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Published byLynn Dickerson Modified over 9 years ago
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Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe
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Introduction What Is Mixing? Getting The Tools Monitoring Case Studies Summary Overview
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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
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The technical answer: Achieving clarity The artistic answer: Focusing and manipulating the player What Is Mixing?
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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?
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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
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Routing Example
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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
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Case Studies
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Case Study 12 Vehicles 12 Surfaces Mix states for each type of event (i.e. Heavy Collision) Configurable transition times between states
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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
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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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