Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution
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M. Christiansen, "Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution," Paper W2-4, (2013 February.). doi:
M. Christiansen, "Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution," Paper W2-4, (2013 February.). doi:
Abstract: 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.
@article{christiansen2013behind,
author={christiansen, mikkel},
journal={journal of the audio engineering society},
title={behind the mix—an in-depth look at the audioengine in hitman: absolution},
year={2013},
volume={},
number={},
pages={},
doi={},
month={february},}
@article{christiansen2013behind,
author={christiansen, mikkel},
journal={journal of the audio engineering society},
title={behind the mix—an in-depth look at the audioengine in hitman: absolution},
year={2013},
volume={},
number={},
pages={},
doi={},
month={february},
abstract={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.},}
TY - paper
TI - Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution
SP -
EP -
AU - Christiansen, Mikkel
PY - 2013
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - February 2013
TY - paper
TI - Behind the Mix—An In-Depth Look at the Audioengine in Hitman: Absolution
SP -
EP -
AU - Christiansen, Mikkel
PY - 2013
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - February 2013
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.
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.
Author:
Christiansen, Mikkel
Affiliation:
IO Interactive, Copenhagen, Denmark
AES Conference:
49th International Conference: Audio for Games (February 2013)
Paper Number:
W2-4
Publication Date:
February 6, 2013Import into BibTeX
Subject:
Game Music Systems
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=16662