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Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe.

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Presentation on theme: "Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe."— Presentation transcript:

1 Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

2 Introduction What Is Mixing? Getting The Tools Monitoring Case Studies Summary Overview

3 Lots of money spent on recording/acquiring audio assets Implementation of those assets is just as important In the past, mixing has not been given enough attention Introduction

4 The technical answer: Achieving clarity The artistic answer: Focusing and manipulating the player What Is Mixing?

5 Active Mixing –Triggering changes in the mix through in-game events Passive Mixing –Routing and the configuration of dynamics processors and how they interact with each other What Is Mixing?

6 Prioritization of Sound Effects Effective Sub-Grouping The ability to save mixer snapshots and recall them via in-game events Dynamics processors Getting The Tools

7 Routing Example

8 Ideally, you should mix your game in a critical listening environment If you don’t have a suitable room, hire one! Consumer surround systems are very variable. Monitoring

9 Case Studies

10 Case Study 12 Vehicles 12 Surfaces Mix states for each type of event (i.e. Heavy Collision) Configurable transition times between states

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12 Case Study Maximum of 192 Voices Maximum of 31 Subgroups 3 main mix groups: Music/Dialogue/SFX Mixer zones specified within Maya correspond to mixer snapshots Cutscenes have their own mixer snapshots

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14 Summary A good mix is extremely important Mixing = clarity and focus Invest in the right tools Monitor in an accurate environment


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