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[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
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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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.
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.
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.
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.