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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.
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
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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.