Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Perceived audio quality of compressed audio in game dialogue
Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and experience production and theater.
2016 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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.

Place, publisher, year, edition, pages
2016. , p. 33
Keywords [en]
Dialogue, Audio, Compression, Games, Game Audio, Lossy Compression, Ogg Vorbis
National Category
Media Engineering Other Engineering and Technologies not elsewhere specified
Identifiers
URN: urn:nbn:se:ltu:diva-61043OAI: oai:DiVA.org:ltu-61043DiVA, id: diva2:1055619
Subject / course
Student thesis, at least 15 credits
Educational program
Audio Technology, bachelor's level
Supervisors
Examiners
Available from: 2017-02-16 Created: 2016-12-12 Last updated: 2017-02-16Bibliographically approved

Open Access in DiVA

fulltext(1922 kB)194 downloads
File information
File name FULLTEXT03.pdfFile size 1922 kBChecksum SHA-512
e40d4d553700ac8f5889590d591ef5af4d25ca3b9b2e0b8cd1b443c30c3b2493b81ed4029a30fe6e903f8c16f2d003c70c6c9d833a05ab07dfa24ab2ae47f14e
Type fulltextMimetype application/pdf

Search in DiVA

By author/editor
Ahlberg, Anton
By organisation
Media, audio technology and experience production and theater
Media EngineeringOther Engineering and Technologies not elsewhere specified

Search outside of DiVA

GoogleGoogle Scholar
Total: 194 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 1119 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf