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Convention Paper

Interactive Mixing of Game Audio

Authors: Schmidt, Brian

AES Convention 115 · Paper 5857 · October 2003

Abstract

As interactive audio soundtracks mature, they become more and more complex. It's not uncommon for games to support tens of thousands of lines of dialog, hundreds of music cues, dozens of ambiences and thousands of individual sound effects. The mixing of all these audio elements presents a unique challenge. Unlike linear media, 'mixing' of interactive audio happens as they game is being played, not ahead of time. Therefore, existing traditional post-productions techniques do not necessarily apply. This paper will discuss some of the unique challenges associated with mixing interactive audio content, including trying to determine what exactly is meant by 'mixing' game audio in the first place.

Details

Published in
AES Convention 115
AES Convention
115
Paper number
5857
Publication date
October 6, 2003
Session subject
Audio for Games
Affiliation
Microsoft Corporation, Redmond, WA (See document for exact affiliation information.)
Type
Convention Paper