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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.
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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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.