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Mixing and Mastering Music and Sound for Games
Price $5.95
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SKU GDC-04-038
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Description
Mixing and Mastering Music and Sound for Games,
2077

Audio, Panel

Alan Howarth
,

Buzz Burrowes
Audio Director, SCEA

Jack Wall
Composer/Producer,

Scott Gershin
,

Simon Pressey
Audio Director, UbiSoft Montreal
How do you make a sound pop out of speakers, especially small ones? What's the best way to make the aural mix of your game the most real? How about the most surreal? How do you mix and master music and sound specifically for games?

It is becoming increasing apparent that a quality mix of audio elements is an essential part of any well designed game. This panel, consisting of experts in the field of recording engineering, mixing and mastering, coming together to answer these questions and many more. Their unique points of view of mixing and mastering in the fields of music and film are offered as guidelines for the same in games. Of course, a main focus is the differences inherent in this relatively new medium where sonic quality is exploding with each newly released title.

Topics covered in the presentation are:
Secrets of the "perfect" mix
Mixing for the small screen
5.1 mixing
Special effects and when to use them
What are the best methods for blending VO, SFX, and music in a linear, pre-rendered cinematic
Importance of mixing tools (console, speakers, etc.) and environment
Relative volume, space and dynamics (it's OK to be quiet now and then)
Mastering: what is it? Do you need it?
Working with others when the mix is generated from the game audio engine.

Mixing is one of those disciplines where craft meets art. The panel presents multiple ways of achieving that much desired and necessary outcome, a superbly mixed game.

Audience members leave with knowledge of mixing and mastering techniques. They also form a part of a much larger discussion about the importance of relative volumes, space, and dynamics in order to make a more dramatic entertainment experience for the gamer.

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