ABSTRACT

Multitrack audio effects are relatively rare in mainstream music production due to a number of limitations imposed by modern workstations and plugin architectures. Few best practices are known about spatial positioning for object-based audio, or any formats beyond stereo, if they exist at all. Fueled by increasing popularity of object-based audio, sound can be mixed based on metadata, environmental parameters and user preferences. Game audio production presents many challenges. In traditional linear media, the sound engineer knows in advance the sequence and combination of audio events. Alternatively, some sound processing is managed by an in-game audio engine. For individual audio tracks, the sound designer may provide parameters which are used by the audio engine to guide the manipulation of content. Ideally, intelligent systems for mixing multitrack audio should be able to pass a Turing test.