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Mixing It UpThe Last Great Challenge For Game Audio
Garry TaylorAudio/Video Manager
Sony Computer Entertainment Europe
• Introduction
• What Is Mixing?
• Getting The Tools
• Monitoring
• Case Studies
• Summary
Overview
• 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
Introduction
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
What Is Mixing?
• Prioritization of Sound Effects
• Effective Sub-Grouping
• The ability to save mixer snapshots and recall them via in-game events
• Dynamics processors
Getting The Tools
Routing Example
• 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.
Monitoring
Case Studies
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
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