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Mastering MediEvil PSP

02 Dec 04

This month saw complete MediEvil music and embark full scale on the sound design. The final process for the music was to edit, mix and master the recordings. The editing part involves removing clicks and creaks from floors and chairs etc in order to clean up the recording (it’s amazing what you can do with digital audio these days.)

The mixing part was a two stage process, to bring together the separately recorded choir and orchestra as well as slightly adjusting the balance of the overall mix (i.e. making the French Horns louder and the percussion quieter.) The mastering process is best described, in layman’s terms, as adding a level of ‘polish’ to the overall sound.

With that process completed, we set about the creation of the sound effects. We sat with early versions of the game and the designers and played through the levels one by one, producing a list of required sound effects as we went. The job fell to Bob to sit and create each of the new sounds on this list. This is by no means the complete process, as once the sounds are added into the game it is often the case that they don’t work as well as intended or that it is obvious that something better will work in its place. So we’ve developed a process of doing many ‘passes’ on each level so as to allow us to constantly review progress and maintain a high level of quality in the audio production.

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