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	<title>Game Audio CogitationsGame Audio Cogitations</title>
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	<link>http://www.earcom.net/thoughts</link>
	<description>Paul Weir&#039;s Random Thoughts on Game Audio</description>
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		<title>Music for Jon Ronson&#8217;s TED Talk</title>
		<link>http://www.earcom.net/thoughts/?p=61</link>
		<comments>http://www.earcom.net/thoughts/?p=61#comments</comments>
		<pubDate>Fri, 02 Mar 2012 12:35:03 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Event]]></category>
		<category><![CDATA[MP3]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=61</guid>
		<description><![CDATA[Jon Ronson gave a fascinating talk at TED 2012 based around his book, The Psychopath Test. With TED going all what we used to call &#8216;multimedia&#8217; this year, Jon wanted to include sound and visuals behind his talk so through Julian Treasure, an experienced TED hand, I made the music and sound design with Evan Grant supplying the excellent visuals. Given the time schedule it was a rush job, it sounds a bit &#8216;MIDI&#8217; in places (those damn pizzicato strings &#8230; <a href="http://www.earcom.net/thoughts/?p=61">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Jon Ronson gave a fascinating talk at TED 2012 based around his book, The Psychopath Test. With TED going all what we used to call &#8216;multimedia&#8217; this year, Jon wanted to include sound and visuals behind his talk so through Julian Treasure, an experienced TED hand, I made the music and sound design with Evan Grant supplying the excellent visuals.</p>
<p style="text-align: center;"><a href="http://www.earcom.net/thoughts/wp-content/uploads/2012/03/ted2012_057368_d31_0626_600.jpg"><img class="aligncenter size-full wp-image-62" title="Jon Ronson's TED talk - 2012" src="http://www.earcom.net/thoughts/wp-content/uploads/2012/03/ted2012_057368_d31_0626_600.jpg" alt="" width="600" height="399" /></a></p>
<p style="text-align: left;">Given the time schedule it was a rush job, it sounds a bit &#8216;MIDI&#8217; in places (those damn pizzicato strings &#8211; yes I&#8217;m looking at you East West Symphonic Orchestra) but here&#8217;s a mix of the music:</p>
<p style="text-align: left;"><a title="Jon_Ronson_TED_Music.mp3" href="http://www.earcom.net/files/Jon_Ronson_TED_Music.mp3">MP3 &#8211; The Psychopath Test Music &#8211; TED 2012</a></p>
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		<item>
		<title>Somewhere Between Sound Design and Music</title>
		<link>http://www.earcom.net/thoughts/?p=59</link>
		<comments>http://www.earcom.net/thoughts/?p=59#comments</comments>
		<pubDate>Sun, 22 Jan 2012 23:30:56 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=59</guid>
		<description><![CDATA[I&#8217;m giving a talk on how I approach the making of sounds at the BFI on January 27th. Better make it a good one given the quality of the other speakers! http://www.screenedmusic.co.uk/masterclasses/ This is what I&#8217;m going to attempt to talk on: Don&#8217;t rely on pre-rolled synthesiser patches to create your ambiances and tones, using often cheap and lo-fi techniques can create in some wonderfully original textures. This talk will demonstrate a variety of techniques and approaches for creating ambient &#8230; <a href="http://www.earcom.net/thoughts/?p=59">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m giving a talk on how I approach the making of sounds at the BFI on January 27th. Better make it a good one given the quality of the other speakers!</p>
<p><a href="http://www.screenedmusic.co.uk/masterclasses/" target="_blank">http://www.screenedmusic.co.uk/masterclasses/</a></p>
<p>This is what I&#8217;m going to attempt to talk on:</p>
<p>Don&#8217;t rely on pre-rolled synthesiser patches to create your ambiances and tones, using often cheap and lo-fi techniques can create in some wonderfully original textures. This talk will demonstrate a variety of techniques and approaches for creating ambient tones, including contact microphones, granular synthesis and generative audio.</p>
<p>Topics will include:</p>
<ul>
<li>Creating music from the sounds that surround us</li>
<li>Using audio editors to shape sound</li>
<li>The Science of <em>Alchemy</em></li>
<li>Generative audio techniques</li>
</ul>
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		<item>
		<title>Ambient Music Fights Crime</title>
		<link>http://www.earcom.net/thoughts/?p=54</link>
		<comments>http://www.earcom.net/thoughts/?p=54#comments</comments>
		<pubDate>Thu, 19 Jan 2012 02:14:25 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=54</guid>
		<description><![CDATA[An interesting article about how a generative soundscape incorporating bird song that I made last year might be helping to reduce crime in the city of Lancaster, California. http://online.wsj.com/article/SB10001424052970203721704577157512700171698.html]]></description>
			<content:encoded><![CDATA[<p>An interesting article about how a generative soundscape incorporating bird song that I made last year might be helping to reduce crime in the city of Lancaster, California.</p>
<p><a href="http://online.wsj.com/article/SB10001424052970203721704577157512700171698.html">http://online.wsj.com/article/SB10001424052970203721704577157512700171698.html</a></p>
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			<wfw:commentRss>http://www.earcom.net/thoughts/?feed=rss2&#038;p=54</wfw:commentRss>
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		<item>
		<title>Audio Production Guidelines for Video Recordings</title>
		<link>http://www.earcom.net/thoughts/?p=49</link>
		<comments>http://www.earcom.net/thoughts/?p=49#comments</comments>
		<pubDate>Mon, 26 Sep 2011 08:42:24 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Guidelines]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=49</guid>
		<description><![CDATA[I sometimes do some mixing and editing for corporate videos and was asked to come up with a set of audio production guideline when recording sound during filming, since the existing guidelines were clearly written for an age of analogue production. Below were my suggestions, I&#8217;m sure they&#8217;re not complete so any further suggestions would be appreciated. Audio should be recorded uncompressed at 48khz, 16 or 32 bit is acceptable. Dialogue recording should average at -12dB with peaks no higher &#8230; <a href="http://www.earcom.net/thoughts/?p=49">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I sometimes do some mixing and editing for corporate videos and was asked to come up with a set of audio production guideline when recording sound during filming, since the existing guidelines were clearly written for an age of analogue production. Below were my suggestions, I&#8217;m sure they&#8217;re not complete so any further suggestions would be appreciated.</p>
<ul>
<li><span style="font-family: 'Times New Roman';">Audio should be recorded uncompressed at 48khz, 16 or 32 bit is acceptable.</span></li>
<li><span style="font-family: 'Times New Roman';">Dialogue recording should average at -12dB with peaks no higher than -3dB</span></li>
<li><span style="font-family: 'Times New Roman';">Background noise, room ambience and acoustics must be kept to a minimum. </span></li>
<li><span style="font-family: 'Times New Roman';">Thirty seconds of pure background noise should always be recorded as a wild track using the same microphones and positions as the interviewee.</span></li>
<li><span style="font-family: 'Times New Roman';">Suitable microphone options will be dependent on the recording environment however a good quality lavalier microphone or a directional (hypercardioid) microphone should be the standard options for interior recording. Recording simultaneously using both a lav and hypercardioid is recommended across two mono tracks, the two tracks should never be mixed down during recording. Exterior recordings should be free from wind noise and may require the use of different microphones, such as shotgun mics.</span></li>
<li><span style="font-family: 'Times New Roman';">The recordings should be free of clothing rustles and obvious sibilance.</span></li>
<li><span style="font-family: 'Times New Roman';">If level metering is not available when recording direct to camera, a portable mixer with accurate metering should be used.</span></li>
<li><span style="font-family: 'Times New Roman';">If recording to an external medium (such as a portable digital recorder), sync code should be used. If sync code is not available then a lining up tone or clapper board should be used.</span></li>
<li><span style="font-family: 'Times New Roman';">Compression should not be used during recording and limiting should only be used to control the very loudest peaks and should not be audible.</span></li>
<li><span style="font-family: 'Times New Roman';">During recording no distortion or other audio artefacts should be present.</span></li>
<li><span style="font-family: 'Times New Roman';">When mixing it is advised to monitor at -79dB reference level (DVD mix level standard) across studio quality speakers and not headphones.</span></li>
<li><span style="font-family: 'Times New Roman';">Compression during mixing should be used sensitively to maintain a dynamic range and should not be noticeably audible.</span></li>
<li><span style="font-family: 'Times New Roman';">Please take particular care that dialogue clarity is maintained when mixing to music, the focus should always be on the intelligibility of speech.</span></li>
<li><span style="font-family: 'Times New Roman';">The audio should be in sync with the picture at final delivery.</span></li>
<li><span style="font-family: 'Times New Roman';">With the proliferation of delivery mediums it is recognised that mastering levels can vary considerably. For web or DVD playback, the audio should be mixed to -20dBfs as average and have transient peaks no higher than -3dfs. It is suggested to follow the EBU R128 mix guidelines (<a href="http://tech.ebu.ch/loudness"><span style="color: #0066cc;">http://tech.ebu.ch/loudness</span></a> ). Under no circumstances should audio be allowed to reach 0dBfs. Delivery across other mediums (such as broadcast) will require different mix levels and metering (such as PPM metering).</span></li>
<li><span style="font-family: 'Times New Roman';">If the delivery medium uses compressed audio, wherever possible the bit rate should be high enough to allow for no noticeable compression artefacts.</span></li>
</ul>
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		<title>Montreal International Games Summit 2011</title>
		<link>http://www.earcom.net/thoughts/?p=43</link>
		<comments>http://www.earcom.net/thoughts/?p=43#comments</comments>
		<pubDate>Wed, 31 Aug 2011 23:32:06 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Event]]></category>
		<category><![CDATA[Generative Music]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=43</guid>
		<description><![CDATA[I&#8217;ll be speaking on generative music, related to the talk I gave at GDC earlier in the year, at the Montreal International Games Summit on November 1st. http://sijm.ca/2011/msconference/changing-times-the-benefits-of-using-generative-music-in-games It&#8217;s the first time MIGS has run an audio day so I hope it goes well for them. Here&#8217;s the summary: &#160; Changing Times:  The Benefits of Using Generative Music In Games Presented by Paul WeirAudio Director, Composer &#38; Sound DesignerEidos Montreal November 1st11:15 &#8211; 12:15Room : Jacques-Cartier Audio track presented by Steinberg &#8230; <a href="http://www.earcom.net/thoughts/?p=43">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll be speaking on generative music, related to the talk I gave at GDC earlier in the year, at the Montreal International Games Summit on November 1st.</p>
<p><a href="http://sijm.ca/2011/msconference/changing-times-the-benefits-of-using-generative-music-in-games">http://sijm.ca/2011/msconference/changing-times-the-benefits-of-using-generative-music-in-games</a></p>
<p>It&#8217;s the first time MIGS has run an audio day so I hope it goes well for them. Here&#8217;s the summary:</p>
<p>&nbsp;</p>
<div>Changing Times:  The Benefits of Using Generative Music In Games</div>
<p>Presented by Paul WeirAudio Director, Composer &amp; Sound DesignerEidos Montreal</p>
<p>November 1st11:15 &#8211; 12:15Room : Jacques-Cartier</p>
<p>Audio track presented by Steinberg and Yamaha Canada Music.</p>
<p>Generative music brings tremendous benefits for creating a non-repetitive and reactive soundtrack within games, yet there are very few titles that have incorporated this technology. This talk will debate the problems with using traditional music forms in games, presents generative music within a theoretical framework and show the system we have developed at Eidos Montreal for the new Thief title, along with tips for best practice when working with generative systems.</p>
<p><strong>Learning Objectives</strong><strong></strong></p>
<p>- Understand how generative music can enhance the user experience.<br />
- Show a fully functioning generative system that is suitable for a game environment.<br />
- Discuss the implications for the composer when working with generative music.</p>
<p>&nbsp;</p>
<div>
<div><img title="Paul-Weir" src="http://sijm.ca/2011/wp-content/uploads/2011/08/Paul-Weir-150x127.jpg" alt="Paul-Weir" width="150" height="127" /></div>
</div>
<div><strong>About Paul Weir</strong>I&#8217;m a London-based sound designer, composer and voice director and have worked on over forty games along with film, television, radio and installation production. I regularly lecture on music and sound design for games. Through my company Earcom, I&#8217;m the Audio Director, Composer and Sound Designer for Eidos Montreal&#8217;s new Thief title. Unusually for a major title, I&#8217;m responsible for creating all of the audio content for the game and for ensuring that the audio is fully represented within the overall game design. Previous projects include the games Lego Harry Potter, Lego Batman, Pure, Juiced 2, Ghost Master, Warrior Kings, Ghost Rider, Crime Life, Discworld Noir and many others. I&#8217;m well versed in using Wwise and FMOD and often have custom tools built for my game projects. Other work includes The Adventures of Sexton Blake (BBC Radio 2), Warner Breaks TV campaign, Tiscali TV idents and the films Book of Blood, Stagknight and An American Haunting. I have extensive experience with interactive and generative music systems in games, I am also the leading commercial generative soundscape composer having created in-store music for organisations such as BAA, Tesco and Intercontinental Hotels.</div>
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		<item>
		<title>Montreal Game Audio Mini Con &amp; Drinks</title>
		<link>http://www.earcom.net/thoughts/?p=38</link>
		<comments>http://www.earcom.net/thoughts/?p=38#comments</comments>
		<pubDate>Fri, 15 Jul 2011 09:52:45 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=38</guid>
		<description><![CDATA[Join us after work on the 28th for a bracing evening of short talks given by leading game audio industry professionals followed by a relaxing drink. When: Thursday 28th July Where: Conference Room, Hotel Zero 1 (01 René-Lévesque Blvd. East) Time: 6.30pm, presentations 7.00pm &#8211; 8.30pm then drinks Entry: $6, price includes drinks Speaking will be representatives from  Eidos Montreal, Montreal University, Audiokinetic and others. The short talks will cover topics such as the challenges in using convolution to create &#8230; <a href="http://www.earcom.net/thoughts/?p=38">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Join us after work on the 28th for a bracing evening of short talks given by leading game audio industry professionals followed by a relaxing drink.</p>
<p>When: <strong>Thursday 28th July</strong></p>
<p><strong></strong>Where: <strong>Conference Room, Hotel Zero 1 (01 René-Lévesque Blvd. East)</strong></p>
<p><strong></strong>Time: <strong>6.30pm, presentations 7.00pm &#8211; 8.30pm then drinks</strong></p>
<p><strong></strong>Entry: <strong>$6, price includes drinks</strong></p>
<p>Speaking will be representatives from  Eidos Montreal, Montreal University, Audiokinetic and others. The short talks will cover topics such as the challenges in using convolution to create outdoor effects, the use of obstruction and occlusion, experiences in teaching game audio, Wwise&#8217;s roadmap and audio tips from the front line when working on AAA titles.</p>
<p>As places are limited, please drop us an email so we have an idea as to numbers and feel free to let other audio people know.</p>
<p>UPDATE:</p>
<p>We&#8217;re fully booked now, but drop us a line anyway if you still want to come in case others can&#8217;t make it.</p>
<p>UPDATE 2:</p>
<p>It was an interesting evening, plenty of variety in the topics discussed and a good chance to get together. We still need to find the ideal venue but hopefully we&#8217;ll do it again next year.</p>
<p style="text-align: center;"><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/montreal_game_audio_evening_1.jpg"><img class="aligncenter size-large wp-image-47" title="GE DIGITAL CAMERA" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/montreal_game_audio_evening_1-1024x768.jpg" alt="" width="614" height="461" /></a></p>
<p style="text-align: center;">
<p style="text-align: center;"><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/montreal_game_audio_evening_4.jpg"><img class="aligncenter size-large wp-image-48" title="GE DIGITAL CAMERA" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/montreal_game_audio_evening_4-1024x768.jpg" alt="" width="614" height="461" /></a></p>
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		<item>
		<title>Back to Montreal</title>
		<link>http://www.earcom.net/thoughts/?p=35</link>
		<comments>http://www.earcom.net/thoughts/?p=35#comments</comments>
		<pubDate>Sun, 10 Jul 2011 20:44:37 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=35</guid>
		<description><![CDATA[As audio director on the new Thief game, I have the pleasure if visiting Montreal every few months. This time a few of us are trying to organise an evening for game audio people, consisting of short presentations followed by a drink, more information shortly. As I try and make the most of my time when in the city, it&#8217;s always a real pleasure to meet other audio people, so if anyone is up for a drink, drop me a mail.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/small_flag_of_canada.gif"><img class="aligncenter size-full wp-image-36" title="small_flag_of_canada" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/07/small_flag_of_canada.gif" alt="" width="107" height="54" /></a></p>
<p>As audio director on the new Thief game, I have the pleasure if visiting Montreal every few months. This time a few of us are trying to organise an evening for game audio people, consisting of short presentations followed by a drink, more information shortly.</p>
<p>As I try and make the most of my time when in the city, it&#8217;s always a real pleasure to meet other audio people, so if anyone is up for a drink, drop me a mail.</p>
]]></content:encoded>
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		<item>
		<title>Aalto Game Audio Symposium &#8211; Slides</title>
		<link>http://www.earcom.net/thoughts/?p=31</link>
		<comments>http://www.earcom.net/thoughts/?p=31#comments</comments>
		<pubDate>Wed, 01 Jun 2011 21:24:04 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Event]]></category>
		<category><![CDATA[Generative Music]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=31</guid>
		<description><![CDATA[Well done to all the organisers for the first Finnish game audio conference. It was a packed day and it was great to be involved and get to see Helsinki. I learnt how polite and reserved the Finnish people are, indeed how do you tell the difference between an introverted Finn and an extroverted one? The introverted Finn will look at his feet when he speaks to you, the extrovert will look at your feet (thanks to a Brit for &#8230; <a href="http://www.earcom.net/thoughts/?p=31">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/06/agarV21.gif"><img class="aligncenter size-full wp-image-32" title="agarV21" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/06/agarV21.gif" alt="" width="483" height="306" /></a></p>
<p>Well done to all the organisers for the first Finnish game audio conference. It was a <a href="https://blogs.aalto.fi/agar/program-2/" target="_blank">packed day</a> and it was great to be involved and get to see Helsinki. I learnt how polite and reserved the Finnish people are, indeed how do you tell the difference between an introverted Finn and an extroverted one? The introverted Finn will look at his feet when he speaks to you, the extrovert will look at <strong>your</strong> feet (thanks to a Brit for that one).</p>
<p>Click on the title below to download the slides from the presentation I gave:</p>
<h2><a href="http://www.earcom.net/thoughts/files/aalto_2011_slides - generative music.pdf" target="_blank">Changing Times – The Benefits of Generative Music within Games</a></h2>
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		<title>What&#8217;s Wrong With Game Music</title>
		<link>http://www.earcom.net/thoughts/?p=28</link>
		<comments>http://www.earcom.net/thoughts/?p=28#comments</comments>
		<pubDate>Tue, 10 May 2011 23:54:52 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Opinion]]></category>
		<category><![CDATA[opinion]]></category>

		<guid isPermaLink="false">http://www.earcom.net/thoughts/?p=28</guid>
		<description><![CDATA[What&#8217;s Wrong With Game Music? In his 1944 film &#8216;Lifeboat&#8217;, Hitchcock was not keen on using music, where would the music come from in the middle of an ocean? The composer David Raksin&#8217;s response was &#8220;Go back and ask him where the camera comes from and I&#8217;ll tell him where the music comes from!&#8221; We seem to rarely get to even that level of analysis when discussing game music, will there ever be a point at which it can be &#8230; <a href="http://www.earcom.net/thoughts/?p=28">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<h1>What&#8217;s Wrong With Game Music?</h1>
<p><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/05/broken-music-score.gif"><img class="aligncenter size-medium wp-image-29" title="broken-music-score" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/05/broken-music-score-300x192.gif" alt="" width="300" height="192" /></a></p>
<p>In his 1944 film &#8216;Lifeboat&#8217;, Hitchcock  was not keen on using music, where would the music come from in the middle of an ocean? The composer David Raksin&#8217;s response was &#8220;Go back and ask him where the camera comes from and I&#8217;ll tell him where the music comes from!&#8221;</p>
<p>We seem to rarely get to even that level of  analysis when discussing game music, will there ever be a point at which it can be taken seriously?</p>
<p>From the dawn of film, serious composers were quick to engage with the medium, even if it was to earn a fast buck. With many of the early composers coming from progressive German schools, film music quickly matured.</p>
<p>Whilst games are part of a wider debate about art forms, asking the question about the music feels pretentious, possibly justifiably as there are some significant factors holding back its development.</p>
<p>One of these is that there&#8217;s still a widespread view that games are required to have music slapped everywhere, without stepping back to consider whether the music is warranted. Omnipresent music quickly dulls the senses, we become so used to it being there that it becomes wallpaper. The lack of dramatic range, of pacing out the music through the game, leads to a great lose of impact.</p>
<p>In film, sound designers and composers like to deliver 100% of the experience. Sound designers often work on a film without music, entirely filling it with sound.  The composer similarly works without effects to deliver their emotional punch completely through the music. The magic of the film mix process is to tease out each element, there&#8217;s a filtering process where the mixer and director breath shape to the soundtrack.</p>
<p>Games similarly like to have 100% effects, if it  moves, slap a sound on it. Too frequently there&#8217;s a shopping list mentality of ticking boxes in a spreadsheet for every sound that needs to be created. The composer, not  wanting to get left behind, frequently writes over-dense music that&#8217;s designed for the biggest impact (feel the anvil love). Films are rarely able to develop the music and sound effects together but we have the wonderful opportunity of creating a relationship between the two, making them work as partners and blurring the line between sound design and music.</p>
<p>Films do have something we may never convincingly obtain in games, that of psychology. The composer Bernard Hermann&#8217;s great innovation was to reflect musically the inner life of a character, to create layers of meaning through the music. Until we can better empathise with game characters, the default position is to write music that&#8217;s overly literal and crudely descriptive, with little space for the abstract.</p>
<p>The language of sound is also notoriously tricky, communicating intentions to a team can be difficult without a strong creative figure to lead the vision. Most composers I&#8217;m sure would kill to be more experimental but with rare notable exceptions, the combination of design by committee and a low risk mentality works against innovation.</p>
<p>That&#8217;s then the problem, but what&#8217;s encouraging are recent titles that try for something different. To change the outcome, change the process. Having worked with a lot of generative music systems I&#8217;ve found them useful for forcing the composer to approach composition from a more state or mood basis, where timbre is even more important than usual. Moving away from a traditional sequencer gives a different perspective, generative music shifts the focus to be less on the fine detail and more on the general impression. Whilst Dead Space uses traditional linear music cues, Jason Grave&#8217;s compositional work process, of using orchestral noise-based samples and randomly triggering them, is similar to generative music, which helps to create a distinctive score.</p>
<p>Strong ideas need a strong leader. The audio director is central and it&#8217;s unforgivable that on large scale titles an audio equivalent of an art director can still be optional. There have been several recent major titles that have excellent individual audio elements but could have tied them together and taken them in a more interesting direction with an audio director. It&#8217;s difficult to have a vision without anyone to communicate that vision.</p>
<p>One of the jobs of the audio director is to ensure that audio is thoroughly embedded within the overall game design. The audio and design departments need to collaborate, design quandaries may have audio solutions. The music should be such an essential part of the game that turning it off, like with a horror film, makes the experience so flat it&#8217;s worthless, the obvious example being Limbo.</p>
<p>I hope one day game music will be mature enough to be able to read books that analyse its meaning without the idea seeming quite so absurd. When will game music be taken seriously? When we start to write serious music for games.</p>
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		<title>Mixing for Games &#8211; AMPS Panel Discussion</title>
		<link>http://www.earcom.net/thoughts/?p=4</link>
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		<pubDate>Mon, 02 May 2011 00:51:14 +0000</pubDate>
		<dc:creator>paulw</dc:creator>
				<category><![CDATA[Event]]></category>
		<category><![CDATA[MP3]]></category>
		<category><![CDATA[Sound Design]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[mp3]]></category>
		<category><![CDATA[Sound design]]></category>

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		<description><![CDATA[Sound Mixing for Video Games, Thursday, April 28th, London &#160; Through AMPS (The Association of Motion Picture Sound) we had an informal panel discussion covering the common issues regarding mixing for games. The event brought together game and film audio people and topics discussed included carrying the emotional element through a game mix, the ways in which film post-production is merging with game audio, mix technology and the lack of standards. Many thanks to Barney, Andrew and Alex for participating and for &#8230; <a href="http://www.earcom.net/thoughts/?p=4">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<h2 style="text-align: left;"><strong>Sound Mixing for Video Games, Thursday, April 28th, London</strong></h2>
<p><strong><br />
</strong></p>
<div id="attachment_13" class="wp-caption aligncenter" style="width: 504px"><a href="http://www.earcom.net/thoughts/wp-content/uploads/2011/04/amps_panel_mixing1.jpg"><img class="size-large wp-image-13 " title="AMPS panel discussion on game mixing" src="http://www.earcom.net/thoughts/wp-content/uploads/2011/04/amps_panel_mixing1-1024x632.jpg" alt="" width="494" height="305" /></a><p class="wp-caption-text">Barney Pratt - Paul Weir - Andrew Barnabas - Alex Joseph</p></div>
<p>&nbsp;</p>
<p style="text-align: justify;">Through <a href="http://www.amps.net">AMPS</a> (The Association of Motion Picture Sound) we had an informal panel discussion covering the common issues regarding mixing for games. The event brought together game and film audio people and topics discussed included carrying the emotional element through a game mix, the ways in which film post-production is merging with game audio, mix technology and the lack of standards.</p>
<p>Many thanks to Barney, Andrew and Alex for participating and for the audience for asking questions.</p>
<p>&nbsp;</p>
<p>Download or stream a recording of the event (56mb / 59 minutes long) by clicking below:</p>
<h2><span style="color: #800000;"><a href="http://www.earcom.net/files/blogaudio/AMPS_Game_Audio_Mixing.mp3">Game Mixing Panel Discussion Recording</a></span></h2>
<p>&nbsp;</p>
<p>Some linkys of interest:</p>
<address><a href="http://www.gamasutra.com/view/feature/4025/the_future_of_game_audio__is_.php">www.gamasutra.com/view/feature/4025/the_future_of_game_audio__is_.php</a></address>
<address> </address>
<address><a href="http://www.gameaudiopodcast.com/?p=210">www.gameaudiopodcast.com/?p=210</a> </address>
<address><a href="http://www.slideshare.net/aclerwall/how-high-dynamic-range-audio-makes-battlefield-bad-company-go-boom-1292018">www.slideshare.net/aclerwall/how-high-dynamic-range-audio-makes-battlefield-bad-company-go-boom-1292018</a></address>
<address> </address>
<address><a href="http://www.youtube.com/watch?v=uA378g_gD1I">www.youtube.com/watch?v=uA378g_gD1I</a><br />
</address>
<address><a href="http://tech.ebu.ch/loudness">tech.ebu.ch/loudness</a> </address>
<address><a href="http://tech.ebu.ch/events/webinar_loudness1/cache/off?id=13224">tech.ebu.ch/events/webinar_loudness1/cache/off?id=13224</a> </address>
<address><a href="https://www.audiocation.de/en/plugin">www.audiocation.de/en/plugin</a> </address>
<address><a href="http://tech.ebu.ch/docs/techreview/trev_2010-Q3_loudness_Camerer.pdf">tech.ebu.ch/docs/techreview/trev_2010-Q3_loudness_Camerer.pdf</a></address>
<address><a href="http://www.audiokinetic.com">www.audiokinetic.com</a></address>
<address><a href="http://www.fmod.org">www.fmod.org</a></address>
<p>&nbsp;</p>
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