Ändra sökning
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf
Perceived audio quality of compressed audio in game dialogue
Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, Medier ljudteknik och upplevelseproduktion och teater.
2016 (Engelska)Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
Abstract [en]

A game could have thousands of sound assets, to fit all of those files to a manageable storage space it is often necessary to reduce the size of the files to a more manageable size so they have to be compressed. One type of sound that often takes up a lot of disc space (because there is so much of it) is dialogue. In the popular game engine Unreal Engine 4 (UE4) the the audio is compressed to Ogg Vorbis and has as default the bit rate is set to 104 kbit/s. The goal of this paper is to see if untrained listeners find dialogue compressed in Ogg Vorbis 104 kbit/s good enough for dialogue or if they prefer higher bit rates. A game was made in UE4 that would act as a listening test. Dialogue audio was recorded with a male and a female voice-actor and was compressed in UE4 in six different bit rates. 24 untrained subjects was asked to play the game and identify the two out of six robots with the dialogue audio they thought sound the best. The results show that the subjects prefer the higher bit rates that was tested. The results was analyzed with a chi-squared test which showed that the null-hypothesis can be rejected. Only 21% of the answers were towards UE4s default bit rate of 104 kbit/s or lower. The result suggest that the subjects prefer dialogue in higher bit rates and UE4 should raise the default bit rate.

Ort, förlag, år, upplaga, sidor
2016. , s. 33
Nyckelord [en]
Dialogue, Audio, Compression, Games, Game Audio, Lossy Compression, Ogg Vorbis
Nationell ämneskategori
Mediateknik Övrig annan teknik
Identifikatorer
URN: urn:nbn:se:ltu:diva-61043OAI: oai:DiVA.org:ltu-61043DiVA, id: diva2:1055619
Ämne / kurs
Examensarbete, minst 15 hp
Utbildningsprogram
Ljudteknik, kandidat
Handledare
Examinatorer
Tillgänglig från: 2017-02-16 Skapad: 2016-12-12 Senast uppdaterad: 2017-02-16Bibliografiskt granskad

Open Access i DiVA

fulltext(1922 kB)334 nedladdningar
Filinformation
Filnamn FULLTEXT03.pdfFilstorlek 1922 kBChecksumma SHA-512
e40d4d553700ac8f5889590d591ef5af4d25ca3b9b2e0b8cd1b443c30c3b2493b81ed4029a30fe6e903f8c16f2d003c70c6c9d833a05ab07dfa24ab2ae47f14e
Typ fulltextMimetyp application/pdf

Sök vidare i DiVA

Av författaren/redaktören
Ahlberg, Anton
Av organisationen
Medier ljudteknik och upplevelseproduktion och teater
MediateknikÖvrig annan teknik

Sök vidare utanför DiVA

GoogleGoogle Scholar
Totalt: 334 nedladdningar
Antalet nedladdningar är summan av nedladdningar för alla fulltexter. Det kan inkludera t.ex tidigare versioner som nu inte längre är tillgängliga.

urn-nbn

Altmetricpoäng

urn-nbn
Totalt: 1884 träffar
RefereraExporteraLänk till posten
Permanent länk

Direktlänk
Referera
Referensformat
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Annat format
Fler format
Språk
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Annat språk
Fler språk
Utmatningsformat
  • html
  • text
  • asciidoc
  • rtf