Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio Manager – WWS Creative Services Group Sony Computer Entertainment Europe Overview • Introduction • What Is Mixing? • Getting The Tools • Monitoring & Standards • Case Studies Introduction • Lots of money is spent on recording/acquiring audio assets • Implementation of the 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 • Mixer Snapshots • Dynamics processors Getting The Tools - Sound Effects Prioritisation • Audio engine may have limited number of channels available • Potentially 100’s of sounds playing at once • Important sounds should be played, unimportant sounds should not. Getting The Tools – Effective Subgrouping • Similar sounds should be grouped for easy manipulation • Each group should be pre-mixed, allowing the final mix to be simplified • Allows dynamics processing on whole groups Getting The Tools – Mixer Snapshots • Gives you the ability to load and save snapshots of all mixer settings • Different snapshots are recalled via triggers from the game • Ideally, you should be able to make mix changes in real-time, without restarting the game. Getting The Tools – Dynamics Processing • Dynamics processing is about control • Compressors and limiters work best at the group level • Used correctly, they will help you to maintain clarity Routing Example 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. Standards • No definitive audio standards exist for video games • Most platform holders are moving towards a standard of -20dB RMS for dialogue • Reference level for monitoring, roughly 79dB. 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 Thank you Garry Taylor [email protected]
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