Mix for true Accuracy

Cutting edge gaming technology such as immersive audio, delivers cinematic experiences that transport players into a more thrilling world. Game audio is a complicated thing and should be mostly transparent so sound consistency within game play is paramount. The challenge has become to produce ever more immersive soundtracks that work seamlessly with player interaction and control of the game experience.

Since the pandemic the current hybrid working method of splitting between remote and in the office will probably become more of a norm for at least the time being but the rooms we work in have a significant effect on what we hear. A dedicated studio space for audio is still a must in some capacity because most audio designers like having a dedicated mixing space they can trust. For immersive audio most of the work is aimed at users wearing headphones so having a pro level mix space allows you to mix with true accuracy in surround and stereo, and you can be confident that what you are hearing is a true picture of what is there.

Having dedicated recording spaces leads to much greater depth, detail and originality in the creation of soundscapes because the need for libraries is less. For dialogue, the room needs to be large enough but also dead enough at the same time to be able to hear the space the voice actor is in. If the room is too small and hasn’t been treated enough it’s going to sound very “boxy”. If you have a larger room that is treated well enough you should be able to hear the controlled space/size of the room.

The studio should be a comfortable space conducive to collaboration and creativity. The equipment needs to fit around that requirement and not get in the way of the creative process. Having facilities designed and acoustically treated for accurate recording and mixing on 5.1 and 7.1 surround sound formats, makes mixing much easier. As immersive audio continues to develop and grow with VR at the forefront, maintaining acoustic quality in a properly calibrated reference room only supports the audio process.