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The Game Audio Mixing Revolution
 
 
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Features
  The Game Audio Mixing Revolution
by Rob Bridgett
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June 18, 2009 Article Start Page 1 of 5 Next
 

[In the second installment of Rob Bridgett's series on the future of game audio, following his suggestion that audio mixing is primed for a revolution, the Scarface and Prototype audio veteran gathers mixing case studies on titles from LittleBigPlanet to Fable II, and concludes by looking at the next 5-10 years in the field.]

Case Studies

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In this installment, I would like to look in depth at several video game audio mix case studies. I think it important for these studies not to contain just examples of projects I have been involved with here at Radical Entertainment, but also the varying tools and techniques that are used on other titles by other developers.

In this way we can begin to see common ground -- as well as the differences in approach from game to game and from studio to studio. So, as well as comments on two of the games that I worked on, I reached out to the audio directors of titles including Fable II, LittleBigPlanet, and Heavenly Sword to explain the mixing process in their own words, as follows:

Scarface: The World Is Yours (2006) Xbox, PS2, Wii, PC
Rob Bridgett, audio director, Radical Entertainment

"Scarface was the first game we had officially "mixed" at Radical, and we developed mixer snapshot technology to compliment some of the more passive techniques such as fall-off value attenuation which we already had.

The mixer system was able to connect to the console and to show the changes of the faders as they occurred at run-time, we could also edit these values live, while listening to the changes at run-time.

The entire audio production (tools and sound personnel -- myself and sound coder Rob Sparks) was taken off site to Skywalker Ranch for the final few weeks of game development. We used an experienced motion picture mixer, Juan Peralta, who worked with us on a mix stage at Skywalker Ranch to balance the final levels of the in-game and cinematic sound.

Mixing time took a total of three weeks: two weeks on the PS2 version (our lead SKU) in Dolby Pro Logic II surround, and a further week exclusively on the Xbox version in Dolby Digital. We also hooked up a MIDI control surface, the Mackie Control, to our proprietary software to further enable the film mixer to work in a familiar tactile mixing environment.

In terms of methodology, we played through the entire game, making notes and/or tweaks as we went. One of the first things we needed to do was to get the output level down, as everything during development had been turned up to maximum volume, in order to make certain features audible above everything else. Once we had established our default mixer level, we tweaked generic mixer events such as dialogue conversation ducks and interior ambience ducks which carried through the entire game.

We also spent time tweaking mixer snapshots for every single specific event in the game too, for example each and every NIS cinematic had its own individual snapshot, so we could tweak levels accordingly. In total we had somewhere in the region of 150 individual mixer snapshots for the entire game, for individual mission specific events, generic events and cinematics. Skywalker also has a home listening room with a TV and stereo speaker set-up, and we would often take the game there to check the mix."


Above: A screenshot (click for full size) of Radical's mixer snapshot technology in our proprietary engine 'Audiobuilder' as used on Prototype. Show in the main window are the various buses, to the left of which are the lists of predefined snapshots. At the bottom left is also a run-time level meter that shows the output levels from the console (whether it be the 360, PS3 or PC)

Prototype: (2009) Xbox360, PS3, PC
Scott Morgan, audio director, Radical Entertainment

"Scott Morgan and myself spent a total of six weeks mixing the in-game content for this title. Three weeks were spent on the Xbox 360 mix; we also spent a further week on the PS3 with the cloned values from the 360. This was because we used a different audio codec on this platform and the frequencies of the sounds that cut through were noticeably different.

We also spent a further two weeks tweaking the mix, as final (late) cinematic movie content drifted in, and we integrated this into the game-flow. In many ways we started mixing a little early -- four weeks prior to beta. At this point in development the game code was fairly fragile and we experienced a lot of crashes and freezes which hindered the mix progress. This meant, unfortunately, that on some days we got very little done, because of these stability issues. These issues tended to disappear after beta, when the game code was considerably more solid.

The methodology used was that we played through the entire game, making notes and tweaking buses as we went. The first day was spent getting the overall levels adjusted to a reasonable output level, we mixed at a reference listening level of 79dB. We compared the game with both Gears of War 2 (a much louder title) and GTA IV (a much quieter title) in order to hit a comfortable mid-ground.

From then on, we played through the game in its entirety, tweaking individual channels as we went, with particular attention on the first two to three hours of gameplay. One of the newer techniques we adopted for the mix was to record the surround output into Nuendo via one of the 8-channel pre-outs on the back of the receiver.

What this allowed us to do was to see the waveform and compare levels with earlier moments in the game for internal consistency. It also gave us instant playback of any audio bugs that we encountered, such as glitches or clicks, which we could get a coder to listen to and debug much faster than having them play through and reproduce. This also gave us instant playback of any sounds that were too quiet, such as dialogue lines for mission-specific events, so we could quickly identify the line and correct the volume.

The game was mixed in a newly constructed 7.1 THX approved mix stage built at Radical Entertainment in 2008. We used our proprietary technology (Audiobuilder), much improved from the Scarface project, but using many of the same mix features and techniques (passive fall-off and reverb tuning with reasonably complex mixer snapshot behavior and functionality). We again used hardware controllers, a Mackie Control Pro + 3 Extenders, that were able to display and give us tactile tuning control over all the bus channels on fader strips.

It has to be said that mixing a game at a reference listening level can be a fatiguing experience, especially over three or four weeks. It is true that the sheer quantity of action and destruction in Prototype adds to this, so we devised a routine of regular breaks and also took whatever opportunity we could to test the mix on smaller TV speakers.

One of the most useful things about the way the Radical's mix studio is equipped is that we have RTW 10800X-plus 7.1 surround meters, which allow us to see clearly and instantly what is coming from what speaker and very quickly debug any surround sound issues or double-check the game's positional routing.

It is interesting to note that we used no LFE in the Prototype game whatsoever. Knowing how much LFE is over-used in video games, it was decided early on that we would rely on crossover to the sub channel from the main speakers to provide the entire low end, in this way it gave us a far more controlled and clean low frequency experience."

 
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Comments

Stephen Etheridge
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Thanks for the well-written article.

From someone with no direct experience of sound dev for games, it was interesting to get an overview of some of the tools and difficulties assocated with different types of games. I think one of the problems with sound mixing not getting enough recognition is that it's goal isn't to get your attention. Everyone knows what good and bad graphics look like, and what cool sound effects are, but the although the untrained ear knows when the sound mix in a game is bad, it won't know why and it won't know when a sound mix is great as opposed to good or average.

For there to be awards given in this category, there would need to be games that clearly demonstrate the difference between good and great sound mixing, so that the layman (including fellow members of the dev team not directly involved with sound) can appreciate the difference and the value of the expertise at work within the title.

Jacek Tuschewski
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I like your article very much, but you and the audio/music professionals you are talking to, still view the game industry as a steppingstone into the movies. Forget film, a game is not a movie and bringing movie experts into the game industry is the biggest mistake we are making.

Games are constantly in comparison to movies, many say that the film-studio business model is what the game industry needs to adopt. I believe that there are clear similarities between the film and game industries but games can also be like books, music, tutoring and are seldom a passive experience that a movie is. Actually, the term GAME is less and less correct in describing many 'game' titles.

rob bridgett
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Hi Jacek,
I have to say i've never personally viewed working in game audio as a "stepping stone into the movies", and over the years i've actually found the opposite to be the case in that many film sound designers (and composers) have made the move (often permanently) into working on games.
This article (this is part 2 of 2) is intended to examine specifically what production and aesthetic techniques the game industry can learn from movie sound mixing. It is an area sadly underdeveloped in video games and highly matured in cinema, and hopefully the article makes the case for developing unique game mixing techniques beyond the basic tenets of film mixing. It is an exciting time in game audio right now as there is so much emerging new ground still to cover.
Beyond any technical concerns or limitations, the role of sound in both games and film is ultimately the same, to support and enhance the experience, be that story or gameplay.
Also, it is arguable that a movie is a passive experience, but I take your point in comparison to games.

Jacek Tuschewski
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Yes Rob, all good points and in retrospect I may have been wrapped up in an avalanche of thought after the initial reading of your wonderful article. However, I think the game industry needs to disconnect from the film industry. The game industry needs to make its own 'identity'. It would have been better for the game industry to connect with the music industry. As the music industry is much more creative and chaotic, similar to the game industry. Now that I think of it may be the game industry is almost exactly like the film industry but only if the porn industry is included in the equation. This way we can account for the cheap and nasty flash games.

As for the game audio future well... it is sounding better and better, but we have a long way to go. I have to say that the PS3 has excellent DA converters and supports 192kHz 24bit audio. However, I have to yet, play a game that takes advantage of it. I hope that the new version of the 360 will match or with some luck surpass the PS3. How amazing would it be if we would see a dedicated audio chip? I had high hope for Creative when they purchased Emu, but it looks like they are not pushing any new audio chips on to the console manufactures. Nintendo always had a love for music and good sound let's hope the new Wii not only have HD video but also HD audio.

Alex Ringis
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Jacek, as a former (6 years) Audio Post engineer / composer for film and Television, who made the jump into games permanently (almost 3 years now), I couldn't disagree with you more. The habits that "sound people" in games have built up over the years are on the whole in my experience, poorly reflective of the true capacity of immersive audio in games. I don't blame them, it's mostly been done with good intentions, but the abundance of technical people/programmers turned sound designers as opposed to creative audio professionals turned game sound designers over the years has led to a focus on fidelity and flash, rather than subtlety and creativity. This is a generalisation, to say the least, and of course my background naturally makes me biased, but I've lost count of the number of times I play/listen to a game, and spot instantly that the person behind it knows perfectly well how to operate a DAT recorder and a microphone, how to get the code to do just -that- cool little thing, but has no real appreciation for the concept of dynamics and relative mix levels in an immersive audio experience. There have been plenty of wasted opportunities in games I've played over the years where I see this kind of naive over-reliance on the technical, rather than -technique- . Over the years I'd become fairly accustomed to how frequently film directors or producers could underestimate the value of sound in movies, but in games it's more often than not an afterthought - far, far worse. Producers and studios simply tick the box "is it in surround?" and "are the explosions really LOUD?" and that's enough. This is something that audio professionals in the film industry (Hollywood blockbusters notwithstanding), have largely eeked out of their system over the last 30 years in favor of something a lot more mature and nuanced. I can have conversations about headroom and dynamic range with Film engineers that I still cannot have with the vast majority of indie level game "Sound designers". The more former film mixers in games, the better, as far as I'm concerned. And now with the development of tools (the start of a trend, I hop) like Audiokinetic's Wwise - with a focus on logic and an environment completely familiar to audio professionals - the doors are open for the sound designer to focus purely on their craft - without having to get too bogged down in the minutiae of designing entirely new systems for tried and true mixing techniques that "film guys" have been using for decades. That's what programmers are for.

Jonathan Krintz
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Alex, I know I'm commenting on this article a few internet days late (Did anyone hear that MJ died?) but I really like what you had to say. I'm currently working at a studio in Baltimore that does all kinds of audio work for television and radio but only recently got a few contracts for games. I was brought on primarily to work on the games and I feel like I've dodged the whole "creative audio professionals turned game sound designers over the years has led to a focus on fidelity and flash, rather than subtlety and creativity" but I do love the comment and it will be interesting to see what side of the tracks I may fall on. Hopefully, neither.

Alex Ringis
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Jonathan, appreciate the kudos, but I'm afraid you've misquoted me (only just). I actually blame my rather wordy sentence structure more than anything else, but to re-iterate I was saying that _programmers/technicians_ turned sound designers lead to a focus on fidelity/flash. If anything games needs MORE audio professionals turned game sound designers to lead a revolution in a focus on the craft and art of audio, rather than just the task, which is often the norm when its left up to a programmer. I've met plenty of programmers who can explain the minutiae of FFT's or sonograms, but are absolutely lost when it comes to translating that into something that real people can appreciate subjectively with their ears. Anyway, good to hear another fellow TV/ENG audio dude coming into games. Bring your friends. We have cookies. :)


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