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Mixing It Up The Last Great Challenge For Game Audio. Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe. Overview. Introduction What Is Mixing? Getting The Tools Monitoring Case Studies Summary. Introduction. Lots of money spent on recording/acquiring audio assets
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Mixing It UpThe Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe
Overview • Introduction • What Is Mixing? • Getting The Tools • Monitoring • Case Studies • Summary
Introduction • Lots of money spent on recording/acquiring audio assets • Implementation of those assets is just as important • In the past, mixing has not been given enough attention
What Is Mixing? The technical answer: • Achieving clarity The artistic answer: • Focusing and manipulating the player
What Is Mixing? • Active Mixing • Triggering changes in the mix through in-game events • Passive Mixing • Routing and the configuration of dynamics processors and how they interact with each other
Getting The Tools • Prioritization of Sound Effects • Effective Sub-Grouping • The ability to save mixer snapshots and recall them via in-game events • Dynamics processors
Monitoring • Ideally, you should mix your game in a critical listening environment • If you don’t have a suitable room, hire one! • Consumer surround systems are very variable.
Case Study • 12 Vehicles • 12 Surfaces • Mix states for each type of event (i.e. Heavy Collision) • Configurable transition times between states
Case Study • Maximum of 192 Voices • Maximum of 31 Subgroups • 3 main mix groups: Music/Dialogue/SFX • Mixer zones specified within Maya correspond to mixer snapshots • Cutscenes have their own mixer snapshots
Summary • A good mix is extremely important • Mixing = clarity and focus • Invest in the right tools • Monitor in an accurate environment