M. Christiansen, “Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution,” in Proc. AES Conference: 49th International Conference: Audio for Games, Feb. 2013, Paper W2-4. [Online]. Available: https://aes.org/publications/elibrary-page/?id=16662
Christiansen M. Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution. In: AES Conference: 49th International Conference: Audio for Games. Audio Engineering Society; 2013. Paper W2-4. Available from: https://aes.org/publications/elibrary-page/?id=16662
@inproceedings{Christiansen2013_16662,
author = {Christiansen, Mikkel},
title = {{Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution}},
booktitle = {AES Conference: 49th International Conference: Audio for Games},
note = {Paper W2-4},
year = {2013},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=16662}
}
TY - CPAPER
TI - Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution
AU - Christiansen, Mikkel
T2 - AES Conference: 49th International Conference: Audio for Games
M1 - Paper W2-4
PY - 2013
DA - 2013/02/06
UR - https://aes.org/publications/elibrary-page/?id=16662
PB - Audio Engineering Society
LA - en
AB - 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.
ER -