B. Schmidt, "Interactive Mixing of Game Audio," Paper 5857, (2003 October.). doi:
B. Schmidt, "Interactive Mixing of Game Audio," Paper 5857, (2003 October.). doi:
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.
@article{schmidt2003interactive,
author={schmidt, brian},
journal={journal of the audio engineering society},
title={interactive mixing of game audio},
year={2003},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{schmidt2003interactive,
author={schmidt, brian},
journal={journal of the audio engineering society},
title={interactive mixing of game audio},
year={2003},
volume={},
number={},
pages={},
doi={},
month={october},
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.},}
TY - paper
TI - Interactive Mixing of Game Audio
SP -
EP -
AU - Schmidt, Brian
PY - 2003
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2003
TY - paper
TI - Interactive Mixing of Game Audio
SP -
EP -
AU - Schmidt, Brian
PY - 2003
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2003
AB - 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.
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.
Author:
Schmidt, Brian
Affiliation:
Microsoft Corporation, Redmond, WA
AES Convention:
115 (October 2003)
Paper Number:
5857
Publication Date:
October 1, 2003Import into BibTeX
Subject:
Audio for Games
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=12414