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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.
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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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.