| Sound News | Press Releases | Archives | Week In Review | Editorials | Articles |
| Reviews | Benchmarks | Interviews | FAQs |Files & Drivers |
| Early Impressions | Game Guide | Search | Links | Forum | Contacts | ADS |



title_3dss.gif (30276 bytes)
dot_yellowish.gif (35 bytes)

Someone you want us to interview?  Let us know at news@3dsoundsurge.com

dot_yellowish.gif (35 bytes)

Please support 3DsoundSurge by visiting our sponsors
dot_yellowish.gif (35 bytes)
dot_yellowish.gif (35 bytes)

drivers.gif (6840 bytes)

Stuart Denman and Tim Ebling of Surreal - Drakan: Order of the Flame

Interviewed: Stuart Denman and Tim Ebling / Surreal

Interviewed by: The 3DsoundSurge Team

Date: February 18th 1999

Stuart Denman and Tim Ebling of Surreal have been kind enough to answer a few questions that we had on the audio in Drakan: Order of the Flame.


3DSS: Thanks again for taking the time to do this interview. Perhaps you can start out be telling our readers a little about your background and your current role with Surreal?

Stuart Denman: I'd been programming graphics, sound, and games on my own for almost 14 years.  After graduating with a Computer Engineering degree (specializing in computer graphics) at the University of Washington, I started Surreal with three other founders.  I am Vice President and Technical Director of Surreal and I am Lead Programmer on Drakan.

Tim Ebling: My professional background is primarily in the sciences, namely physics and physical oceanography.  Before that, I was a hardcore gamer and game programmer back when the Atari 800 was the machine of choice, so working for Surreal is really an opportunity for me to get back to my roots.  I'm currently responsible for nearly all the programming related to player systems in Drakan, so Rynn and Arokh could be considered my "babies" :)  I'm also acting as musical producer and co-composer for the game.

3DSS: Thanks guys! So how long has Drakan been in development and when do you anticipate its release?

Stuart Denman: The technology behind Drakan has been in development for almost three years, but the game itself has only really come together in the last year and a half.  It's slated to be released in May of this year.

3DSS: Getting right into the sound related questions. I understand that you are using DirectMusic for a sound track in Drakan.   

Tim Ebling: Yes, we are using DirectMusic for Drakan.  

3DSS: Why did you decide to go with DirectMusic instead of a redbook audio sound track?

Tim Ebling: Deciding on a musical format was certainly a difficult choice, as there are distinct pros and cons for each of them.  Although still an attractive choice, redbook was turned down as an alternative primarily for two reasons: first, the inevitable seek time problem when changing or looping tracks, and second, limited space on the CD-ROM (Drakan is after all quite an epic game!)

DirectMusic offers a number of advantages including low memory overhead, high performance mixing, easy integration with DirectSound, and a great degree of control of the music's playback.  In Drakan we use this control primarily to create smooth transitions between musical pieces, based on the player's actions and movement.


3DSS: Still on the sound track questions, personally I find that most of the time, if I am going for a truly immersive experience, I turn off the music so as to emphasize the environmental effects. Can you briefly give the pros and cons of sound tracks as you see it?

Tim Ebling: Sure :)   Obviously most of us don't have personal soundtracks following us around, creating music for our daily lives (unless you're Jim Carrey in "The Truman Show"), so turning the music off reduces any game to its most realistic state.  However, as anyone who's muted the musical score from a Hollywood movie knows, having a good musical soundtrack is essential
for providing an emotional context within any interactive experience.

Everything else in a game (graphics, sound effects, etc.) provides the rational part of the brain what it needs, but leaves the  emotional part of the brain out completely - that's the basic purpose of the musical score.


3DSS: The game world for Drakan seems incredibly rich with potential environmental effects.  I have read that the game will take place in caves, on mountains, in river valleys and more, not to mention all the aerial aspects of dragon flight.  So what type of special audio effects will Drakan utilize to emphasize these environments?

Stuart Denman: Caves are emphasized in Drakan by using varying echoing effects that depend on the size of the caves.  When the camera goes underwater, sounds are muffled with filtering effects and underwater sounds. High above the ground, the wind whistles by to give an awesome sense of height.

3DSS: There are some neat effects over at Psygnosis's Drakan web site.  How are you generating all of those sound effects and can you tell us your favorite effects so far?

Stuart Denman: This question makes me laugh.  Those sounds on the Drakan web site are HORRIBLE!   Marketing took those from a very early version of the game, and the sounds have changed completely.  The game sounds 100 times better than that, I swear!  In the current build of the game, anyway, my favorite sounds are the environmental sounds.   We have strange sounds in the background that really set the mood, and give a feeling of tension throughout the game.

3DSS: I have read that Drakan supports full 3D Sound with Doppler effects and will support both the DS3D with EAX extensions and A3D.   I have some specific questions around 3D audio which now follow.

How long has positional audio been in the plans?

Stuart Denman: It's been in our plans since we first heard about 3D sound a couple of years back.

3DSS: Have any 3d sound games influenced your decision to use positional sound in Drakan?

Stuart Denman: No games that I've played have had good 3D sound until just recently with Unreal and Half-Life.

3DSS: How do you see positional audio benefiting game play in Drakan?

Stuart Denman: Tremendously.   Positional audio creates a sense of "being there" that normal stereo sound doesn't.  Added with environmental audio effects, we can create a world around the player.

3DSS: Will you be doing the Doppler effects or more in software for those people who have not purchased 3D sound cards?

Stuart Denman: Software audio supports volume, pitch change, panning, and Doppler effects through DirectSound3D.

3DSS: Following on that, which versions of EAX and A3D will you be implementing and what lead to your choice of support?  For those audio features that do not make it in to the shipping version would you consider following up with patches?

Stuart Denman: A3D and EAX support will definitely ship with the game.  We may be adding EAX 2.0 and A3D 2.0 if there is time, but most likely in a patch.

3DSS: Can you share any thoughts about the two APIs in terms of the challenges or issues faced by the development team with respect to implementation of each of the APIs?

Stuart Denman: Both are very easy to implement.  As a developer, EAX is the easiest to create instant effects like caves and such with very little work. If you want better quality in the 3D experience, but much more work, A3D 2.0 gives the programmer full control over sound-reflecting surfaces.

3DSS: Are there any feature that you would like to see added to the 3D sound APIs that you are supporting?

Stuart Denman: The next step will be programmable DSP effects, but to be hardware-independent, some kind of standard script language would have to be developed for this.  Not an easy task and still be able to maintain performance.

3DSS: In today's 3D soundcards we are seeing hardware 3d channel support ranging from 8 to 32. Has this range posed any challenges in the development of Drakan? 

Stuart Denman: Not really.  We try to keep our average number of sounds down to around 6 or 8 anyway.   When sounds beyond that number exceed the hardware's ability to mix, we mix them in software, but that is a rare event.  Drakan's sound engine prioritizes sounds so that the most important sounds like voices always get played.

3DSS: Will the user be able to configure the number of 3D streams that Drakan utilizes?

Stuart Denman: Users can turn 3D sound on and off.  But Drakan's sound engine will automatically determine how many 3D sounds are available to mix in hardware.  The rest of the sounds will be mixed in 2D.  But Drakan is also intelligent because it doesn't play things like footsteps in 3D if there are too many other more important 3D sounds.

3DSS: What frequency will the audio be recorded/playback at?

Stuart Denman: Most of it is 22Khz playback, but some short, crisper sounds and music instruments will be played at 44Khz.

3DSS: Finally, what is it that Drakan will offer gamers to distinguish itself from all of the anticipated hot releases scheduled for the next several months?

Stuart Denman: Besides amazing 3D art, rich sound effects, powerful music, incredibly unique and fun gameplay, and a gripping story?  How about some of the best real-time colored lighting and shadows ever seen?  How about nearly 1000 individual skeletal animations for all the characters in the game?  We hope Drakan will break the bounds of what people expect and create a new genre all its own.

3DSS: Can you tell us anything about your plans beyond Drakan, and more specifically, is continued support for 3d sound in those plans?

Stuart Denman: As is so typical of game interviews, I can't talk yet about future projects that Surreal has in the works, but I can say that Surreal is committed to providing cutting edge 3D audio support in all of its games!

3DSS: Thanks a lot for taking the time for answering our questions.  Drakan is definitely on my  most anticipated list!


If you have any question's or comments on this interview please direct them to mark@3dsoundsurge.com.

Get your game at a great price from Gamestop!

 Order the Drakan: Order of the Flame

Get your game at a great price from Gamestop!

Order the Strategy Guide for Drakan: Order of the Flame


Have comments or questions on this feature?
Why not post them in our forum?

Most Recent News Headlines
Site Refresh
DTS Bridges PC / AV Component Connectivity with DTS Connect; Strategic Partnerships with C-Media and Realtek Bring High-Quality DTS Surround Sound Into PCs
Creative Announces Xtreme Fidelity And The Creative X-FI Xtreme Fidelity Audio Processor
Doom 3 EAX Patch
Logitech Cordless Headset for Xbox Review
Philips HDRW720 DVR/DVD recorder review

Interviews

Aureal: Wavetracing and Vortex 2
Toni Schneider

Aureal : Vortex 2
Skip McIlvaine

Crystal Audio/Cirrus Logic

Drakan - Order of the Flame
Stuart Denman and Tim Ebling

Outcast Developers

Private Wars
Sergey Titov

RoboRumble
Bartosz Brzostek

Slave Zero
W. Scott Snyder

Sim City 3000
Alex Zvenigorodsky

Starsiege
Rick Overman

Trespasser
Brady Bell

Weapons Factory
Matthew Hanson-Weller
<Anvil.Chorus>

Sound Card Reviews

Audigy Detailed Impressions

Hurricane Extreme Initial Review

Hercules GameTheater XP

Philips Acoustic Edge

SoundBlaster Live! reference review

SoundBlaster Live! Platinum 5.1 European Edition

SoundBlaster Live! Platinum 5.1 America's Edition

Sound Blaster Live! Player 5.1

SoundBlaster Live! MP3+ 5.1

Sound Blaster Live! X-Gamer 5.1

FM801 reference review

Mushroom Siren Audio I

Abit AU10

Best Data Theatrix

Turtle Beach SantaCruz

VideoLogic SonicFury

Hoontech SoundTrack Digital-XG

Boostaroo Headphone Amplifier / Splitter

Sound Blaster Live!Drive I and II

Sound Blaster Creative Digital I/O 2

Spectrum Research Theater 2000

Qsound UltraQ

More reviews

 

dot_yellowish.gif (35 bytes)

3dss_small.gif (2549 bytes)All content, design and work is © 2001 - 3D Sound Surge Please respect the copyrights of the articles and writers herein. All copyrights are enforced by 3DSS.  
View the 3DsoundSurge Privacy Statement

dot_yellowish.gif (35 bytes)