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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....
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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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.