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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 3 of 5 Next
 

Heavenly Sword (2007) PS3
Tom Colvin, audio director, Ninja Theory

"Heavenly Sword also used FMOD. FMOD provides the ability to create a hierarchical bus structure as described in the section above. Each bus can have its own volume and pitch values, which can be modified in real-time. At the time, FMOD had some performance constraints related to the number of sub-buses within the bus structure, so we tried to keep the hierarchy as simple as possible.

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The Ninja Theory tools team built our own proprietary GUI, which allowed us to configure mix snapshots, and adjust the mix in real-time. We were able to prevent the game from updating the mix if desired, so we could play with a mix template without the game suddenly changing the mix on us while we were working. We also had an in-game onscreen debug UI that showed us what mix templates were active, their priorities and so on.

Mixer snapshots were largely activated and deactivated by scripted events. This was one of the weaknesses of the mix system -- the game scripts were not the easiest things to work with -- they obviously couldn't be changed while the game was running, and reboot times were long, so it was pretty time consuming getting the mix templates to switch on and off in the right places.

We decided to set up a blanket set of empty templates before the mix session, so we wouldn't have to spend time actually getting the templates to switch on and off whilst mixing. This constrained the scope of the mix somewhat.

NT's audio coder (Harvey Cotton) devised a snapshot priority system, which simplified implementation a great deal. The priority system made sure that the snapshot with the highest priority was the one you actually hear. Here's an example of how this would work. You're in a combat section of the game, and you perform one of the special moves, and then pause the game during this special move -- what would happen with the mix system?

A default low priority mix would always be active. When the special move was initiated, a higher priority "special moves" template would be activated (we used scripted events fired from animations to do this.) When the user pressed pause, the pause mix would activate, and having the highest priority, would then take over from the special move mix.

At this point, three different mix templates are "active", but only one is audible. The game is un-paused, and we move back to the next lowest priority template, the special move ends, and we move back to the default. The priority system is important because it prevents you from needing to store the game's previous mix state, in order to return to it once any given scenario has finished.

Throughout development we constantly checked the mix on as many setups as possible -- a reasonable spec TV, our own dev-monitors, crappy PC speakers, etc. During mastering, we had a week to set up the final mix templates. The mixing environment was a calibrated mix room. Our one week of mixing didn't really feel like enough. There were all sorts of content changes we wanted to make at the mix stage, which just weren't possible due to time constraints."

 
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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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