Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 14, 2019
arrowPress Releases







If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How  Prototype 2 's sound team solved a common audio conundrum

How Prototype 2's sound team solved a common audio conundrum Exclusive

June 20, 2012 | By Staff

June 20, 2012 | By Staff
Comments
    2 comments
More: Console/PC, Audio, Exclusive



In a new in-depth article on the sound mix for Activision and Radical Entertainment's Prototype 2, audio lead Rob Bridgett writes about his team's solution to deal with players' wide array of sound setups.

"Even when a game is perfectly balanced, it can be ruined when the player has a poor audio setup," Bridgett writes.

Some players have high-end setups with multiple speakers; others play with the sound from their televisions. Prototype 2, he writes, "is the first time we have introduced a setting in the sound options that caters for either the home theater set-up or the TV speakers."

"In the past we have attempted to do both with one single mix setting, by mixing in our high end mix theater, and then by 'tweaking' that same mix while listening through TV speakers; however, this compromised the home theater mix we had spent so much time on," he writes.

"These are essentially two different mixes of the game, the home theater version being the one with the most dynamic range... while the TV speaker setting adds some subtle compression to the overall output, allowing players to hear quieter sounds in a more noisy home environment, and also pushes up some of the overall levels of dialogue."

This was especially challenging for the team, writes Bridgett, as the game's mix of outlandish action and story presented overall challenges in presenting in-game dialogue.

"By allowing two completely different mixes to co-exist and be chosen by the user, we seem to have got around the issue of supporting the two most common listening environments available among our audience."

The full feature offers a wealth of insights gleaned from the mix process for Prototype 2, and is live now on Gamasutra.


Related Jobs

University of Utah
University of Utah — Salt Lake City, Utah, United States
[10.14.19]

Assistant Professor (Lecturer)
HB Studios
HB Studios — Lunenburg/Halifax, Nova Scotia, Canada
[10.14.19]

Experienced Software Engineer
Take Two Interactive Software Inc.
Take Two Interactive Software Inc. — Westwood , Massachusetts, United States
[10.11.19]

Producer
Take Two Interactive Software Inc.
Take Two Interactive Software Inc. — Westwood , Massachusetts, United States
[10.11.19]

Cinematic Narrative Scripter









Loading Comments

loader image