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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 4 of 5 Next
 

Game Mixing: The Next Five (to Ten) Years

I was going to call this section 'The Next Five Years", but looking back over the last five years, I am reminded how glacial progress seems to be in these areas. If all this stuff happened in the next three years, our jobs as sound designers would be awash with exciting new possibilities and endless high quality sonic possibilities, but wait... slow down, slow down....

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I would like to explore some of the areas where I see video game mixing heading in the next few years. There are certainly a great many opportunities, and many ways to go about integrating new features and techniques. In many respects it is the types of games themselves that will push these requirements. The richer the visuals and the more control over visuals that is gained over the coming years, we will see an undoubted increase on the focus of sound.

Establishing a Reference Listening Level for Games

Work is already underway in this area. For some years now it has been impossible to know the recommended reference listening level to mix a game at. It could be either 85dB, the same as that of theatrical movie releases, or 79dB, the same as DVD remixes or TV, or just match the output of a competitive game.

The first is designed specifically for films to be heard in a theatrical context, the second is designed to reconfigure the mix to a home environment, specifically to allow dialogue, that while in a theatre and played loud can be clearly heard, is lost and less audible in the home environment. Typically there is slightly less dynamic range in a home entertainment mix for this reason, and a great deal of dynamic range in a theatrical mix, but these two mixing systems depend solely on the playback levels of the content being either 85 or 79.

Common sense would suggest that games should match the same output levels of DVD movies. However, games tend to have much longer moments of loudness, or action, in them than movies, which typically have a story dynamic of dialogue, action, dialogue. With racing games or action games in particular, the narrative dynamic is far more intense for longer, and so it is arguable that 79dB could be established for game reference listening levels.

The higher the reference listening level, the more dynamic range and quieter certain sounds will be to achieve dramatic effect. The lower the level, the louder the output levels will be. Currently, games are incredibly loud and very mismatched in terms of output levels -- not only from console to console, but from game to game. Even games released by the same studio have inconsistent output levels.

As mentioned before, there is even internal inconsistency within the same game of differing levels between cinematics and in-game levels to contend with. Once a recommendation for a standard is published, it will be much easier to know where the output levels of the game need to be.

Enrichment of Software Tools, Both Third-Party and Proprietary

In-house tools and third-party solutions will solidify on a basic feature set that is solid, robust and reliable enough to ship many games. It is onto this basic core feature set that additional systems and add-ons will be developed. Audiokinetic's Wwise has a particular focus for interactive mixing technology and has already proven a solid basic mixing structure with its bus ducking and bus hierarchy.

The more enhanced and developed that third-party tools become, the more pressure there is on in-house tools to compete with these solutions and to have the same, if not more features. This subsequent climate then puts pressure on in-house technology to be more agile and versatile, which in turn results in further innovation, eventually spreading out to the wider industry.

I asked Simon Ashby, product director of Wwise at Audiokinetic, to share some of his thoughts on both the limitations and future directions of mixing for video games:

"The barrier for high quality mix in games is mainly caused by the fact that we are still not really good with storytelling in our games. We have trouble mapping and controlling the emotional response of the player in order to pace the story with the right intensity progression and a larger emotional palette. We still ask the end user to execute repetitive actions and because of this, several games end up offering a monotonous experience. As long as games are produced this way, the mix quality will remain inferior to that which films achieve, despite the quality of the tools.

Wwise offers both active and passive systems for the developer. Passive mixing is achieved by effects such as the peak limiter or auto-ducking system. The active system on the other hand is represented by the 'state mechanism', which operates like mixer snapshots with custom interpolation settings between them. The event system also offers an active system with a series of actions such as discreet volume attenuation, LPF and effect bypass, and these can be applied to any object in the project.

Video game mixes have further complexities, as the game experience can last between four to 10 times longer than movies and they have far more unpredictable assets to mix. The main complexity remains the interactivity, where the mixer has to take into account various different styles of gameplay; the soundtrack emerging out of a single game played by a Rambo-kamikaze gamer is way different than the one from a stealth type of gamer even though it is the same game using the same ingredients.

In terms of new mixing features for Wwise, we usually don't reveal our mid and long term plans since we cannot vouch for the future. That said, you can be sure that we have a series of new features in our roadmap covering both passive and active systems that will help bring mixing technology for games to a previously unforeseen pro level."

Dedicated Mix Time at the End of Production

In many cases, the mix of a game is a constant iterative process that goes on throughout the entirety of development, with perhaps some dedicated time at the end of the project to make final tweaks. That amount of time is often very short, due to the proximity of the game's beta production date to the gold master candidate date, but I expect that time to get bigger as the quality of mixing tech and the understanding of sound needing to iterate after design and art have finished tweaking is better understood.

Taking games off-site to be mixed, or to dedicated in-house facilities is also an area that will increase the amount of time needed to complete a mix. Who should and who shouldn't attend the mix is also not currently fully understood. One thing is for sure, though: it is often a minimum two-person job. Lots of questions and doubts come up in a mix, is something too loud, is it loud enough, and to be able to bounce these questions off another set of ears is very important as a sanity check.

 
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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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