Mixing Music for Video Games
summary
Explains a delivery-ready orchestral mix template that prints stereo and multiple submix stems with a one-button stem export workflow (Pro Tools and similar DAWs), routes sections into folders (strings, brass, woodwind, percussion, synths) and builds four alternate mixes for implementation. Uses a Decca tree + surround + close mics capture, layers MIDI as low-frequency blanket under live players, applies light mid/side EQ, high‑passes, Decapitator saturation, reverbs/imager, and writes detailed automation to preserve dynamics.
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chapters (10)
- 0:00Game music mixing intro
- 1:28Game music track
- 2:28Template importance for audio
- 9:14Orchestra recording setup
- 13:20Live orchestra vs MIDI balance
- 16:25Balance and room over EQ
- 21:25Strings EQ and reverb
- 24:59Automation for emotion
- 27:49One-click submix delivery
- 28:10Closing and contact
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