To work effectively with teams in Europe, the Red Storm team in the United States knew it had to address several issues to achieve a consistent, robust, and dynamic mix among all locations.
Prior to having the Dolby LM100 Broadcast Loudness Meter on-site, the teams used terms such as “louder” or “softer” to discuss the mix. These general subjective terms were far from the objective absolutes that the teams needed.
Audio Output and Dynamic Range
Throughout production, the Red Storm/Ubisoft teams had a strong sense of the main audio output level and targeted dynamic range. However, they needed a way to definitively and accurately measure the levels during all aspects of the game in order to adjust the mix effectively to match the target levels.
The teams knew they needed to measure not only the main output but also the targeted dialogue levels, RMS levels, and true peaks. They wanted to digitally monitor via 5.1 channels accurately and in a format that could go straight from the mixing console to the gaming device, without anything in between that might alter the measurements.
Audio was one of the main production responsibilities that the three studios shared. With multiple sound designers and implementers working in the engine at the same time, the teams needed a resource that would allow them to create A/B comparisons of mix changes and to keep the mix levels consistent, without duplication of effort.