MPSE Wavelength

Fall 2024

Issue link: https://digital.copcomm.com/i/1524863

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110 M PS E . O R G do this offline in a DAW, any time spent experimenting would create a rather large bottleneck of files that would need processing. This also means iterating existing character content in the future is much easier, as the processing is already part and parcel of the Wwise structure. Key to success of doing this was ensuring that we had clear pre-mix standards on the mastering of the clean files (based on subjective performance loudness and tone of voice). We always establish these very early on in our workflows anyway, and the benefit here was that we had clear loudness and clarity outcomes that we wanted to preserve from the clean files when designing any processing chains within Wwise. Being able to do all the processing within our middleware was incredibly freeing. For example, we had a state for bypassing all voice processing, so it was incredibly easy to A/B and check that we were keeping our gain staging and clarity consistent with our pre-mix. Our aim was that the perceived loudness of the signal should be the same into the processing chain as it is out. We could also very easily save different plug-in configurations, similar to how you would for a DAW and run game sessions with them on the corresponding buses locally before committing them to the project's source control. Seeing Top & bottom: Teamwork is essential to succeed, the readability of gameplay through the sound experience can be pivotal to the success of each mission.

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