Baldur's Gate 3: Rolling for Audio Alchemy

游戏音频

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

评论

Josh Graham

October 16, 2025 at 02:52 am

Cool, to learn about how one of the best games made in recent history created their sound!

留下回复

您的电子邮件地址将不会被公布。


更多文章

Wwise语音管理探究

游戏的角色语音管理是一项细致且繁琐的工作。从项目的前期到后期,会遇到对角色语音的增删改查、添加动态效果处理及创建不同语种间的切换等需求。建立一套稳定可靠的语音管理流程会为工作带来效率。...

2.3.2021 - 作者:吉吉(徐喆)

Tell Me Why | 音频日志 – 第 4 部分:混音和母带制作

《Tell Me Why》已在 Xbox 和 PC 上发布,并且完全支持 5.1...

28.6.2022 - 作者:马休•菲奥伦蒂尼 (Mathieu Fiorentini)

Wwise Tour 2022 中国 - 视频回放

《哈利波特: 魔法觉醒-魔法世界的风格化音频设计》 《哈利波特:...

8.12.2022 - 作者:Audiokinetic (音频动能)

Audiokinetic 与 Dolby 携手为 Wwise 打造 Dolby Atmos 开发工具

Audiokinetic 和 Dolby 今天宣布双方正在设法将 Dolby Atmos 更深入地集成到 Wwise...

15.3.2023 - 作者:Audiokinetic (音频动能)

《Moss: Book II》:借助音频增强 VR 体验的沉浸感

21.5.2024 - 作者:Polyarc 音频团队

《Scars Above》中的 Wwise Spatial Audio 实现流程

这篇文章是关于什么的?何为 Spatial Audio API?Spatial Audio API 工作流程Room 和 Portal素材组织和命名规范命名规范Wwise 对象组织Unreal...

12.6.2024 - 作者:Milan Antić

更多文章

Wwise语音管理探究

游戏的角色语音管理是一项细致且繁琐的工作。从项目的前期到后期,会遇到对角色语音的增删改查、添加动态效果处理及创建不同语种间的切换等需求。建立一套稳定可靠的语音管理流程会为工作带来效率。...

Tell Me Why | 音频日志 – 第 4 部分:混音和母带制作

《Tell Me Why》已在 Xbox 和 PC 上发布,并且完全支持 5.1...

Wwise Tour 2022 中国 - 视频回放

《哈利波特: 魔法觉醒-魔法世界的风格化音频设计》 《哈利波特:...