RMS levels for game music & sounds?
Hey I have a question for the more established guys - When you mix your final audio levels for the game.
Do you think mixing games is similar to modern music where 'The louder the better, or it will appear not as strong" AND
Do you aim to have a constant volume level in all your games (as in from one game to another). How do you go about this, do you set the background/ingame music to a target RMS (suitable level for the backing music) level - then set the sound effects to be clear on top of that? Measuring RMS & peaks for ingame music - & then you mix your sound effect levels on top of that?
Do you measure volume during game play?
I hope this makes sense! Pretty happy with the music mix & individual sound effects...Getting the complete audio mix right & a good RMS level in the game l is my biggest concern right now. At the moment I am setting up a test environment in my DAW, as if it is in game play so I can test it out, then I plan to bring those sounds into the game at those levels. Appreciate the help.
[Edited by - Jay Taylor on February 10, 2009 3:06:50 AM]
Quote: Hey I have a question for the more established guys - When you mix your final audio levels for the game.
Do you think mixing games is similar to modern music where 'The louder the better, or it will appear not as strong"
No. I completely disagree with this mantra and more and more people in the industry are starting to as well. Sure there are still some studios (or developers) that want everything turned up to 11 but many have started to take approaches that will limit this. I went to a seminar with Dolby where they detailed steps they were taking to prevent this from happening on the cable side. (i.e. how one channel is super soft then the next one is super loud.) What the industry is starting to learn is this annoys consumers and can potentially harm their equipment.
Quote: Do you aim to have a constant volume level in all your games (as in from one game to another). How do you go about this, do you set the background/ingame music to a target RMS (suitable level for the backing music) level - then set the sound effects to be clear on top of that? Measuring RMS & peaks for ingame music - & then you mix your sound effect levels on top of that?
I aim to have my projects sit comfortably in the middle when compared to other projects and media. This way the player can listen to a CD, turn it off and start playing my game with out having to change the volume too much. They also are not freaked out by a sudden drop or surge in volume. I do the method you've detailed- check the RMS, have basic guidelines for music, sound design and VO then mix them accordingly.
Quote: Do you measure volume during game play?
Absolutely. That is vital.
Good questions!
[Edited by - nsmadsen on February 10, 2009 10:03:48 AM]
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios
Austin, TX
I'm really glad to hear your response regarding volume levels. I have never liked the volume wars in modern music & would be rather go for a sensible level, not pumping the compression on everything just for a brickwall level!
Thanks for the answer, that helps :)
Thanks for the answer, that helps :)
Quote: Original post by Jay Taylor
Hey I have a question for the more established guys - When you mix your final audio levels for the game.
Do you think mixing games is similar to modern music where 'The louder the better, or it will appear not as strong" AND
I have no problem with Cinematic scenes having 'loud' music, but I am a strong believer that music/sound effects/visuals/dialog, ALL have to be considered. The keyword is "multi" media. If it fits, then loud music is alright. But if it degrades other media (visuals/effects/voice) then it's a big no-no.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement