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Hello everyone,

Just wanted to know if anyone has good books/links or good advice regarding the specific problem of mixing sound for video games.

I am in the middle of my first large-scale game project and sound mixing is an absolute nightmare. We have 3 characters on the screen at the same time, fighting against something like 6 or 7 different types of enemies at once, a nearly-isometrical camera (which complicates the matter of the listening position) and a relatively fast, arcade-like pace.

After 3 months of "blind" sound design, we are finally putting everything to run and the current result is a complete chaos of unclear sounds. It’s heart-breaking to see so many carefully-designed sound effects not sounding clearly in this extremely difficult mix, so if anyone came across similar problems and wanted to share solutions and good practices, that would be lovely.

For FMOD specifically, how important is individual roll-off setup in your mixes? How you usually use the Categories feature in your workflow? Do you design your sounds to be "lacking" in higher or lower frequencies for them to make space to each other in the mix? Things like that.

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Just to kick off my own post, these are two of the best articles I found on the subject:

http://www.gamasutra.com/view/feature/4 … o__is_.php

http://www.gamasutra.com/view/feature/4 … hp?print=1

Both articles put a premium on being able to setup snapshots for the mix. FMOD does not allow that out of the box, so it wasn’t something I was considering up to this point. Anyone had experience with such implementations?

Doing something like that would be a dream come true, and it brings to mind the excellent "silence before grenade" setup from Bad Company 2 (tried to find an Youtube video for those not familiar with it, but BC2 ducks all sounds for a second before a grenade goes off near the player – spectacular results!).

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