The Little Robot That Could: Wwise Interactive Audio Brings COZMO to Life

상호작용 오디오

Screen_Shot_2016-08-29_at_2.06.18_PM.png

“Why do robots need audio?” I get asked this a lot and, honestly, I had asked the same question when I got to Anki a few years back. Anki is a San Francisco based robotics/AI company of about 150 people and growing fast. We applied some of our skills towards developing smartphone-driven physical toy products, such as DRIVE and OVERDRIVE. Our latest project, COZMO, goes a step further by applying robotics and AI to bring a robot character to life in the vein of Pixar’s Wall-E. And this is just the beginning.

Building robots in the real world is really hard, especially consumer robots that can be mass manufactured at a price point that doesn’t cost a fortune. As I found out, most consumer “robots” are actually simple gimmicky remote “drones” without agency or intent, or so limited in capabilities that you couldn’t really call them robots. Real robots have AI, pathfinding, memory mapping, computer-vision, the capability of manipulating their environment around them, and much more. I’m certainly not a roboticist, so I speak as an Anki layman. Anki not only wants to build real robots for the consumer space, but to bring robots to a price point where a child can own one (or more), much like a gaming console, complete with an SDK.

 

I saw the plans for COZMO on my first day at Anki and I could just feel the excitement surrounding audio. The team didn’t exactly know how audio was going to enrich the COZMO experience, they just knew that it would. The Anki team was certain that in order to make our robots feel like a character, and especially in order to keep the mechanical costs down, we would use interactive audio to give COZMO personality and charm, and to keep the user engaged, informed, and entertained. The content we generate is very much in the tradition of the best that film and games have to offer. COZMO would have a uniquely emotive voice and a language all his own, along with a custom soundtrack to accompany him on his adventures. And, all of this is being powered by Wwise.

 

One of the first decisions I made when I got to Anki was to choose Wwise as our audio middleware platform. There were bumps along the way, but in the end, the team understood it was important to leverage tools available to us now to get results faster. With Wwise, we were able to quickly get audio on the smart devices that run the App that talks to COZMO. Furthermore, with access to Wwise source code, we were able to write custom plug-in’s to talk to COZMO’s onboard speaker, ensure sample accuracy, and manage audio buffers more efficiently. In many ways, Wwise has become the common audio “language” speak here at Anki. Wwise makes it easy to describe non-linear audio concepts and behaviors to others who may not be audio professionals. While we still do plenty of custom workflows and pipeline work, Wwise gave us the jump start we needed to focus more on content aesthetics, and less on building tools.

 

Brian Min

Audio Director

Anki

Brian Min

Audio Director

Anki

Brian Min is currently the Audio Director at Anki Inc, a San Francisco Based Robotics/AI Company. Prior to Anki Inc, he served as the Studio Audio Director at the award winning independent game developer Double Fine, and Sr. Sound Designer at Sony Computer Entertainment.

 @sonicrevo

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

게임 오디오 직업 스킬 - 게임 사운드 디자이너로 고용되는 법

20.1.2021 - 작성자: 브라이언 슈밋(BRIAN SCHMIDT)

상호작용 오디오 비지니스

저희는 Wwise 상호작용 음악 심포지움에서 최고의 분들을 패널에 모셔서 상호작용 오디오에서 작업 그 자체만큼이나 아주 중요한 분야인 비즈니스의 측면에 대해 대화를 나누었습니다....

26.1.2021 - 작성자: Audiokinetic (오디오키네틱)

Wwise에서 Audio Object 저작하기

미래... 미래란 항상 멀리 있고, 절대 지금으로 앞당길 수 없지만, 항상 손안에 잡힐 듯 말 듯 하지 않나요? 최신 뉴스를 꿰뚫고 있거나, 좋아하는 드라마를 바로바로 챙겨...

7.7.2021 - 작성자: 데미안 캐스트바우어 (Damian Kastbauer)

게임 음악은 단순히 그냥 음악이 아니다: 제 1부

게임 음악이란 무엇일까요? 상호작용 음악이란 무엇일까요? 이 질문에 답하기란 생각만큼 그리 간단하지 않습니다. 올리비에 더리비에르(Olivier Derivière)는 이 글을 통해...

20.10.2021 - 작성자: 올리비에 더리비에르 (OLIVIER DERIVIÈRE)

Wwise에서 음악 설계 템플릿을 사용하여 독보적인 사운드 디자인을 만들어내는 방법

Foxface Rabbitfish(폭스페이스 레빗피시)의 작곡가 겸 오디오 디렉터인 가이 휘트모어(Guy Whitmore)는 2019 Wwise 상호작용 음악 심포지움에서 현대...

24.11.2021 - 작성자: 가이 휘트모어 (Guy Whitmore)

‘잇 테이크 투(It Takes Two)’ 사운드 비하인드 스토리 | Hazelight 오디오 팀과의 Q&A

Hazelight Studios(헤이즈라이트 스튜디오)에서 제작한 잇 테이크 투(It Takes Two)는 분할 스크린 액션 어드벤처 플랫폼 협동 게임입니다. 이 게임은 엄청나게...

5.4.2022 - 작성자: Hazelight (헤이즐라이트)

다른 글

게임 오디오 직업 스킬 - 게임 사운드 디자이너로 고용되는 법

상호작용 오디오 비지니스

저희는 Wwise 상호작용 음악 심포지움에서 최고의 분들을 패널에 모셔서 상호작용 오디오에서 작업 그 자체만큼이나 아주 중요한 분야인 비즈니스의 측면에 대해 대화를 나누었습니다....

Wwise에서 Audio Object 저작하기

미래... 미래란 항상 멀리 있고, 절대 지금으로 앞당길 수 없지만, 항상 손안에 잡힐 듯 말 듯 하지 않나요? 최신 뉴스를 꿰뚫고 있거나, 좋아하는 드라마를 바로바로 챙겨...