AES 2008 - Interactive Mixing Lecture

April 28, 2009

MP3 Audio: AES Mixing Lecture (17.59mb) Download

By: Rob Bridgett

Tags: audio, game sound, games, lecture, mixing

In video game development, audio postproduction is still a concept that is frowned upon and frequently misunderstood. Audio content often still has the same cut-off deadlines as visual and design content, allowing no time to polish the audio or to reconsider the sound in context of the finished visuals. This tutorial talks about ways in which video game audio can learn from the models of postproduction sound in cinema, allotting a specific time at the end of a project for postproduction sound design, and perhaps more importantly, mixing and balancing all the elements of the soundtrack before the game is shipped. This tutorial will draw upon examples and experience of postproduction audio work we have done over the last two years such as mixing the Scarface game at Skywalker Sound and also more recent titles such as Prototype. The tutorial will investigate:

Why cutting off sound at the same time as design and art doesn't work
Planning and preparing for postproduction audio on a game
Real-time sound replacement and mixing technology (proprietary and middleware solutions)
Interactive mixing strategies (my game is 40+ hours long, how do I mix it all?)
Building/equipping a studio for postproduction game audio.


Comments

  1. طيور الجنة

    rwehyer btrh

    Why cutting off sound at the same time as design and art doesn't work

    April 26, 2012

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sound design for the moving image / interactive media

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