Version

menu_open

Overview

Heading into the final mix is not unlike entering into battle with a fire breathing dragon. By the time you arrive at the scene of the last stand against the bloodthirsty creature, you've hopefully equipped yourself with every skill and weapon in your arsenal in order to belay the beast into submission. As the signal flow winds its way through the labyrinth of routing possibilities, you know you have the flexibility to reshape the audio path and the power to commandeer the ultimate mix.

From a single instance of a sound played back by an audio engine, to the potentially massive pile-up of sounds happening in a single frame, the race is on to make sure that the right sounds are heard throughout the game. Whereas the Mix title has been appropriated from the music and film world where it represents a time locked and non-interactive representation of sound, its use in game audio tends to be a bit more nebulous. Using a combination of dynamic mix-related methodologies and available techniques to balance the final sound output has become one of this generation's greatest challenges.

This chapter will take you through the process of:

  • Routing with Audio Busses

  • Routing with Auxiliary Busses

  • Using Auxiliary Sends

  • States and Mix Snapshots

  • Auto-ducking and side-chaining

  • Mixing with RTPCs

  • Using effects in the Master-Mixer

  • Visualizing the mixing desk

  • Mixing techniques for attenuations


Was this page helpful?

Need Support?

Questions? Problems? Need more info? Contact us, and we can help!

Visit our Support page

Tell us about your project. We're here to help.

Register your project and we'll help you get started with no strings attached!

Get started with Wwise