menu
 

PopCap Games composer Guy Whitmore discusses the advantages of scoring your game, within the game

게임 오디오 / 상호작용 음악

A common practice for games composers today is to compose and arrange fully mixed music cues in Pro Tools or Logic, then have an implementation specialist drop those files into the game. Music integration, in this case, is seen as a basic technical task. But to score a game with greater nuance, the composer would want to see the title in action while composing and arranging, working in a digital audio workstation (DAW) that includes robust adaptive features. This new DAW exists; it is your game audio engine and its authoring tools.  In this scenario, music integration is a highly creative endeavour, where music arranging, mixing, mastering, and even composing takes place. Peggle 2 utilised Audiokinetic’s Wwise audio engine, which became the final stage DAW in the music production pipeline.

3e6f5adc6ac58d83a3d05845d7c685eb.jpg

STARTING IN A TRADITIONAL LINEAR DAW

Working with captured gameplay video in your linear DAW of choice is a great way to develop thematic ideas and music design concepts. The results of this are two-fold; the first are audio-video demos that demonstrate music design concepts, and aesthetic direction. It was this type that sold the first music and design concepts to the Peggle 2 team.

Second are the individual audio assets.  Rather than creating fully mixed music cues, Peggle 2’s music was broken down into individual instrument stems, short musical phrases, and single notes. The criteria for how short or long a phrase or part should be was determined by how flexible it needed to be for the design and score to work. Smaller shorter elements are by nature more flexible than longer pre-mixed elements. My motto here is to make your music elements as small as you need them to be in order to adapt and work within your design, and no smaller.

Peggle 2.jpg

MUSIC ARRANGING IN A NON-LINEAR DAW

While figuring out the Peggle 2 music production pipeline, it became clear that the game audio authoring tool – Audiokinetic’s Wwise – is also a very powerful music mixing and arranging tool. I thought of Wwise more as a full featured, non-linear audio workstation, with much of the same traditional functionality as a linear DAW, plus non-linear organisation, functionality, and logic.

After importing individual music assets into Wwise, they can be arranged within multi-track segments. Each track within a segment contains an instrument’s samples and phrases, which can be easily edited. In this way I reconstructed the multi-track arrangements from the wave elements.

From there, I can create variations in any given instrument track. These segments can flow from one to another seamlessly and musically, and like the wave elements, are made as short or as long as necessary. This approach also allowed me to react quickly to changes in the game design or visual timing.

Once the temporary orchestral assets were finalised in Pro Tools, the process to record live orchestral elements began. In the studio, we most often recorded each instrument section separately so that each element could be easily edited. Rough stems from the sessions were brought into Pro Tools for editing and subtle mastering. The new, live orchestral elements then replaced the temporary ones in the Wwise project.

REAL-TIME CONTEXTUAL MIXING

After the ‘music hooks’ between the game engine and audio engine are integrated (via events, states, and parameters), the score can be mastered in real-time within the game.

While playing the game, not only am I making sure the music is working correctly, I’m balancing instrument volumes, adding real-time DSP, and surround panning. Effect sends on each track allow me to mix various amounts of real-time reverb or delay to each instrument, all in the context of the game’s visuals and sound effects. This allowed music and SFX to play well together and give each other space. 

The term ’scoring’ includes the notion that music is synchronised in a purposeful way, with the visual elements of a game. And the only way to accomplish that is with a non-linear DAW that is working in tandem with the game engine. To that end, 50 per cent of Peggle 2’s music production happened within Wwise. And I only see that percentage growing as these powerful new DAWs evolve.

This article was originally published on Develop, on September 11th 2014 

Guy Whitmore

Composer and Audio Director

Guy Whitmore

Composer and Audio Director

Guy Whitmore is a composer/audio director known for his innovative game scores. He’s worked with Sierra, Monolith, Microsoft, PopCap/EA, and others, on titles ranging from Peggle 2, Plants vs Zombies 2, Crackdown, Fable 2, No One Lives Forever, Tron 2.0 and many more. His music, sound, and direction have earned him 4 G.A.N.G. (Game Audio Network Guild) Awards, and nominations from the AIAS (Academy of Interactive Arts and Sciences), Develop, and BAFTA. Guy recently launched Foxface Rabbitfish; a music production company focusing on adaptive soundtracks for games, VR, and new media.

https://www.guywhitmore.com/

 @guywhitmore

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

UI 설계 관점에서 UI 오디오 접근하기 - 제 1부

어떤 게임에서는 사용자 인터페이스가 플레이어의 전체 경험에 궁극적으로 영향을 거의 미치지 않습니다. 수많은 모바일 게임과 같이 어떤 게임에서는 거의 전체 게임플레이 동안 UI를...

14.10.2020 - 작성자: 조셉 마척(JOSEPH MARCHUK)

게임 오디오 직업 스킬 - 게임 사운드 디자이너로 고용되는 법

20.1.2021 - 작성자: 브라이언 슈밋(BRIAN SCHMIDT)

AudioLink로 떠나는 여행

지난 10월 게임사운드콘(GameSoundCon)에서 저는 호텔 근처 고급 샌드위치 가게에서 데미안(Damian)과 점심을 먹고 있었습니다. 예상하셨겠지만 저희는 오디오 기술에...

10.6.2024 - 작성자: 피터 "pdx" 드레셔 (Peter "pdx" Drescher)

무료 Wwise 인디 라이선스 | 최상의 오디오로 인디 개발자에게 힘을 실어줍니다

프로젝트의 비전에 맞는 몰입형 오디오 경험을 만드는 것은 특히 예산이 제한된 인디 개발자에게는 어려울 수 있습니다. 바로 이를 위해 Audiokinetic의 Wwise는 인디...

18.7.2024 - 작성자: Audiokinetic (오디오키네틱)

어쌔신 크리드 발할라(Assassin’s Creed Valhalla) | 샌드박스 음악 시스템

어쌔신 크리드 발할라(Assassin’s Creed Valhalla)는 규모가 거대한 프로젝트였습니다. 어쌔신 크리드 프랜차이즈 중 가장 큰 맵 중 하나였고, 오픈 월드 장르에서도...

27.11.2024 - 작성자: 알렉상드르 푸아리에(Alexandre Poirier)

Scars Above(스카스 어보브)에서의 Wwise Spatial Audio 구현 작업 과정

글 소개Spatial Audio API란?Spatial Audio API 작업 과정 Room과 Portal 에셋 구성 및 명명 규칙 명명 규칙...

30.1.2025 - 작성자: 밀란 앤틱(Milan Antić)

다른 글

UI 설계 관점에서 UI 오디오 접근하기 - 제 1부

어떤 게임에서는 사용자 인터페이스가 플레이어의 전체 경험에 궁극적으로 영향을 거의 미치지 않습니다. 수많은 모바일 게임과 같이 어떤 게임에서는 거의 전체 게임플레이 동안 UI를...

게임 오디오 직업 스킬 - 게임 사운드 디자이너로 고용되는 법

AudioLink로 떠나는 여행

지난 10월 게임사운드콘(GameSoundCon)에서 저는 호텔 근처 고급 샌드위치 가게에서 데미안(Damian)과 점심을 먹고 있었습니다. 예상하셨겠지만 저희는 오디오 기술에...