3d sound application for game environments - IDt
Transcription
3d sound application for game environments - IDt
3D SOUND APPLICATION FOR GAME ENVIRONMENTS 14/10/2014 – ALFRED TÅNG Supervisor: Daniel Kade, Mälardalen University Examinator: Thomas Larsson, Mälardalen University MDH BachelorThesisinComputerScience Abstract Thisreportcoversthecreationandimplementationofa3DaudioapplicationusingFMODExAPI. Thereportwillalsocoverawalkthroughofthebasicprinciplesof3Dandsurroundaudio, examplesofotherusesof3Daudio,acomparisonbetweenavailabletechnologiestoday,both softwareandhardwareandfinallytheresultoftheimplementationofthe3Dsoundenvironment software,bothserverandclient.Theapplicationwascreatedtoexploretheuseof3Daudioin immersiveenvironments.Therewasnoapplicationlikethisavailablewhenthisprojectwas conducted.Aninductiveapproachalongwithaformofrapidapplicationdevelopmentand scenariocreationwasusedtoachievetheresultspresentedinthisreport.Theimplementation resultedinaworkingclientandserversoftwarewhichisabletocreatea3Dsoundenvironment. Basedonauserevaluationthesoftwareprovedtobequitesuccessful.Withthehelpofthe implementationtheuser,oroperator,cannowcreateasoundenvironmentforanotheruser,ora listener.Theenvironmentiscreatedanddesignedbytheoperatorusingtheclientsideofthe implementationandlaterplayedthroughtheserversidewhichisconnectedtoa4.1speaker system.Theoperatorcansteerandaddsoundsfromtheclienttoanactiveenvironmentandthe listenercanexperiencethechangeinrealtime.Thisprojectwasconductedasabachelorthesisin computerscienceatMä lardalensUniversityinVä sterå s,Sweden. TABLE OF CONTENTS TableofFigures__________________________________________________________________________________________ 1 Introduction______________________________________________________________________________________________ 2 3dAudio,SurroundAudioandtheCrossTalk________________________________________________________3 3DAudio _____________________________________________________________________________________________3 SurroundAudio______________________________________________________________________________________3 Crosstalk_____________________________________________________________________________________________4 Summary_____________________________________________________________________________________________5 State-of-the-Art __________________________________________________________________________________________ 6 SimilarProjects_________________________________________________________________________________________6 AudioChile ___________________________________________________________________________________________7 Cocktail–AMMAEImplementation_______________________________________________________________7 Summary_____________________________________________________________________________________________8 RecentStudies__________________________________________________________________________________________8 ProblemDefinition_______________________________________________________________________________________ 9 Challenge _______________________________________________________________________________________________9 AvailableHardware__________________________________________________________________________________9 AvailableSoftware_________________________________________________________________________________10 Method________________________________________________________________________________________________11 Approach___________________________________________________________________________________________11 ObtainingInformation____________________________________________________________________________12 Scenarios___________________________________________________________________________________________12 ComparisonofTechnologies___________________________________________________________________________13 AudioSoftware_______________________________________________________________________________________13 Summary___________________________________________________________________________________________14 AudioHardware______________________________________________________________________________________14 Headphones________________________________________________________________________________________14 Loudspeakers______________________________________________________________________________________15 Multipleusers-problem___________________________________________________________________________15 TABLE OF CONTENTS Summary___________________________________________________________________________________________16 SystemDesign___________________________________________________________________________________________17 DesignProcess _______________________________________________________________________________________17 Scenarios___________________________________________________________________________________________17 Lookandfeel_______________________________________________________________________________________18 SystemImplementation________________________________________________________________________________22 GettingtoknowFMOD_______________________________________________________________________________22 Prototype_____________________________________________________________________________________________22 Server_______________________________________________________________________________________________22 Client_______________________________________________________________________________________________23 Network____________________________________________________________________________________________23 ProblemsandObstacles_____________________________________________________________________________24 UserEvaluation_________________________________________________________________________________________25 Evaluation ____________________________________________________________________________________________27 Discussion_______________________________________________________________________________________________29 Conclusion____________________________________________________________________________________________29 FutureDevelopement________________________________________________________________________________31 References_______________________________________________________________________________________________32 TABLE OF FIGURES TableofFigures Figure1-Attheleftabirdsoundisplayedthroughanormalsurroundsystem.Thesamebird soundisplayedintherightpicturebutknowfroma3Dsoundsystem.Theusercannow determinethepositionofthesoundmoreaccurately..............................................................................................4 Figure2-ThecrosstalkistheaudiowavesrepresentedbyRxandLx............................................................5 Figure3-ScreenshotofthegameHalf-Life,released8thNovember,1998.(ValveCorporation,n.d.) ................................................................................................................................................................................................................6 Figure4–ScreenshotsofdifferentsituationsfromAudioChile.(Sá nchez&Sá enz,3DSound InteractiveEnviromentsforBlindChildrenPorblemSolvingSkills)................................................................7 Figure5-Picturerepresentingthetestroom.A)Speakers,B)TheaudiointerfaceandC)The server...............................................................................................................................................................................................16 Figure6-SketchshowingscenarioA.............................................................................................................................17 Figure7-SketchshowingscenarioB.............................................................................................................................18 Figure8-Screenshotoftheserversoftware..............................................................................................................19 Figure9-ScreenshotfromWindowsMetrosimulatorrunningtheclientsoftware.............................20 Figure10-Conceptofoneofthediscussedfinaldesigns...................................................................................21 Figure11-ScreenshotofthefirsttestapplicationusingFMOD......................................................................22 Figure12-1.Usersendsaconnectionrequesttospecifiedip-adressandport.2.Theserverthen answertheclientwithanack-message.........................................................................................................................23 Figure13-Pictureshowingthetestsetup.A-Theaudiointerface,B-Theserver,C-Theclient25 Figure14-Pictureshowingatestpersonplacedatthesweetspotinthetestingenvironment.A– Speakersconnectedtotheaudiointerface..................................................................................................................26 Page1 INTRODUCTION Introduction Thisreportdescribesthecreationandimplementationofathesistosupportaresearchin computerscienceconductedbyDanielKadeatMä lardalensHö gskola(MDH)inVä sterå s.The basicideabehindDaniel’sresearchistofindeasywaystocreateahighlyimmersiveenvironment fortheuser,wherethisthesiscontributestothetaskofexploringandimplementingthebasisof thesoundexperienceresearch.Thereportwillgothroughthebasicprinciplesofthree dimensionalaudio(3Daudio),softwarelibrariesandtheimplementationofacontrolpanel softwarecompletewithserverandclient.Thegoalofthisprojectistodevelopthecontrolpanel softwaresotheusercancreate,controlandrecordathreedimensionalsoundenvironmentfor anotherpersonplacedinthecenterofthenewlycreatedsoundenvironment. Theclientsideofthecontrolpanelwillbeusedasatooltocontroltheserversideofthesoftware. Theservertranslatesmessagessentfromtheclienttosoundinstructionswhichlaterbeing renderedwiththeuseofthesoftwarelibrarycalledFMODExtoa4-wayloudspeaker-system throughanexternalsoundcard.Thethreedimensionalsoundenvironment,whichisgenerated fromthesoundinstructions,isthenexperiencedbyanotherpersonstandinginthefocalpoint createdbythespeakers. Page2 INTRODUCTION 3D AUDIO, SURROUND AUDIO AND THE CROSSTALK 3Daudioandsurroundaudioareactuallytwodifferentthingsbutoftenmistakenasthesame. Muchbecausethecurrenttrendinhomeentertainmentwhereeverythingshouldbe“High Resolution3DSuperQuality”,wherethe3Dattributeisusedasasellingpointandhavenothing orverylittletodowiththesoundimageoftheproduct. 3D Audio 3Daudioisoftenusedingamesorotherinteractiveapplicationsandhelpstocreateamore realisticenvironment.The3Daudiotechnologywerecreatedtomimicthereallifeaudio. Comparedtosurroundaudiothe3Daudioisamorecomplexandmoreimmersiveaudiosystem. 3Daudioisusedtocreateamorevividprojectionofthesurroundingenvironmentforthe listener.Muchlikethesurroundaudio,thelistenerisabletosaywhichdirection,amoreprecise direction,thesoundiscomingfrom.Besidesthedirection,thelistenercancomprehendthe distanceaswell,muchlikewecaninournormallives.Allinall,thesimplecharacteristicsof3D audiocomesdowntothis(Thorn,2013); Volumeandattenuation o Togivethelisteneranideaofthedistance Panninganddirection o Togivethelisteneranideaofthedirection Reverberationandacoustics o Togivethelisteneranideaofthesurroundingenvironment Evenifa3Dsoundsystemconsistofonlyastereosetup,likegamingheadsets,thelistenercan experiencethesethingsreallywellduetosoftwareenhancementslike“RazerSurround”(Inc., n.d.)or“EAX”.Thesoftwareaimstosimulateasurroundsoundsystemintheheadphonesusing techniqueslikeHRTF(GardnerG.W.,1997)tocalculatehowthesoundshouldbeplayed. Surround Audio Thesurroundaudiosystemisoftenusedforhomeentertainmentorbycinemas.Thebasicidea behindthesurroundsystemistomakethelistenerunderstandthebasicdirectionofthesoundto enhancetheimmersiveexperience.Forexample;fromtheback,thefrontoroneofthesides.The listenercannotreallyunderstandhowfarorhownearthesoundisbecauseitwillalwaysseemas ifthesoundisbythespeakersorspeaker,seeFigure1. Page3 INTRODUCTION Figure1-Attheleftabirdsoundisplayedthroughanormalsurroundsystem.Thesamebirdsoundisplayed intherightpicturebutnowthrougha3Dsoundsystem.Theusercannowdeterminethepositionofthesound moreaccurately. Crosstalk Backintheearlydaysof3Daudio,roughlyatthetime3Dgamesbecamepopular,manypeople saidthat3Daudiowasbestexperiencedthroughheadphones.Thismaybebecauseitismuch easiertoisolatethe3Daudiosourcesanddeliverthemtoeachearwithoutanyinterferingaudio signals(Song,Zhang,Florencio,&Kang,2010),alsoknownascrosstalk.Forexample,let’ssay thatonesoundisplayedintheleftloudspeaker.Thissoundisonlymeantfortheleftearbutas youknowyouwillhearitintherightaswell.Thesamegoesfortherightloudspeaker.When thesethingshappensthe3Daudioeffectfailsandthesoundyouwillhearwillsoundasanormal stereosoundwherethetwodifferentsources,leftandright,aremixedtogether.SeeFigure2for anillustratedexplanationoftheproblem. PerdefinitionintheCollinsEnglishDictionary(Dictionary.com),crosstalkis;unwantedsignalsin onechannelofacommunicationssystemasaresultofatransferofenergyfromoneormore otherchannels. Page4 INTRODUCTION Figure2-ThecrosstalkistheaudiowavesrepresentedbyRxandLx. Todayitispossibletoeliminatecrosstalkbyconstructingspecialaudiofilters.(GardnerW.G., 1999)Thesetypeoffilterscreatesabarrierbetweenthetwospeakersalmostlikeavirtualsetof headphones.Thistechnologymakesiteasierforeveryonetoexperience3Dsoundinamore comfortableandcheaperwaywithouttheuseofheadphonesorcomplexsurroundsetups. Summary Dependingonthesituationthetwotypesofaudioimagerysystemspresentedearlierisused differently.Inamovie,TVorotherstaticentertainmentwheretheimmersionalreadyislimited thesurroundaudiosystemismostused.Thisismaybebecausethesurroundaudiomodelis fairlyoldandreliableandthereisnoneedofyou,theviewerorlistener,tointeractwiththe entertainment.Indynamicentertainmenthowever,suchasgamesorvirtualreality,where immersionandinteractivityplaysahugeroleoneshouldthinkaboutusinga3Daudiosystem. The3Daudiosystemhasthebestabilitytorecreateaudioaswephysicallyhearitinour everydaylife,makingtheillusionofrealitymuchmorerealthanthesurroundaudiooption. Page5 STATE-OF-THE-ART State-of-the-Art SIMILAR PROJECTS 3Daudiohasbeenwellusedinthe gamingindustryforyears.Half-Life (Figure3)wasoneofthefirstgamesin theindustrythathadsupportfor4 channel3Daudio.TodayFMOD (FirelightTechnologiesPTYLTD.,n.d.), thesoftwarelibrarythatisusedto achievetheresultsinthisthesis,is usedinavarietyofgames.Including AAA-titlessuchasBioshockandCrysis. (FirelightTechnologiesPTYLTD., 2013)Ithasalsobeenintegratedin Figure3-ScreenshotofthegameHalf-Life,released8th thefamousgameengineUnity(Unity November,1998.(ValveCorporation,n.d.) Technologies,n.d.). FMODisjustoneamongmanyotherenginesavailableforthedevelopers.3Daudiodonotexist onlyinentertainment.3Daudioisareallygoodtooltouseiftheuserisunabletoexperience visualfeedback,forexamplewhentheuserisdriving.Alotoftheresearchin3Daudiohasbeen donetocreateaneasierlivingforpeoplewithseeingdisabilities(Sá nchez,Baloian,Hassler,& Hoppe,2003).Withthehelpof3Daudioseeingimpairedindividualscanmoreeasilyvisualize theirsurroundingsorevenusecomputers(Frauenberger&Noisternig,2003).Therearealso otherusesfor3Daudio,includingeducationalandworkrelated,whicharefurtherexplained below. Page6 STATE-OF-THE-ART AudioChile “3DSoundInteractiveEnvironmentsforBlind ChildrenProblemSolvingSkills”(Sá nchez& Sá enz,3DSoundInteractiveEnviromentsfor BlindChildrenPorblemSolvingSkills),isaproject thatuses3Daudiotohelpblindorseeing impairedchildrenincreasetheircognitiveand learningskills.Thesoftwaretheycreated, AudioChile,isagamewheretheusertravelsto differentcitiesacrossChile.Theuserthensolves mazesandpuzzlesusingimpressionsand feedbackfrombothstereoand3Daudiotogether withsimpleonscreengraphics(Figure4). Themainpurposeoftheirstudywastoseeif youngchildrenwithvisualdisabilitiescould easierdevelopcertainproblem-solvingskillsand alsoseeifthistypeofvirtualenvironmentwould beanyusefulingeneral.The3Dsoundwasused asahelptodirecttheuser,localizedifferent objectsorcharactersandnavigatethegame world. Figure4–Screenshotsofdifferentsituationsfrom AudioChile.(Sánchez&Sáenz,3DSound InteractiveEnviromentsforBlindChildren PorblemSolvingSkills) Cocktail – A MMAE Implementa on Aprojectcalled“Cocktail”(Edlund,Gustafson,&Beskow,2010),whichwasbasedatKTHin Stockholm,used3Daudiotocreateaflexible3Daudioenvironmentthatcouldbechangedin real-time,muchlikethegoalofthisthesis.Cocktailreliesonthesocalled“cocktailpartyeffect” (Benyon,2010),therebythename.Theeffectoccurswhenthelistenerexperiencealotofsounds atthesametimeandfocusesononlyone,thenmakesajudgmentifitisimportantornotand finallymovesontothenextsound. Page7 STATE-OF-THE-ART Thesoftwarecreatesa3Dsoundscapeusingarandomsetofsoundsthatisbeingplayedallat oncewhentheuserstarts.Thesoftwareselectsrandomsoundsfromarepositorycontainingover thousandsofsoundsthathasbeenconfiguredinadvance.Probabilitiesforacertainpositionofa sound,orforacertainsoundtobeplayed,canbeconfiguredatruntime.Cocktailthenplaysthese sounds,whichcanbefromahundredtoathousandormore,allatonce.Thisismadeavailable throughtheirsoundengineMMAE.MMAE,comparedtoothernormalsoundengines,can computethousandsof3Dsoundobjectswithverylowcomputationalcost.Thesoftwareuses SnackSoundlibrary(Sjö lander,2006),writtenbyKå reSjö landeratKTH,asitsbackbone. Summary Therearedifferentaspectsfrombothoftheseprojectsthatisinterestingforthisthesis.Onething istheareaofapplicationof3Dsound.“3DSoundInteractiveEnvironmentsforBlindChildren ProblemSolvingSkills”explainsthe3Dsoundasatooltowidenthecognitivefunctionsforyoung children.Thishopefullymeansthattheproductofthisthesiscanserveaseducationaltool,in additiontoitsentertainmentapplications.Anotherinterestingabilityfortheproductofthis thesiswouldbeforittobeabletoplaysoundsatthecapacityofCocktail. RECENT STUDIES Inrecentyearsthemainfocusin3Daudioresearchhasbeentoenhancethequalityofthe3D soundandmakeitmoreavailabletoconsumers,oneofthesestudiesiscalledS3A: Future Spatial Audio for an Immersive Listener Experience at Home (ResearchCouncilsUK,2014).Thisresearch isacollaborationbetweenseveralcompaniesintheentertainmentindustryandresearchersat theUniversityofSurreyintheUnitedKingdom.Theentertainmentindustriesconsistof companiesfromdifferentbranchesofentertainmentincludingTV,filmandgames. Themainfocusoftheresearchistomake3Daudiomorepracticalandprovidenewplatformsfor UK’sentertainmentindustriestodeliverhighqualityimmersivesoundtotheirusers.Today,a highqualityexperienceof3Daudiorequiresanadvancedloudspeakersetupandthemajorityof listenersdonothavethisathomeortogetherwiththeirmobiledevice.BythetimeS3Aisover theresearchteamhashopefullyfoundawaywhere3Daudiocanbeexperiencedatthesame qualityregardlessaudiosetup. Theprojectisfullyfundedandasoftodaystillactivebutduetoitsearlystatenoresultshasyet beenpublished.Dr.TimBrookes,supervisorfortheS3Aproject,haslistedthattheresearchis plannedtocontinueuntil2018(UniversityofSurrey,2014). Page8 PROBLEM DEFINITION ProblemDefinition Thetimebeforethisthesiswasconductedsimilartoolswasnon-existentornotabletocreatethe immersivesoundenvironmentthatwasrequiredforthegoalofthisthesis.Withthehelpofthe solutionprovidedinthisthesistheusercancreateandmovesoundsina3D-envirnomentfroma clientsoftwarewhichisthenhandledbyaserversoftware. Thisthesiswillserveastheaudiopartofalargerresearchprojectinimmersiveenvironments andhopefullyprovideagoodfoundationtofurtherresearchineducationalandentertainment purposesofimmersiveenvironments. CHALLENGE Createaclientsoftwarewhichcontrolsthe3Dsoundenvironmentrenderedbyaserverthat receivessignalsfromtheclientsoftware.Theserversoftwareshouldsupportscalablesurround systemsrangingfromsimpleheadphonesto7.1setupsormore(currentsoundinterface supportsonlyupto7.1,seehardwarespecificationsbelow).Theclientshouldbeabletoselect soundsfromalistofavailablesoundsontheserverandthenaddadditionaleffectssuchas reverb,max/minvolumeetc. Available Hardware Audio Processing Therearetwodifferentsystemsusedwhenprocessingaudio.Theloudspeakersystemconsistsof fourGenelek8020CspeakersconnectedtoaSteinbergUR824audiointerfacewhichisconnected totheserver.Theothersystemconsistsofjustonesetofstandardheadphonesconnectedtothe standardsoundcardoutputoftheserver. Genelek8020CSpeaker(Oy,n.d.) Page9 Activespeaker Frequencyrange:66Hz-20kHz Dimensions: HxWxD,242x151x142mm Lowfrequencypower:20W Highfrequencypower:20W PROBLEM DEFINITION SteinbergUR824AudioInterface(Technologies,n.d.) ConnectsviaUSB(24bit/192kHz) 8linechannels(output) 6XLRchannels(input) OpticalI/O Supportssurroundsetupsupto7.1(MAC) SupportsiPad Server IfthepurposeistorunthesoftwarewiththeGenelekspeakersandtheSteinberginterfacethe serverisaMacmachinerunningOSX10.7orlaterwithnetworksupport.Thisisbecausethe Steinberginterfacedriversdon’tsupportsurroundsetupsinaMicrosoftWindowsenvironment. ButforabasicsetupwithheadphonesaWindowslaptoprunningWindows8.1hasbeenused. Client TheclientsoftwareisrunningonatabletPCrunningWindows8.1withanIntelAtomCPUand standardWi-Fiandtouchsupport. Available So ware TocontroltheoutputmixingfromtheSteinberginterfacetheaccompanyingsoftwarecalled dspMixFxisused.Withthissoftwaretheusercanmonitorandcontrolhowtheinterfaceshould handlethevariousbuilt-inchannels. Razer’ssoftwareRazerSurroundisusedattheserversidetoenhancethesurroundfeelingwhen theuserusesheadphonesinsteadoftheloudspeakersystem.RazerSurroundisavirtual7.1 surroundenginethatsimulatesafully-fledgedsurroundspeakersysteminapairofregular headphones.(Inc.,n.d.) Page10 PROBLEM DEFINITION METHOD Atthestartofthethesisthreemainpartswerediscussedanddecided.Thefirstpartconsistedof informationgatheringandliteraturereview.Inthispartthemainpurposewastofindoutif similarworkhadbeendoneanywhereelseandifso,howcouldtheirapproachbebeneficialfor ourideas.Hardwareandsoftwareoptionswerealsoinvestigatedatthisstage. Afteradecisionwasmadeaboutwhathardwareandwhichsoftwarelibrarywasmostsuitedfor thisthesisthesecondpartbegan.Thispartconsistedmostlyinmeetingsanddiscussions betweenstudentandsupervisoraboutpossiblescenariosandhowthesoftwarewasgoingtobe used.Foramorein-depthlookoftheproductofthispartseeScenarios,page15. Thelastpartwastoimplementaworkingdemo,aprototypeofthecombinedknowledgefrom thetwoearlierparts.Theprototypewascreatedtoexplorethecapabilitiesoftheideasandthe earlierdevelopedscenarios. Besidesthesethreepartsthestudentmetwiththesupervisoreachweekthroughoutthethesisto discusstheprogressandtogethelpincaseofproblems.Itwasalsoatthesetimestheweekly planningwasdecided.Theplanningconsistedofsmalltasksthatwassupposedtobedoneuntil thenextmeetingalmostlikescrumsprints(Schwaber&Sutherland,2013). Severaldifferentmethodswereusedthroughoutthethesis.Inthetwofirstpartsofthethesis standardmethodsforinformationgatheringandliteraturereviewtogetherwithmethodsfrom interactiondesignwerechosen,includingbrainstormingsessionsandscenarios.Duringthe implementationoftheprototypethisthesisincorporatedtwomethodsfromcomputerscience, RapidApplicationDevelopment(orRAD)and,asmentionedearlier,abitofscrum.Aninductive approachwasusedtocreateknowledgeandconducttheresearch.Theresearchwasbasedonthe thoughttoexplorehowa3Dsoundenvironmentcanbeusedtocreateimmersiveexperiencesfor users.Toprovethisreasoningandexplorethecapabilitiesoftheimplementationaquantitative usertestwasconducted(seeUserEvaluation,page25). Approach Therearealotofdifferentwaystoapproachathesisandtoknowwhichwaywouldbebestfor thisthesisthequestionthatismeanttobeansweredmustfirstberecognized.Withthehelpofan inductiveapproachtogetherwithaquantitativeusertestthisthesiswilltrytogiveananswerifit ispossibletocreateanimmersivesoundenvironmentinascenariowheretheusereasilysteers thesoundinreal-timeforanotheruserthatisplacedinthemiddleofthecreatedsound environment.Theresultwillbebasedontheusertest(page25)oftheprototypeexplainedin “SystemImplementation”,page22. Page11 PROBLEM DEFINITION Obtaining Informa on Atthisstagethemaingoalwastoachieveagreaterunderstandingaboutthelimitationsandthe requirementswhenworkingwith3Daudio.Alotofinformationaboutearlierprojectsand3D audioingeneralwasobtained,theinformationwasthensortedinrelevancytothethesisand unwantedinformationwasdisposed. Researchandobtaininginformationlikethisisacrucialpartinaproject.Itisfromherea researcherplanthenextcourseofactionandpossiblyanticipatesunwantedpitfallsinthefuture oftheproject. Scenarios Scenarioscreatedinthesecondpartofthethesisservedasabackgroundorasketchof instructionsonhowthefinalsoftwarewasmeanttobeused.Noconsiderationswastakentoreal worldlimitationswhenthefirstscenarioswascreated.Asthelastpartprogressed,the implementationpart,thescenariosbecamemoreofafinalgoalthanasketchandmore customizedtofitcertainlimitations. Thismethodcombinedwithanopenmind,withoutthethoughtoflimitations,canbeausefultool tocreateuniqueandwell-functioningsoftware. Page12 COMPARISON OF TECHNOLOGIES ComparisonofTechnologies AUDIO SOFTWARE Thereareseveraldifferentaudiolibrariesthatsupport3Daudio.Dependingonwhatplatform andwhichfeaturesareneededoneisbetterthantheother.Togetabetterunderstandingof whichlibrarywasthemostfittedforthethesisaninvestigationwasmade. Thelibrariesthatweremostinterestingforthisthesiswere: IrrKlang(Ambiera,n.d.) FMODEx(FirelightTechnologiesPTYLTD.,n.d.) OpenALSoft(Strangesoft,n.d.) XAudio2(Microsoft,n.d.) Thegoaloftheinitialinvestigationwastofindoutwhichoftheselibrariesthatsupportedthe followingkeyfeaturesandcheckpointsthebest: Howeasyitwastolocatethesound Ifithasagoodqualityoutput Ifitsupportsindividualspeakerassignment Ifitispossibletopositionmultiplelistenersinonesoundenvironment Ifitisscalable,fromstereo(twospeakers)toe.g.32speakers Ifitisfree Easytolocatethe sound IrrKlang FMOD Ex OpenAL Soft XAudio2 5 4 5 4 4 5 3 4 NO YES N/A YES Scale1-5 SoundQuality Scale1-5 Individual speaker assignment Page13 COMPARISON OF TECHNOLOGIES Multiple Listeners NO YES Scalable N/A YES NO YES YES YES (Onlyupto7.1) YES YES YES Free YES (Non-commercial) (Non-commercial) Table1–Anoverviewofthecomparisonofthesoftwarelibraries Summary Investigationshowedthatsomeoftheselibrarieswasnotinterestinganymore.Someduetolack offurtherdevelopmentandothersduetomissingkeyfeatureslike,3Dsoundsupportor scalability,seeTable1.Togetadeeperunderstandingaboutthepossibilities,differencesand limitationsregardingthelibrariesthatstillwasinthepictureasimpletestsoftwarewascreated. Thissoftwaretestedhoweasyitwastogetthewantedresultsandthequalityofsoundthe libraryprovided. AfteranextensivelookintotheremaininglibrariesonlyFMODandXAudio2wereconsideredan option.TheoverallwinnerofthetestwereFMODduetoitseasyimplementationandgood documentation.Thereisonethingtoconsiderthough,becauseofthebarebonestructureofthe XAudio2APIonecouldwritemoreefficientandoptimizedcode.Duetoitsbarebone characteristics,theAPIrequiremoretimetogetsimplefunctionalityworkingandtheXAudio2is notcrossplatformcompatible.TheXAudio2APIisonlysupportedinWindowsandXbox,when FMODissupportedonalmosteverywellusedplatformtoday. AUDIO HARDWARE Thereareavarietyofhardwareoptions,rangingallthewayfromheadphonesto9.2systemsand soontochoosefromtowhencreatingafunctional3D-soundenvironment.Followingparagraph containssomegeneralprosandconsregardingheadphonesandloudspeakers. Headphones Pros: Page14 Availability Cost Easytoachieveeffect COMPARISON OF TECHNOLOGIES Compatibility Easytostore Mobility Abilitytocloseoutsurroundings(Isolation) Cons: Lackthefeelingofspace(spacious-effect) Longuse=uncomfortable Loudspeakers Pros: Availability Soundquality Canbecosteffective,dependingonsituation(outputeffectetc.) Spacious-effect Largereffectiveareaor“sweetspot” Cons: Oftenbig Moreperipherals=morecost Hardtocloseoutsurroundings(soundfromotherhardwareetc.) Mul ple users-problem Whenusingheadphonesonlyoneusercanparticipateatatimeunlessmultipleheadphonesare connectedtothesamesystem.Thiscanbeagreatdisadvantageiflet’ssaytwoplayersplaya gameinthesameroom.Atthesametimeassoundisplayinginplayerone’sheadphonesplayer twotriestocommunicatewithplayeronebutplayeronecannothearplayertwo’svoicebecause ofthesoundthegameismaking.Thisproblemcanhoweverbeeliminatedifeachplayerwould usesometypeofvoiceinputtothesystem. Ifaloudspeakersetupwouldbeusedinstead,bothplayerswouldexperiencethesame3Deffect andtheywouldprobablyheareachother.Takenotethatwhenyouareusingaloudspeakersetup theonlysoundimagethatcanbeexperiencedisfromoneplaceinthegame,thismeansthatthe twoplayersmustbeintheexactsamelocationatthesametimeiftheyplaythegametogetherin thesameroomatthesamemachine.Thisscenariocouldforexampleexistinahelicopter simulationwherethetwopilotsalmostsitsoneachother.Meaningthatthetwopilotswouldin realityalmosthavethesameaudioenvironment. Page15 COMPARISON OF TECHNOLOGIES Summary Dependingonsituationandpurposeofthesoundenvironmentoneismoresuitablethanthe other.Forexample,ifthereisn’tsomuchspaceandthepurposeistogetthelistenerfully immersedinagameorsimulationoneshouldconsidergoingforheadphones.Thisbecause headphonesdon’ttakethatmuchofspaceanditcapturesthelistenerinamoreintensewaythan regularspeakers.Headphoneshastheabilityto“shoot”thesoundmorepreciseintothelistener’s earsandisolatethelistenerfromtheambientnoise. Thereisnoreallyscientificanswerifheadphonesarebetterthanloudspeakersortheotherway around.Thisdebatehasbeengoingonfordecadesandwillprobablycontinuetodoso.Asof 2013,atrendshowingthatheadphoneshavebecomemoreofafashioniteminsteadofa functionalaccessory.Sotoday,ifyoulookatitthroughtheeyesofthegeneraluser,itshouldbe headphonesbeforeloudspeakers.Notjustanyheadphones,theyshouldratherlookgoodthan soundgood.(Arthur&Gibbs,2013) Withthatbeingsaidtastesdifferfrompersontoperson,thisisreallyuptothelistenerandwhat heorsheprefers. Forthisthesishoweverthefocusissetonfourloudspeakersplacedinasquareform.Withits currentmeasurements(fromonespeakertoanother)thissetupcreatesasweetspotofroughly 0.09squaremeters. Figure5-Picturerepresentingthetestroom.A)Speakers,B)TheaudiointerfaceandC)Theserver Page16 SYSTEM DESIGN SystemDesign DESIGN PROCESS Scenarios Fromdiscussionswiththesupervisortwopossiblescenarioswerecreatedwherethissoftware couldbeused. Scenario A Figure6-SketchshowingscenarioA. ScenarioArevolvesaroundoneuserstandinginthesweetspotandanotheruser,whichcanbe seenasatypeofadministrator,standsoutsideofthesoundenvironmentandcontrolsthesound usingthetablet.TheadministratororuserBcreatesasoundscapeforUserAwiththehelpofthe controlpanelsoftwarerunningonthetablet.ThesoundisthenroutedtotheSteinberginterface andfromthereouttothespeakerssurroundinguserA. Page17 SYSTEM DESIGN Scenario B Figure7-SketchshowingscenarioB. InthisscenariouserA,CandDhasamobiledevice,preferablyaphoneorsomethinginthatsize. UserBisstillhavingthesameroleasinscenarioAbutinsteadoftheserversendingtheaudio signalsthroughtheexternalaudiointerfaceitstreamssounddirectlytouserA,CandD’smobile devices.UserA,CandDthenreceivesthesoundinapairofheadphonesconnectedtotheirown mobiledevice. Summary ThescenariothatwaschosenasthegoalforthisthesiswasscenarioA(Figure6).ScenarioB (Figure7)wasignoredduetoitsaddedcomplexity,wheretheserverstreamedthesoundto multipleusersinsteadofplayingtheoutputdirectlytoasetofspeakers.Thisrequiredthe developmentofanapplicationforamobiledeviceinadditiontothealreadydiscussedserverand client,whichwouldbeatoogreattasktofinishinthegiventime. Look and feel Duringthewholethesistheprototypechangeditsdesignseveraltimes.Becauseofitspermanent prototypestageappearancescamesecondhand.Thefocuswasmoreonthefunctionalityand Page18 SYSTEM DESIGN debuggingonbothsidesofthewholeimplementation(clientandserver).Evenifthefocuswas setonfunctionalitytheideasofthefinallookwaskepttoallowforfuturerefinementoftheuser interfaceandexperience. Server Figure8-Screenshotoftheserversoftware. Whenlookingatthecurrentdesignoftheserver(Figure8)onecanquicklyseethatsomeofthe featuresarereallyunnecessaryforafinalproduct.Forthefinalproducttheserverprobably wouldhavebeenconvertedintoaserviceapplication,aconsoleapplicationorasimplerForm application.Thenalmosteverycurrentfeaturecouldhavebeenremovedandreplacedwithsome simplecommandlineoptionsorsomethingsimilar. Page19 SYSTEM DESIGN Client Figure9-ScreenshotfromWindowsMetrosimulatorrunningtheclientsoftware. Astheserver,muchofthecurrentcontrolsareimplementedforeasierdebuggingandevaluation. Forexamplethewholeupperareaoftheapplicationconsistofalog(seeFigure9).The applicationlogseverythingthatishappening,includingnetworkeventsandsoundevents,this featureisoneofmanythatwouldnotbeconsumerfriendly.Thegeneralusershouldnotreally seeorcareofwhatishappeninginthebackground. Muchlikethescenariosafinallookwerediscussedduringthetimethatthethesiswere conducted.Thediscussionsweremainlyabouttheclientsoftwarebecauseitwasthebiggestpart whichwasmeanttobeseenbygeneralusers. Page20 SYSTEM DESIGN Future looks Figure10-Conceptofoneofthediscussedfinaldesigns. Oneofthebiggestdifferencesbetweentheconcept(Figure10)andtheactualsketch(Figure9)is thatthepanelrepresentingthesoundarea,theareawiththereddotinthelowerleft,hasbeen centeredandthewholelogcontrolhasbeenremoved.Thecoloreddotsrepresentsdifferent soundsinthesoundareaandthebigblackdotrepresentsthelistener.Alloftheactivesoundsis thenrepresentedinalistwiththeircurrentstatusandcoordinates.Itwasalsodiscussedthatthe usershouldbeabletosaveandloaddifferentsoundscenariosandhavetheabilityto“paint”a roadorsetwaypointsthataselectedsoundcouldfollow. Atthefinalstagesoftheclientsoftwarethehopeswastohaveafinaldesignliketheone describedabove.Asalways,whendevelopinguserinterfacesforthegeneralconsumer,one shouldputagreatweightonuserfriendlyplacingofcontrolsandtousewellknowndesign guidelines.Thismakesiteasierfornewuserstofeelfamiliarwiththeinterface(Benyon,2010) andfurthermoreitmakesthemutilizethesoftwarethewayit’smeantto. Page21 SYSTEM IMPLEMENTATION SystemImplementation GETTING TO KNOW FMOD WiththehelpofsourcecodefromdifferentFMODexamples thatcamewiththeAPIasimpleapplicationwascreatedin VisualStudio2013usingC#.Theapplicationwasableto playaselectedsoundatgivencoordinates.Thissoftware becamethebaseoftheprototype’sserverpartbutitwas initiallymeantasasimple“gettoknow”-applicationto bettergrasptheunderstandingoftheFMODAPI.(Figure 11) Inthistestapplicationtheusercouldplayasoundfromthe harddiscdriveandthencontrolthecoordinatesofthe soundusingthekeyboard.Whentheuserstartedthe applicationFMODfetchedsysteminformationlikethename ofthedriverandthespeakersetupthatwasconfiguredon themachineitranon.AstheknowledgegrewaboutFMOD underthetimeofthethesis,morepartswereimplemented likesoundeffectsandsupportofmultipleaudiosources. Figure11-Screenshotofthefirsttest applicationusingFMOD. PROTOTYPE Duringthewholeperiodofthethesistheprototypeevolvedtoamorecomplexapplication almosteachweek.Fromthestartitcouldbeconsideredasasimpleaudioplayerwithvery limitedoptions.Thissimpleaudioplayerfinallybecameamorecomplex3Daudiorendererwith thesupportofdifferenteffects,audioformatsandoutputs. Theprototypeconsistsoftwomainsoftwareparts.Aclientwhichcansendinstructionstothe otherpart,theserver.Theimplementationofthesetwopartsweredoneinparalleltoalwaysbe abletomaintainfunctionalitywitheachotherwhentestingoccurred.Amoredetailed explanationoftheimplementationprocessofthesepartscanbefoundbelow. Server TheserverwasimplementedusingC#andWindowsForms.InsteadofaWindowsForms implementation,theservercouldhavebeenimplementedasaserviceoraconsoleapplication. Butbecauseitevolvedfromthefirsttestapplicationtheformpartwaskept.Oneofthemain Page22 SYSTEM IMPLEMENTATION reasonstokeeptheexistingtestapplicationwasbecauseitwouldberathertimeconsumingto copy-pasteandspecialfitthecodeintoanewproject. Client BecausetheclientsoftwarewereplannedtorunonaWindows8tablet,theclientwascreatedas aMetrostyleapplication.TheMetrointerfacewasfirstintroducedinWindows8andismeantto workasaseamlesstouchinterface.ThismeansthatmostoftheuserinterfaceofWindows8is bestsuitedfortouchscreens.TheapplicationswrittenforWindows8Metroaremorelikemobile applicationsinsteadofanormalcomputerapplications. Withthisinmindtheworkbeganwithcreatingthedesignthatwasdiscussedwiththethesis supervisor(seeDesignProcess).ThedesignwasimplementedusingXAMLinMicrosoftBlend andafterallthecontrolsandbuttonswereinplacethecodewasimplementedinVisualStudio. Network Theconnectionbetweentheserverandclientdiffersalittlebitfromeachother.Becausethe clientisaWindowsMetroapplicationthenetworkAPIisnotthesameasastandardForm application.WhenMicrosoftreleasedtheSDKforWindowsMetroapplications(WindowsStore app)theychangedthenetworkingpartintheAPItobeabletocommunicatewiththenetworkin thebackgroundwhentheappisrunning. Inastandardformapplication,liketheserver,the System.Net.SocketsnamespaceisusedtocreateaTCPconnection.Thisnamespaceisnotavailableinthe WindowsStoreAPIsotheclientisusinganamespace calledWindows.Networking.Sockets. Inamoregeneralsense,theconnectionbetweenthe clientandserverisaTCPbasedconnectionwith acknowledge-messages(ack-messages).Forexample, whentheclientconnectstotheserveranack-message Figure12-1.Usersendsaconnection issentfromtheservertolettheclientknowthatitis requesttospecifiedip-adressandport.2. Theserverthenanswertheclientwithan listeningforinstructions.Thistypeofmessagingis ack-message. persistentthroughoutthewholesession,e.g. sending/receivingsoundinstructions,stopallsoundsandsoon.Theack-messagesmakesit easiertokeeptheclientandserversynchronizedwitheachother.SeeFigure12. Page23 SYSTEM IMPLEMENTATION Themessagesthatissentfromtheclientconsistsofsimplestrings.Thesestringsarethen decodedbytheserverandtherightmethodiscalled.Forexample,iftheclientwanttoplaya certainsoundatagivenpositionthemessagecanlooklikethis: “SEDINGSOUND^4^12^20^nameOfSound.wav^” Eachparameterisseparatedbya“^”.Thefirstparametertellstheserverwhichmethodshouldbe called,thethreeafterthattellsatwhichcoordinatesthesoundshouldbeplacedandthelasttells theserverwhichsoundshouldbeplayed. PROBLEMS AND OBSTACLES Afterthesoftwarewasupandrunningitwastimetoconnectittotheaudiohardware.The softwareworkedasexpectedwhensimpleheadphoneswasconnecteddirectlyintotheserver’s built-insoundcard. TheproblemcamelaterwhentheSteinberginterfacewasconnectedtoaPCrunningWindows 8.1,thesoundinterfacewasunabletooutputsurroundwhenrunningunderWindows.Aftera briefconversationwiththeSteinbergsupportitbecameclearthattheydonotsupportsurround setupsinWindowsbutinOSXitshouldrunfine,eveniftheystatesupportforbothoperating systemsintheirproductdescription.Withthisset-backtheserversideoftheapplicationhadto berununderOSXandbecauseithadbeendevelopedusingWindowsformsandC#ithadtobe runwithsomesortofWindowsemulationlikeWine.(WineHQ,n.d.) AftertheserverapplicationfinallywasinstalledontheOSXmachinerunningWineanew problememerged.BecauseofsomelimitationsintheWineenginetheworkingsurroundsetupin OSXcouldnotberecognizedinthe“emulated”serversoftware. AsanextsteptogettheserversoftwarerunningontheOSXmachinewastotrytoportthe wholeapplicationwiththehelpofMonoAPI.Monoisacross-platformimplementationof Microsoft’s.NETframeworkwhich,ifdoneright,wouldworkonallmajorplatformswithout changingmuchofthecode(Mono-Project,n.d.).Monowasagreattooltousebecausetheserver softwarewasalreadywritteninC#andaftertheportalmosteverypartoftheserverwaskept andrannativelyunderOSX. EvenifitwasrathereasytoporttheserverfromWindowsformstoMonoalloftheseproblems couldhavebeeneliminatedfromthestartifSteinberghadgiventhecorrectinformationabout theirproducttobeginwith.TheserverapplicationwouldthenbewritteninCorC++and compiledforOSXtorunassmoothaspossibleiftheSteinberginterfacewerestillconsideredas thesoundhardware. Page24 USER EVALUATION UserEvaluation Toachieveagreater understandingofhowclose thesoftwarewastotheinitial ideaandhowwellauser experiencedthesound environmentcreatedbythe softwareusertestswere conducted.Thereareseveral differentmethodsavailableto evaluateuserexperience,such astheGenevaEmotionWheel (Scherer,2005),PANAS Figure13-Pictureshowingthetestsetup.A-Theaudiointerface,B-The (Watson,Clark,&Tellegen, server,C-Theclient 1988)and3E(Tä hti& Arhippainen,2004).Amorein-depthwalkthroughof user-centeredevaluationmethodologiescanbefound inHandbookofHuman-ComputerInteraction(Karat, 1997).Afterdiscussionswiththesupervisorthemost suitableevaluationmethodwastoletoneuserata timeexperiencethesoundenvironmentand afterwardsparticipateinasemi-structured experienceinterview(Longhurst,2003)(alsocalled softinterview).Whenconductingasoftinterviewitis importanttokeeptheinterviewquestionsopen.The softinterviewismeanttobemoreinaconversational mannerthananormalinterviewsoinsteadofasking “Didyouexperiencethesoundtotheleft?”the questionswasmore“how”-based,like“Howdidyou experiencethesoundtotheleft?”.Thismadethe interviewmorelikeadiscussioninsteadofanormal interview. Page25 USER EVALUATION Sevenrandomlyselectedpeople,bothfemale(2)and Figure14-Pictureshowingatestperson placedatthesweetspotinthetesting male(5)intheagesof22-28testedthesoftware. environment.A–Speakersconnectedtothe Noneofthepeoplethattestedthesoftwarehadany audiointerface. experienceofsimilarprojectsor3Daudio.Thetest consistedofthreedifferentscenariosandaftereveryscenario,eachoftheparticipantsfilledouta questionnaire.Aftertheparticipantreadthequestionnaireheorshewasplacedatthesweetspot (Figure14)inthesamesetupasshowninFigure5,page11.Thequestionnairewasthen discussedinashortsoftinterview. Thefollowingtextwasplacedinthebeginningofthequestionnairetothanktheparticipantand toensurehisorhersconfidentialitywhentheresultswillbepublished: “The purpose of this questionnaire is to gather information about the current state of the prototype. The information gathered with this questionnaire is vital and very valuable for us. Therefore, we assure you that we treat your information confidentially and thank you already in advance for your participation. Results from the study will be academically published, but no individual or opinions will be identifiable.” Eachparticipantwasalsotoldfromthestartthatthistestwasvoluntaryandthattheycould cancelthetestanytimeiftheyfeltuncomfortable.Theseinstructionsalongwiththetextinthe questionnaireisverysimplebutveryimportantthingsonemustincludewhenconductingtests likethis.(Burnmeister,2000) Figure13showsthetestsetup.Theserver(B)wasanoldermacbookrunningOSXMaverick.The tablet(C)wasconnectedtotheserverandtheblacklaptopwasusedonlytodeploytheclient softwaretothetablet.Theaudiointerface(A)inputwasconnectedtotheserveranditsoutput connectedtofourspeakersthatcanbeviewedinFigure14(A),page25. Inthefirstscenariothetestpersonwastoldtolocateandunderstandthedirectionofthesound placedintheenvironment.Inthesecondscenariothetestpersonwassupposedtoestimatehow farthesoundwasfromthetestperson’spositioninrelationtothespeakerspositionandinthe lastscenariofivedifferentsoundswereplayedandthetestpersonwastoldtodescribeeach sound,theirpositionandhoweasyitwastoseparatethesoundsfromeachother. Page26 USER EVALUATION EVALUATION Beforethetestbegantheparticipants Onascalefrom1(nearly showedgreatinterestandseemedtobe impossible)to5(veryeasy),how excitedtoexperiencethesoftware,mostly easywasittounderstandthe becausetheyneverhadanyprevious distanceofthesound? experiencewith3Daudiobefore.The timebetweenthedifferentscenariosof 1 thetestwasshortenoughtokeepthe 2 participantsinterestedandfocused.The 4 overalltimingofeverythingworkedout quitewellandeachparticipanthad enoughtimetofilloutthecurrentpart’s questionsinthequestionnairebeforethe Chart1-Chartdisplayingresultsfromtestscenario1. nextpartbegan. Thetestsshowedthatsixofseven personsthoughtasinglesoundwasfairly easytopointoutwhereitcamefrom (Chart1)andhowfaritwasfromthe listener(Chart2).Theproblemcame laterwhentheuserwastoldtocountthe numberofdifferentsoundsinone environment. 2 3 4 5 Onascalefrom1(nearly impossible)to5(veryeasy),how easywasittopointoutthesource ofthesound? 1 1 2 3 3 3 4 5 Chart2-Chartdisplayingresultsfromtestscenario2. Page27 1 USER EVALUATION Fiveofseventesterswereonesound Howmanysoundsdidyouhear awayfromtherightnumber(Chart3). (guessedrightorwrong)? Thishowevercanbebecauseofsounds thatwerechosenforthisscenariowhich werenoteasytoheartobeginwithor 2 Right duetothefactthattheyalmostmerged Wrong togetherwhentheywereplayedinthe 5 sameenvironment.Inretrospect,a selectionofmoredistinctsoundsshould havebeenchosentocreatemoreaccurate Chart3-Chartdisplayingresultsfromthefirstquestionin results,seeChart4and5. testscenario3. Inconclusion,theoverallexperienceofthetestprovedthatthissoftwareisheadingintheright direction.Theimplementationprovidedinthisthesisprovesthatitispossibletocreatean immersivesoundenvironmentbasedononeofthescenarios(Figure6)thatweredeveloped beforetheimplementationprocessbegan.Throughoutthetesttheparticipantsseemedtoenjoy thesoftwareandtheyseemedtobecomfortableinthetestingenvironment.Besidesthepoor soundchoicesinthelastpartofthetest,thetesting,viewedinabiggerpicture,couldnothave wentbetter. Onascalefrom1(nearly impossible)to5(veryeasy), howeasywasittoseparatethe differentsounds? Onascalefrom1(nearly impossible)to5(veryeasy), howeasywasittodetermine thepositionofthedifferent sounds? 1 2 2 1 2 1 1 3 4 3 Chart4-Chartdisplayingresultsofthesecond questionintestscenario3. Page28 2 2 3 3 5 4 5 Chart5-Chartdisplayingresultsofthethrid questionintestscenario3. DISCUSSION Discussion CONCLUSION Atthebeginningofthisthesisthemainquestionwastofindoutifitwaspossibletocreate immersivesoundexperiencesforauserinthesoundenvironmentandastheresearchwent furtherthisthesisprovedtobeunique.Thismeansthattherewasnoexactroadtofollow, becausethishadnotbeendonebefore.Theresultoftheusertestsprovesthatitwentthewayit wassupposedto.Inotherwords,itispossibletocreateimmersivesoundexperienceswiththe helpof3Dsound. Thefinalproductofthethesisprovedtobeuniqueincomparisontothestateoftheartpresented earlierinthisreport.Evenintheinformationgatheringpartofthethesisnoinformationwas foundthatcameclosetotheresultofthisthesis.Becauseoftheuniqueway3Dsoundisbeing usedinthisthesistheresultcouldserveasagoodsteppingstoneinfurtherresearchineasy controlledsoundenvironments. TheonlythingthatissimilartotheimplementationpresentedinthisthesisistheCocktailproject (seepage7).ThemostuniquethingaboutthisimplementationcomparedtoCocktailisthat Cocktailisfairlylimitedwhenitcomestocustomizingthesoundspace.Asstatedinthestateof theart,inCocktailtheclienthashardcodedpresetstochoosefromwhencreatingthesound spacebutinthisimplementationtheclientcanchoosewhateversoundshelikes.Otherthan Cocktailnoneoftheotherprojectsthatwasfoundcameclosetothesameuseorimplementation asthisthesis. Asstatedearlierinthispaper,theserversoftwarewouldhavebeenwritteninCorC++insteadof C#iftheinformationthattheSteinberginterfacedidnotsupportsurroundsoundinaWindows environmenthadbeenknowfromthestart.Tosolvethisproblemtheserverwasimplemented usingMonoandiftheserverapplicationwerewritteninCorC++itwouldhaverunnatively underOSX,withoutanyspecialtreatmentlikethis. OnethingthatworkedreallywellwaswhentheserverwasrunningunderWindows,likeitwas meantto,withheadphonesconnectedasoutput.Whenusingitthiswayalong-sidetheRazer Surroundsoftwaretheresultisreallygood,the3Dfeelisreallythere. Duringthetestingoftheimplementationthetestpersonswerereallycuriousonhowitwould feeltoexperiencethesoundenvironmentcreatedbytheprototypeandthefourspeakers(see page25).Besidesthetestpersonsotherpeoplethatheardaboutthisthesiswerereally interested.Ifthissoftwarewascombinedwithsomesortofvisualfeedbackitcouldbecome Page29 DISCUSSION reallyinterestingandenjoyablebutpresentedonitsownitreallyfeelslikethereissomething missing. Althoughthedesignandsomepartsoftheimplementationdidnotliveuptotherequirementsof thedecidedscenario,thisthesishavecontributedtoagoodstartupplatformforfuture developmentandresearchinimmersivegameenvironments. Workingwithsoundingeneralhasalwaysbeenaninterestofmineandthethoughtofthis project,toworkwith3Dsound,wasthrilling.AtthestartIdidnotknowhowsoundin3Dspace worked.Ihadonlyexperienceditbeforewhenplayinggamesandonlyworkedwithitinasimple waythroughUnity3DbutnoexperiencewhatsoevertocodewithaudioAPI’s. WhenIstartedtointegrateFMODintheprototypeitwasreallyeasytounderstandthewayitwas meanttobeused.FMODhasareallyextensivedocumentationandthereisalotofdevelopers thatuseFMODwhichresultsinawiderangeofforums(GameDev.NetLLC,n.d.)and3rd-party guides(Katy,2012-2013)thatisavailableontheInternet.Allthismadeiteasierformeto implementFMOD,besidesthesoundqualitythiswasoneofthemainreasonswhyIchoose FMODasthefeaturedsoftwarelibraryinthisthesis. OneofthebiggestdisappointmentswastheaudiointerfacefromSteinberg.Itwasrather displeasingthatitdidnotsupportsurroundcapabilitiesinWindows.AfterthisitwasclearthatI hadtogetmysoftwareworkingonOSX.IttookawhilebutIlearnedtouseOSXandgotmy softwareworking,firstthroughasimple“emulation”andlaterIlearnedtoportit.Evenifitwas ratherfrustratingandtimeconsumingIfeellikeIlearnedsomething.NowIhaveexperienceto workinOSXandIhaveexperienceinusingcross-platformtoolslikeWineorMono. Page30 DISCUSSION FUTURE DEVELOPEMENT Itwouldbeinterestingtoseethisprojectasafinalproduct.Oneofthemajorimprovementsthat shouldbefixedisthesupportforOSX.TheserverneedstoberewritteninCorC++torun nativelyunderOSX.Rightnowtheclienthassomeperformanceissueswhencreatingand steeringasoundintheenvironment.Oneotherthingtofixforafinalversionisthedesignofthe clientsoftware,accordingtoFigure10. IfIgettheopportunityandtimeIwouldhelpDanielfurtherinhisresearch.Ithasbeenagreat learningexperienceandhopefully,inanotsofarfuture,weseeproductslikethisinourown homes. Page31 REFERENCES References Ambiera.(n.d.).irrKlang.RetrievedMarch20,2014,fromhttp://www.ambiera.com/irrklang/ Arthur,C.,&Gibbs,S.(2013,December6).News: Technology: The Guardian.RetrievedMarch19, 2014,fromhttp://www.theguardian.com/technology/2013/dec/06/headphonesmarket-beats-by-dre Benyon,D.(2010).Designing Interactive Systems.Harlow:PearsonEducationLimited. Burnmeister,O.K.(2000).Usabilitytesting:revisitinginformedconsentproceduresfortesting internetsites.Selected papers from the second Australian Institute conference on Computer ethics.(pp.3-9).AustralianComputerSociety,Inc. Dictionary.com.(n.d.).Collins English Dictionary - Complete & Unabridged 10th Edition.Retrieved March20,2014,fromCrosstalk:http://dictionary.reference.com/browse/crosstalk Edlund,J.,Gustafson,J.,&Beskow,J.(2010).Cocktail–ademonstrationofmassivelymulticomponentaudioenvironmentsforillustrationandanalysis.SLTC 2010,23. FirelightTechnologiesPTYLTD.(2013).About Us: Fmod.RetrievedMarch19,2014,from http://www.fmod.org/about-us/ FirelightTechnologiesPTYLTD.(n.d.).FMOD Ex: FMOD.RetrievedMarch20,2014,from http://www.fmod.org/fmod-ex/ Frauenberger,C.,&Noisternig,M.(2003,July).3Daudiointerfacesfortheblind.InWorkshop on Nomadic Data Services and Mobility, Graz, Austria, March(pp.11-12). GameDev.NetLLC.(n.d.).Forum: Gamedev.net.RetrievedMarch23,2014,from http://www.gamedev.net/page/resources/_/technical/game-programming/a-quickguide-to-fmod-r2098 Gardner,W.G.(1998).3-D audio using loudspeakers.Springer. Gardner,W.G.(1999).3Daudioandacousticenvironmentmodeling.Wave Arts, Inc,99. Inc.,R.(n.d.).Razer Surround Personalized.RetrievedMarch12,2014,from https://www.razerzone.com/surround Karat,J.(1997).HandbookofHuman-ComputerInteraction.InM.G.Helander,T.K.Landauer,&P. V.Prabhu(Eds.),Handbook of Human-Computer Interaction(pp.689-705).Amsterdam: ElsevierScienceB.V. Page32 REFERENCES Katy.(2012-2013).Katy's Code: FMOD.RetrievedMarch23,2014,from http://katyscode.wordpress.com/category/programming/audio/fmod/ Longhurst,R.(2003).Semi-structuredinterviewsandfocusgroups.InR.Longhurst,Key methods in geography(pp.117-132). Microsoft.(n.d.).XAudio2 Introduction: MSDN Microsoft.RetrievedMarch20,2014,from http://msdn.microsoft.com/en-us/library/windows/desktop/ee415813(v=vs.85).aspx Mono-Project.(n.d.).What is Mono: Mono-Project.RetrievedMarch20,2014,fromhttp://monoproject.com/What_is_Mono Oy,G.(n.d.).Genelec 8020C.RetrievedMarch12,2014,from http://www.genelec.com/products/8020c/ ResearchCouncilsUK.(2014,March10).Gateway to Research: S3A.RetrievedAugust25,2014, fromGatewaytoResearch:http://gtr.rcuk.ac.uk/project/3C158598-11E5-4178-976A27790E395282 Sá nchez,J.,&Sá enz,M.(2006).3Dsoundinteractiveenvironmentsforblindchildrenproblem solvingskills.Behaviour & Information Technology,25(4),367-378. Sá nchez,J.,Baloian,N.,Hassler,T.,&Hoppe,U.(2003,April).Audiobattleship:BlindLearners CollaborationthroughSound.InCHI'03 Extended Abstracts on Human Factors in Computing Systems(pp.798-799).ACM. Scherer,K.R.(2005).Whatareemotions?Andhowcantheybemeasured?Social science information 44.4,695-729. Schwaber,K.,&Sutherland,J.(2011).Thescrumguide.Scrum.org, October. Sjö lander,K.(2006,January23).The Snack Sound Toolkit.RetrievedMarch19,2014,from http://www.speech.kth.se/snack/ Song,M.S.,Zhang,C.,Florencio,D.,&Kang,H.G.(2010,July).Personal3Daudiosystemwith loudspeakers.InMultimedia and Expo (ICME), 2010 IEEE International Conference on(pp. 1600-1605).IEEE. Strangesoft.(n.d.).OpenAl Soft: Kcat Strangesoft.RetrievedMarch20,2014,from http://kcat.strangesoft.net/openal.html Technologies,S.M.(n.d.).UR824: Steinberg.net.RetrievedMarch12,2014,from http://www.steinberg.net/en/products/audio_interfaces/ur_series/models/ur824.html Page33 REFERENCES Thorn,A.(2013).Game Developement Principles(1sted.).Boston:CengageLearning. Tä hti,M.,&Arhippainen,L.(2004).AProposalofcollectingEmotionsandExperiences. Interactive Experiences in HCI, 2,195-198. UnityTechnologies.(n.d.).Unity: Unity3d - Game engine, tools and multiplatform.RetrievedMarch 23,2014,fromhttp://unity3d.com/unity UniversityofSurrey.(2014,May22).University of Surrey: Tim Brookes.RetrievedAugust25, 2014,fromUnivesrityofSurrey: http://www.surrey.ac.uk/schoolofarts/people/complete_staff_list/tim_brookes/index.ht m ValveCorporation.(n.d.).Half-Life: Steam Store.RetrievedMarch20,2014,from http://store.steampowered.com/app/70/ Watson,D.,Clark,L.A.,&Tellegen,A.(1988).DevelopmentandValidationofBriefMeasuresof PositiveandNegativeAffect:ThePANASScales.Journal of Personality and Social Psychology. WineHQ.(n.d.).About: WineHQ.org.RetrievedMarch20,2014,from http://www.winehq.org/about/ Page34