MoSys FX explained by Nightree
UIN: 35636303
Nintendo announced that it
has teamed up with developer Factor 5 to license the company's pioneering sound tools
technology MoSys FX for its next-generation console. That's all good and fine, but
what exactly is MoSys FX -- and more importantly, what is it capable of? IGN64 talked with
Nintendo about the subject and IGN64
has uncovered the following details:The Gap
MoSys FX is a Factor 5-developed sound software/tool that successfully bridges the
quality gap between streaming Redbook audio and MIDI music. In the past, developers were
forced to choose between one or the other and there were downsides to both. Redbook audio,
for example, delivered Hollywood quality music and sound effects, but because it was
streamed off CD, there was a strict limit to how interactive it could be with the game
player. Redbook audio in cartridge games, meanwhile, almost always meant to downgrade the
quality to mono streams.
- Example: Sony Playstation's Wipeout
XL uses Redbook audio and features tracks from such techno bands as Prodigy and Fluke.
- Benefit: CD quality music.
- Drawback: Music remains unaffected by
course of action in game. It is just a static background noise.
MIDI-style music (which generally sounds more
synthetic), on the other hand, enabled developers to create audio channels that would
react to a player's course of action.
- Example: Rare's Banjo-Kazooie features
interactive MIDI music that changes in instruments and sound depending on the location of
a player.
- Benefit: Interactivity.
- Drawback: Generally less convincing,
more synthetic sound, especially when compared to uncompressed streaming Redbook music
tracks.
Into the MoSys FX
MoSys FX puts emphasis on interactivity in games. However, thanks to powerful
software (and Dolphin's hardware), programmers can up the quality of their MIDI sounds so
that they rival that of Redbook audio streams. The end result, theoretically, are games
that sound as if they feature streamed studio music, but everything is interactive, and
all in Dolby Surround Sound.
Also, because many Nintendo 64 developers are
already familiar with MoSys FX, they won't have to learn all new tools for Dolphin
development. This helps to cut down on production time and it's just one of the steps
Nintendo is taking to ensure that its next-generation console ships on time late
2000.
MoSys FX and Dolphin
Think about Nintendo 64's audio limitations. With the arrival of Dolphin, they're
gone. The cartridge format will be replaced by DVD, a much more audio friendly medium.
Nintendo 64 had no dedicated sound chip and limited storage space. IGN64 speculates that
Dolphin will feature a sound chip after all, despite the fact that Nintendo has not
yet announced it. Dolphin is faster and it features more memory. All of this, combined
with MoSys FX, means that Dolphin can not only stream unbelievably high quality Redbook
audio directly off its proprietary DVD medium, but that it will also be able to provide
studio quality interactive music and effects as well.
Also, whereas Nintendo 64 was capable of
delivering roughly 32 channels of audio (and, more likely, 20 during gameplay), Dolphin
will be able to output twice that with no problem whatsoever. Plus it will support
real-time 3D positioning and filtering, multiple "rooms" processing and full
Dolby Surround Sound.
Imagine playing a Dolphin first-person
shooter. Through MoSys FX, the system can determine on the fly what type of sound gunfire
generates in any given environment. For example, supposing a player fired off a shotgun in
a wide-open auditorium, Dolphin could theoretically render a realistic echo to reflect the
player's position. Similarly, if the same gun was fired in a closet space, that echo would
be absent. Likewise, if a player runs through a door, the sound in the previous room will
automatically muffle to reflect its position.
When we asked Factor 5's Julian Eggebrecht
about other sound features for Dolphin, he would only comment that it will pull off feats
that simply aren't possible for Nintendo 64.
Key Features from a developer's
standpoint
- Complete handling of music and sound effects
in one package
- Hardware independent overall design
- Number of voices only limited by hardware
- Both CPU and Co-Processors may be utilized for
sound generation
- Multiple sample compression formats (Raw,
ADPCM, uLaw)
- Powerful SMaL programming language to define
sound effects and music instruments
- Variable MIDI controller architecture to allow
for maximum flexibility while using the extended set of MIDI controllers
- Synthesizer supports all standard modes and
effects like monophony, polyphony, pitch bending, portamento mode and much more
- Complex voice priority system to allow for
optimal usage of a limited number of voices
- Complete 3D SoundFX API, including handling of
"rooms" and relative velocities
- Interactive crossfades between different
pieces of music
- Up to 16 master volume groups for easy volume
handling at runtime
- GM-MIDI compatible
- GM instrument set included
- Dolby Surround support
- Compatibility with Factor 5s MORT speech
compression system
- Compatibility with GM MIDI standard makes
conversion of data from other sound systems easy
- PC slave system is used to emulate the target
hardware during sound development. No target development system is needed for the musician
- Win95 / Windows NT compatible sound editor
- Easy to use graphical interface to manage all
data entities within the system
- Graphical ADSR editor
- Customized SMaL language editor included
- Easy to use templates to use the sound system
with out using SMaL at all
- Mapping of sounds to specific key via keymaps
and layering of sound using the build in layer feature is easily done
- Virtual MIDI keyboard to test sounds without a
MIDI keyboard being connected
- Easy conversion from standard MIDI file format
to the proprietary format used at runtime
- All converter tools are command line based and
therefor can be easily integrated into the games data path via any available make tool
Though details are still scarce regarding the
sound-handling hardware for the console, it's safe to assume that Dolphin owners will be
blown away by the audio experience when then console arrives, according to Nintendo, late
next year. |