|Interactive Mixing in Dead Space 3
|Sean Vora, J. White
|Visceral Games / EA, Visceral Games / EA
|Track / Format:
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|Interactive mixing has matured substantially during the past several years. While uncommon just a few years ago, proprietary engines and middleware audio packages now provide designers with powerful and sophisticated interactive mix tools. Chief among them is the ability to create run-time mix engines featuring side-chain ducking. This session will explore the central tenets of how the team built upon the foundations of previous games for its mix pipeline for Dead Space 3, and will outline the interactive mixing methods that may benefit attendees of all levels.