps into the audio mix of your game. Pausing the title when we here the pop isn't granular enough... 10 new sounds may have played in the window between hearing the pop and breaking into the game. To track down audio problems, we've typically used a binary search, pruning away the content until we could find the root cause. But what if we could create a tool that would hit a breakpoint as soon as it heard a pop? Could we create a tool that could hear imperceptible pops, warning us that there were problems lurking beneath the waves? I propose we can do this and more, by leveraging VSTs or DSPs as a diagnostic tool, rather than simply as a way to shape our audio.
Takeaway: This talk will demonstrate the theory behind a pop-detection DSP, which allows for immediate analysis of the root cause in the running game. By using a 3rd-power convolution of the smallest-possible Fourier convolution (1,-1), we can easily identify audible and inaudible pops resulting from poor loop points or non-zero-crossing cuts.
Intended Audience: My idealized audience member would be an game engine developer, or 3rd-party audio tool creator. Understanding that audience members will also be content creators that want to bring back new techniques to their developers at the studio, I'll be explaining why the key DSP works from the ground up.

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