Should anything be done differently when mixing and/or mastering for Video Game music, considering it will play along with various other game SFX?
Should a certain range of frequencies (or multiple bands) be "cut" out of the music to leave room for the SFX to come through during the game?
In terms of loudness during mastering, should you leave more headroom compared to a track that is intended to be played by itself?
I assume this is something that has to be communicated with the Game Designer / Developer to see how many possible SFXs can go off simultaneously at any given time in the game (including what types: low end rumbles, mid-rangy, high-end noises).
Any suggestions / interesting reading on the subject?