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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 5 of 5
 

Established Terminology

Right now, particularly with proprietary tech, there are a huge variety of naming conventions that are very different from one mixing solution to the next. The third-party market does not suffer so much from the differing terminology as there are only a couple of leading solutions on the market, both with similar terminology.

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Over the coming years, there will certainly be a more established vernacular for interactive mixing. Terms such as snapshots (sound modes), side-chains (auto ducking), ducking, buses, defaults, overrides, events and hierarchical descriptions like parents and children will become more established and solid -- referring to specific interactive mixing contexts. Once this happens, a lot more creative energy can be spent in using and combining these features in creative ways, rather than worrying about what they are called and explaining them and their functionality to others.

Mapping to Hardware Control Surfaces & Specially Designed Control Surfaces

The world of post-production mixing is all about taking your project to a reference level studio and sitting down in front of a mixing board and tweaking levels using a physical control panel. The days of changing the volumes of sounds or channels using a mouse pointer on a screen, or worse, a number in a text document, are almost behind us.

The ability to be able to hook up the audio tools to a hardware control surface, such as the Mackie Control Pro, via MIDI, have enabled physical tactile control of game audio levels and have opened up the world of video game mixing to professional mixers from the world of motion picture mixing.

There are several big players in the control surface market, all of which have their own communication protocols, such pro film devices like Digidesign's Pro-Control line of mixing boards, not to mention Neve products, have a presence in the majority of the world's finest studios. Once access to these control surfaces is unlocked by video game mixing tools, a huge leap will be made into the pro audio world.

Right now, it is still quite an intense technical and scheduling challenge to mix a game at a Hollywood studio, hauling proprietary mixing tech and consoles (such as Mackie controls) along to the studio in question. The ability to mix a game on a sound stage in the world's best post-production environments, without having to compromise the control surface, will enable huge shifts in the quality and nuances of mixing artistry.

Again, the technology is only the facilitator to the artistic and creative elements that will become available. Putting video game sound mixes into the hands of Hollywood sound personnel and facilities will allow a really interesting merging of audio talent from the worlds of video game and movie post production.

Of course there may also emerge a need for a very customizable "game-only" mixing surface, which accommodates many of the parameters and custom control objects that I have described. Something along the lines of the JazzMutant multi-touch Dexter control surface, which can easily display 3D sound sources and allow quick and complex editing of EQ or fall-off curves, may actually end up leading the way in this kind of mixing and live tuning environment.

Specialized Game Mixers (for-hire personnel)

Once the technology and terminology is in place and is well understood by game sound designers and mixers, it will only be a matter of time before real masterpieces of video game sound mixing begin to emerge. It is only when the technical limitations have been effaced and effective and graceful mixing / tuning systems are in place that artistic elements can be more freely explored.

Ultimately, the mix of a game should be invisible to the consumer. They should not recognizably hear things being "turned down" or changing volume, in much the same way as a convincing movie score or sound design does not distract you from the story. The mix is ultimately bound by these same rules -- to not get in the way of storytelling.

Ironically for games, the hardest scenes to mix in movies are prolonged action scenes, and to some extent many video games boil down to one long protracted fire-fight. The focus of attention changes constantly and mixing needs to help the player to navigate this quickly changing interactive world by focusing on the right thing at the right time, be that elements of dialogue, sound effects or music.

It is easy, then, to envisage a situation where a specialized game mixer is brought on to a project near to the end of development to run the post-production and to mix the game. As a fresh and trusted pair of ears, this person will not only be able to finesse all the technical requirements of a mix such as reference output levels and internal consistency, but will also work with the game director and sound director on establishing point-of-view and sculpting the mix to service the game-play and storytelling.

Industry Recognition for Game Mixes

In order for video game mixes to be recognized and held up as examples of excellence, there need to be audio awards given out for 'best mix' on a video game. The Academy Awards, for instance, recognize only two sound categories, Sound Editing and Sound Mixing, which should encourage those awards ceremonies wanting parity with Hollywood.

Once awards panels begin to recognize the artistry and excellence in the field of mixing for games, there will be greater incentive for developers to invest time and energy in the mix .

Unforeseen Developments: Game Audio Culture

As with any speculative writing, there is always some completely left-field factor, either technological or artistic, that cannot ever be predicted. I am certain that some piece of technology or some innovation in content will also come along, either in film sound, in game sound or from a completely different medium all together, that will influence the technological and artistic notions of what a great game mix will be.

Often it is a revolutionary movie, such as Apocalypse Now or Eraserhead, that redefines the scope and the depth to which sound can contribute to the story-telling medium, the repercussions of which are still being felt in today's media.

These are areas that I like to define as game or film "sound culture" -- often enabled by technology, such as Dolby, but pushed in an extreme direction by storytellers. These are the kinds of games that I expect to emerge over the next 10 years given the technological shifts that are occurring today, essentially: game audio culture defining experiences.

Notes:

(1) "The Hollywood listener is bestowed with an aural experience which elevates him/her to a state which may be defined as the super-listener, a being (not to be found in nature) able to hear sounds that in reality would not be audible or would sound substantially duller" from Sergi, Gianluca (1999), 'The Sonic Playground: Hollywood Cinema and its Listeners', http://www.filmsound.org/articles/sergi/index.htm Accessed 1st April 2009

 
Article Start Previous Page 5 of 5
 
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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