Baldur's Gate 3: Rolling for Audio Alchemy

Game Audio

Introduction

A while back, we were joined by special guests Stefan Randelshofer and Matheus Vilano on a livestream, who lifted the hood on mixing Baldur's Gate 3. They went hands-on in Wwise, and dived deep into the ideation behind the systems they implemented. From tools and techniques, to achieving frequency-based clarity with side-chaining, to using the Mastering Suite - they did a thorough walkthrough of it all.

If you missed it, don't worry! You can still watch the full livestream replay! And for those of you who might not have 2.5 hours to spare, we're excited to share some key takeaways and insightful moments from their livestream, broken down into easily digestible video snippets. Equip yourself with the experience of these heroes for your next audio adventure!

Big thanks to Carrie Joy Anderson (Video Editor) who thoughtfully crafted these video snippets together!

Video 1: Tabletop Voice In 3D

In this first snippet, Matheus and Stefan reveal their approach to the game's narrator voice. Inspired by the tabletop experience, they decided to make the narrator's voice sound like it's coming from above, as if a Dungeon Master were speaking to you from above the game board. What a great way to reinforce the game's roots!

Video 2: 3D Audio Bus Restructuring

Before sounds could be spatially positioned, the Baldur's Gate 3 audio team faced a monumental task: overhauling their sound categorization and bus structure within Wwise to create a welcome simplicity when it was time to mix. 

With so much content, their initial categorization system wasn't precise enough to facilitate the final mix. Matheus details this essential, complex process, explaining how they recategorized everything: from UI and background ambience, to environmental emitters and footsteps, and finally, critical elements like cinematic sounds, spells, combat actions, and dialogue.

Video 3: Side-Chaining - Frequency Based Clarity

The world of Baldur's Gate 3 is alive with music, ambience, and spells, but sometimes, these sound categories can clash. When traditional volume-based ducking led to a chaotic, "EDM-like" mix where nothing felt clear, Matheus reveals how the team moved beyond simple volume manipulation, and to a frequency-based side-chaining approach. By carving out specific frequency ranges when critical sounds (like spells) needed to shine, they ensured moment-to-moment clarity, allowing players to fully experience what truly matters without losing the rich sonic tapestry of the game.

Video 4: Side-Chaining - Wwise Demo

Matheus takes us into the Baldur's Gate 3 Wwise project and shows us a live, step-by-step demonstration of achieving frequency-based clarity. He walks through a real example setup for removing bass frequencies from Ambience when detecting bass in Spells, showcasing how the audio team ensured that the full impact was able to punch through the mix.

Want More?

Check out the full Wwise Up On Air livestream with Matheus and Stefan, and don't miss Stefan’s Audiokinetic booth GDC talk for more behind-the-scenes audio goodness.

Wwise Up On Air livestream:

Audiokinetic booth GDC talk: 

Conclusion

The audio design of Baldur's Gate 3 is a masterclass in creativity and technical execution. From reinforcing the game’s roots with the tabletop narrator voice, to sophisticated side-chaining techniques, the audio team pushed boundaries to create an immersive & reactive soundscape. We hope these snippets offer a valuable look into their process!

Audiokinetic

Audiokinetic

Audiokinetic is the leading provider of cross-platform audio solutions for interactive media and gaming, and sets new standards in interactive audio production for location-based entertainment, automotive, consumer electronics, and training simulation. A trusted and strategic partner to the world’s largest interactive media developers and OEMs, Audiokinetic has a long-established ecosystem of allies within the audio industry and amongst platform manufacturers. The company’s middleware solutions include the award-winning Wwise, as well as Wwise Automotive and Strata. Audiokinetic, a Sony Group Company, is headquartered in Montréal, Canada, has subsidiaries in Tokyo, Japan, Shanghai, China, Hilversum, Netherlands, as well as Product Experts in the USA.

 @audiokinetic

Comments

Leave a Reply

Your email address will not be published.

More articles

Behind the Sound of 'NO MAN'S SKY': A Q&A with Paul Weir on Procedural Audio

This interview was originally published on A Sound Effect What goes into creating the sound for...

11.4.2017 - By Anne-Sophie Mongeau

Behind the Beautiful Sound of Monument Valley 2: Interview with Todd Baker

This interview was originally published on A Sound Effect With Monument Valley 2, Ustwo Games not...

16.1.2018 - By Anne-Sophie Mongeau

Making Music Design Choices in Little Orpheus

Little Orpheus is a side-scrolling adventure game about one comrade’s journey to the centre of the...

15.9.2022 - By Jim Fowler

Which is Witch? | Step Up Your Sound Game Jam

This article was written following the second annual Step Up Your Sound Game Jam, an Android...

22.6.2023 - By Fresh From The Coven Games

Audiokinetic's March 2025 Highlights

March was a whirlwind - especially with GDC! It was such a joy to see so many of you in person. In...

1.4.2025 - By Audiokinetic

The Music System for Avatar: Frontiers of Pandora: 1 Event, 1 Graph

Hello, and welcome to this blog post on the music system for Avatar: Frontiers of Pandora! Avatar:...

21.8.2025 - By Lasse Skak Ernst

More articles

Behind the Sound of 'NO MAN'S SKY': A Q&A with Paul Weir on Procedural Audio

This interview was originally published on A Sound Effect What goes into creating the sound for...

Behind the Beautiful Sound of Monument Valley 2: Interview with Todd Baker

This interview was originally published on A Sound Effect With Monument Valley 2, Ustwo Games not...

Making Music Design Choices in Little Orpheus

Little Orpheus is a side-scrolling adventure game about one comrade’s journey to the centre of the...