Game audio has reached a state of maturity that implies parity of status with graphics. The most recent research in the field is concerned with connecting sound design to other game creation processes in a more integrated fashion and with devising adaptive sound design tools to increase emotional involvement and interactivity.
IO Interactive’s proprietary engine, G2 gives freedom to sound artists by providing a high-level graphical programming environment, as seen with systems like MAX/MSP and PD. G2 allows the sound designer to freely perform adaptive and interactive mixing and sound setups, which is the foundation in our attempt to create the living, breathing world.
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.
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