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      Chapter

      Adaptive Mixing
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      Chapter

      Adaptive Mixing

      DOI link for Adaptive Mixing

      Adaptive Mixing book

      Adaptive Mixing

      DOI link for Adaptive Mixing

      Adaptive Mixing book

      ByJean-Luc Sinclair
      BookPrinciples of Game Audio and Sound Design

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      Edition 1st Edition
      First Published 2020
      Imprint Focal Press
      Pages 25
      eBook ISBN 9781315184432
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      ABSTRACT

      Game states can be used to mean any number of things, as they are a technique for implementing artificial intelligence in games, sometimes described as finite state machine. Game states, as they relate to mixing, are usually derived from the significant changes in the gameplay such as switching from an exploration mode to battle mode. Audio in games, generally speaking, is usually event-driven. That is to say that audio events, whether it’s playing an audio file or modifying a mix parameter, responds to something happening in the game, an event. The most common application of ducking in games is for dialog, which will often duck the volume on the music and sound effect groups. The soundtrack of games and movies can be broken down in terms of its three most important structural components: music, dialog and sound effects.

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