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

Mixing It UpThe Last Great Challenge For Game Audio

Garry TaylorAudio/Video Manager

Sony Computer Entertainment Europe

Page 2: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

• Introduction

• What Is Mixing?

• Getting The Tools

• Monitoring

• Case Studies

• Summary

Overview

Page 3: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

• 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

Page 4: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

The technical answer:

• Achieving clarity

The artistic answer:

• Focusing and manipulating the player

What Is Mixing?

Page 5: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

• 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?

Page 6: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

• 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

Page 7: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

Routing Example

Page 8: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

• 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

Page 9: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

Case Studies

Page 10: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

Case Study

• 12 Vehicles

• 12 Surfaces

• Mix states for each type of event (i.e. Heavy Collision)

• Configurable transition times between states

Page 11: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe
Page 12: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

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

Page 13: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe
Page 14: Mixing It Up The Last Great Challenge For Game Audio Garry Taylor Audio/Video Manager Sony Computer Entertainment Europe

Summary

• A good mix is extremely important

• Mixing = clarity and focus

• Invest in the right tools

• Monitor in an accurate environment