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Conference Paper

Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution

Authors: Christiansen, Mikkel

AES Conference: 49th International Conference: Audio for Games · Paper W2-4 · February 2013

Abstract

The collaboration between game events and sound setup has previously been handle by programmers following the wishes of the sound designer. By introducing the proprietary engine G2 IO Interactive allow the artist to freely work by using high-level graphical programming environment, known from programs like MAX/MSP and PD. Using this approach allows the artist to create interdisciplinary workflows and thereby secure consistency between all game elements such as gameplay, FX and sound design. G2 allows the sound designer to freely do adaptive and interactive mixing and sound setups, which is the foundation in our attempt to create the living, breathing world.

Details

Published in
AES Conference: 49th International Conference: Audio for Games
Paper number
W2-4
Publication date
February 6, 2013
Session subject
Game Music Systems
Affiliation
IO Interactive, Copenhagen, Denmark (See document for exact affiliation information.)
Type
Conference Paper