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. Each week, we'll reveal a new video, offering a glimpse into the award-winning sound design behind this epic RPG. 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
Coming soon.
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. Each week we'll be publishing a new snippet that offers a valuable look into their process - we'll see you again soon!
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