Conventional audio tools have come a long way from the blips and beeps from the golden era. As time advance, developers have sought new ways, by use of synthesizers and various applications to create an immersive environment.
Analog Devices, a developer of state-of-the art audio/input applications (known as SoundMAX), has recently introduced its technology for a number of recent console-based titles, such as Kinetica. While later this month, at the Electronic Entertainment Expo (E3), attendees will be able to witness a new dimension in audio performance as Analog Devices unveils its product lineup which will be made available for both the console and PC market.
To provide a better understanding of the company's background, focus, and future, Michaeal Nicholas caught up with Denis Labrecque, director of marketing for the company's Audio Rendering Center for the answers.
TNL: What separates SoundMAX audio from standard video game audio, such as Red Book and the like?
Denis: The SoundMAX SPX solution works with these standards - it is a method of sound _generation_ as opposed to an audio format that deals with a file type or method of transmission/storage. SoundMAX SPX Game Audio Technologies are software-based, advanced algorithmic audio rendering techniques that create sound. While other game standard (such as EAX and DirectSound 3D), deal primarily with the placement of sounds in an environment, SoundMAX SPX is a unique sound source.
TNL: What games are being developed that are using SoundMAX? Are ther any games taking specific advantage of this technology?
Denis: To date, the following titles have utilized SoundMAX:
| Personal Computer |
Cockpit Master | (Multiplex USA) |
NHRA Drag Racing | (Moto 1) |
NHRA D.R. Main Event | (Moto 1) |
Nascar 2000 | (Electronic Arts) |
Air Extreme | (Victory Entertainment) |
MotoRacer 3 | (Infogrames) |
Die Hard: Nakatomi Plaza | (Fox/Sierra) Now |
Navy Seals | (ValueSoft) - Available Q2/02 |
Enigma: Rising Tide | (Tesseraction) - Available Q2/03 |
Microsoft Xbox |
Test Drive | (Infogrames) - Available Q2/02 |
|
PlayStation 2 |
Kinetica | (SCEA) |
Test Drive | (Infogrames) - Available Q2/02 |
Several others are in development, but we have not formally announced them just yet.
TNL: Will SoundMAX be widespread, or will it only be available to certain developers?
Denis: The SoundMAX SPX Audio Rendering Technology is available to qualified game developers at no cost. The company's only request is that publishers include the SoundMAX SPX logo on the box.
TNL: I notice that XBox and PS2 will be using SoundMAX. Will Nintendo GameCube also be using this tool kit?
Denis: We have no plans for the GameCube at this time. However, if developer demand is high and Nintendo supports us in porting our tools to their runtime environment, it's technically possible
TNL: SoundMAX has just recently been announced for the PC, the IBM NetVista in particular. Will the audio system be available for other Desktop PCS, as well as laptops? How will it be installed on older PCS, if at all?
Denis: Currently, versions of SoundMAX appear on Intel, Compaq, Sony and several other systems and, while we are not at liberty to disclose all of our partners until they release product, we have gotten commitments from most major PC manufactures (desktop and laptop) to ship the SoundMAX Digital Audio System on their systems by the end of this year. This is a full-featured audio sub-system that includes CD/DVD/MP3 audio playback, game sound support including EAX(tm) and 3D sound enhancement, MIDI playback and SPX audio processing technology.
While some companies provide software updates to existing versions, it
should be noted that the SoundMAX software would only work on systems that
feature our hardware component (CODEC) already on the motherboard.
TNL: Will the PCS version be much different from its console counterparts, in architecture or performance?
Denis:The architecture is obviously adapted, as PC and consoles are different beasts, however the functionality of the SoundMAX SPX technology is designed to provide a similar enhanced sound experience. A main feature of our SoundMAX SPX game audio, is, in fact, specifically designed to give scalable performance, depending on the target platform.
TNL: There has not been much advancement in sound systems since the surge in popularity of Dolby Surround Sound. What does SoundMAX deliver that will change the way gamers play games?
Denis: SoundMAX SPX provides the actual sounds; it is not simply a method of sonic enhancement. SoundMAX SPX-enhanced games deliver a level of audio realism and detail that is on par with today's next-generation visuals.
TNL: Do you think SoundMAX will become the standard in video game sound technology, much like Dolby has become synonymous with DVD's and Surround Sound?
Denis: With the development of our SMartTools(tm) SPX authoring system, we now have the ability to deliver a powerful, elegant tool that allows any game developer to easily integrate SPX technology into their games. By providing this tool free to all qualified developers, we believe that our adoption rate will soar over the coming year.
TNL: If you were to compare SoundMAX to something currently on the market, what could you compare it to?
Denis: For the PC OEM SoundMAX Digital Audio System, we are most often compared to add-in soundcards, with very favorable results. In fact, with the new faster PCs (1.7GhZ and above), SoundMAX actually outperforms soundcards, with superior data transfer and increased game frame rates - in addition, our system is a fraction of the cost, with superior functionality and reliability.
As far as the SoundMAX SPX game audio technology goes, it is difficult to say, as what we have is truly unique - our biggest competition comes from the very talented in-house sound designers that have developed their own methods for squeezing quality audio from their existing tools. However we have been steadily proving, even to the best, that we have a useable,
desirable alternative.
TNL: If you had one game to do in SoundMAX, what would it be?
Denis: It is our firm belief that any game can be enhanced and made into a more immersive experience with our SPX technology. That being said, I personally think that first-person shooters and action/adventures are killer genres. Being forced to use not only visual cues, but audio cues as well, to ensure your success is about as realistic as you can get.
TNL thanks Denis and Golin/Harris for the opportunity to provide a more detailed outline regarding Analog Devices' products and background. Look for more highlights to come soon when we check out the new products to come!
··· Red Terrier