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The Game Audio Mixing Revolution
 
 
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Features
  The Game Audio Mixing Revolution
by Rob Bridgett
7 comments
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June 18, 2009 Article Start Previous Page 2 of 5 Next
 

Fable II (2008) Xbox 360
Kristofor Mellroth, audio director, Microsoft Game Studios

"Kristofor Mellroth and Guy Whitmore flew out to Lionhead studios on Fable II to mix the game along with the dialogue supervisor Georg Backer and the composer/audio director Russ Shaw, who were already on site in the UK. Using a very effective three-plus person team, they got a game that is very cleanly mixed.

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We tend to mix games over two-plus days. Set aside a minimum of two days, because you need time to digest the changes from the previous day. Ear fatigue and exhaustion do factor in when you spend long hours mixing. Ideally you'd have a week.

The process is sort of painstaking and we try to play through the "golden path" during the final mix, but even then it's usually too long to accomplish in our travel time-frame. Instead, we know the key moments to test-mix. We also test the entire range of game mechanics against each other. With Fable, we knew what the key moments were. We made sure to use debug to skip to them and play through as real players would.

One of the keys of game mixing, especially in the system for Fable II, is that radius is as, or more important than, volume modifiers. Since we plan and chart radius mathematically we know how to change the values on one element of one game object and how that should stay in relation to other sounds. This is a roundabout way of saying: If radius sword hit = 60 meters while radius sword scrape = 30 meters, and we want the sword to have a bigger radius by five meters, it's really easy to change all sword elements in one pass without noodling too much. The math solves it for you. This is very important when mixing for two player co-op.

Dynamic range is something else we push hard for. We figure out what our loudest sound is and what our baseline quiet sound is. Then we start to stack-rank sounds between. For instance, I know in gameplay that X should be louder than Y unless factor Z is in play. This gets really complicated but it is a good reality check when you're getting lost in the piles of assets. For Fable II it was Troll slam attack vs. player footsteps. That is our maximum dynamic range. That means when a troll is slamming his fists, even your legendary gunshot should be quieter.

This edge-case is also a good check if you're wondering what your mix should sound like when you're at another edge case, say two players on the same screen with one at max distance shooting at the troll in the foreground.

Should you be able to hear that max distance player reload? If you do, does it take you out of the emotional experience of fighting a giant monster? We wrestle with these questions and sometimes make compromises but in general I'm happy with the results. It worked well on Crackdown and it's worked pretty well on Fable II.

It'd be a lot easier if we could draw our own falloff curves! If I had that I could have "cheated" the radius in just the perfect amount instead of relying on linear or equal energy falloffs. This is something we need to add to the Lionhead tools for future titles and I'd consider it a mandatory feature for all tool sets."

LittleBigPlanet (2008) PS3
Kenneth Young, audio director, Media Molecule

"LBP uses FMOD, so we had to roll much of our own mixer functionality. It uses FMOD's channel groups to specify what is being mixed. It doesn't have a control UI (other than notepad), but we do have real-time update of mix settings (though stuff needs to be re-triggered to get the new values, so I'd usually restart a level to get them). We also have an in-game debug visualization of group levels.

We have an overall parent (master) snapshot where the level of every channel group is specified. You can only have one of these active at any given time, but you can change it. Then we have child (secondary) snapshots which override the parent -- these can contain one or as many channel group specifications as is required for that mix event.

It is hard-coded so that when two child snapshots are in place, and they both act upon a given channel group, the second snapshot cannot override the settings of the first. (This works for LBP, but I can see why you'd want explicit control over that -- or perhaps have a priority system in place).

We can specify level and also manipulate any exposed effect settings. In the code which calls the snapshot we specify a fade-in and fade-out time for the smooth addition and subtraction of the child snapshot. This is mainly used to cope with rather high level changes in the game's context; entering the start menu, a character speaks etc.

Interestingly, despite the fact the characters speak with gibberish voices, it sounded weird not ducking other sounds for them. Before the fact I assumed it wouldn't matter what with their voices not containing any explicit information, but not focusing on their voices whilst they are "speaking" makes what they are saying (i.e. what you are reading) feel inconsequential. I guess that's a nice example of sound having an impact on your perception, and highlights the importance of mixing.

Other functionality which has an effect on the mix is auto-reduce on specified looping sounds so that after, say, 15 seconds from initial event trigger a loop will be turned down by a given amount over, say, 30 seconds so that it makes an impact and then disappears. That's hard-coded.

In terms of mixing time, as is typical, it was just me, and I mixed in the same room as the audio was developed in. I tested the mix on other setups in the studio as well as taking a test kit home to try it out in a real-world environment, taking notes on things that could be improved. The mix was a constant iterative process throughout development with a couple of days during master submission dedicated to final tweaks."


LittleBigPlanet's mixer debug screen (click for full size)

 
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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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