Baldur's Gate 3: 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.
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This video is part of our special "Baldur's Gate 3: Rolling for Audio Alchemy" series. Learn more by visiting the blog: https://hubs.ly/Q03Fm4ZT0
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This video excerpt was thoughtfully created by Carrie Joy Anderson (Video Editor). We are so grateful for her incredible work, which allows us to share these key moments from the original livestream for your enjoyment.
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