Well, our composer is Pedro Camacho, who has worked on lots of little projects for us, like the Hornet commercial, the Aurora commercial, and the original 300i commercial. And the orchestra is the Capellen Orchestra, which is a group of freelance players from different orchestras around Europe that collect together to play trailer music, the big bombastic scores that you hear playing underneath the soundtracks of cinema commercials. And the recording took place in the Czech Republic last Friday night. And we now have the recordings and we're going to show you them as soon as we cut something together.
Well, Pedro did not know that I was attached to the project, even though we know each other, and he wrote straight to Chris Roberts on Chris Roberts' Facebook page, which apparently anyone can just write to Chris anytime they like. Anyway, Pedro composed a demo and sent that to Chris, and Chris really liked it, and we took it from there, and he became the composer. That's the short version.
TL;DRThere are tens of thousands of pre-mixed WAV files of dialogue, effects and music, which the software plays by rules that set speaker position, volume and pitch from the 3D environment.
Well, there are tens of thousands of individual WAV files all getting played either one after the other or all at the same time, depending on the computer software. And they are dialogue files, sound effects, musical clips. We have all three of those kinds of sounds baked into WAV files. We call that a pre-mix or a pre-rendered type of WAV file. And we decide how to play those, which loudspeaker they're going to come out from as they move around the surround field, and the volume, so that things get louder as they approach or quieter as they go away. We change the pitch, so things will do that Doppler-style thing. As you fly, you're initially approaching something and then you start departing from it; that changes the pitch, just like in real life. So the computer's running all these software systems, analyzing the 3D environment constantly, and picking which of the WAV files to play, and we have to set all that up. It's almost like a wind-up toy. You wind it up, and then you just let go of it.
TL;DRPedro sends a simulated version to Martin and Chris, Chris has the final say, and Martin then gives technical feedback so the music fits the sound mix, requesting changes if needed.
Pedro sends a simulated version of the music to me and Chris, and we both listen to it. Chris is the one in charge, obviously. If he doesn't like it, it doesn't matter if I don't like it or if I do like it. But when Chris likes it, then I talk to Pedro about the technical aspects of the music, or details that pertain to the length of the tune, or whether it's going to interfere with sounds or work well as a piece of music that's playing in the mix. And I can often get Pedro already in the right groove before he sends anything. I give Pedro a bunch of information first. And so we either like what we hear from Pedro within the first 30 seconds, when we double-click on the WAV file, or if there's some aspects to the WAV file that we don't like, then we ask Pedro to make those changes. It could be the tempo of the music, if there's too much of a heartbeat feel or not enough of a heartbeat feel, or high-pitched instruments, all kinds of different sonic, timbral aspects.
Exactly. I'm thinking of all the sounds and whether it's going to invade the sound mix too much. We don't want any one particular element to be like a big noisy guy at a party. One WAV file playing in the sound mix can really make a real mess of it and make it hard to hear the other one. So we have to keep everything as clear as possible.
Well, they sometimes do. Hopefully they don't. It's a trick. When the loop is 10 seconds long, people kind of get that idea pretty quick. So we generally try to make them as long as possible.
That was Pedro's recommendation. Pedro said, I know this great orchestra director; he has an orchestra that he collects together and they play music for games as well as trailers. And he was willing to give them a try. He sent a lot of pre-recorded clips of that orchestra already doing their work to us, and we were like, yep, sounds good to us. They were playing other people's music, of course. So we were certainly willing to give it a try.
No, it's a little bit like regular film score musicians. They basically sit down, they haven't ever seen the music before, and they just start to play. There's usually 10 to 15 minutes of trying to play through it. But you get recording almost immediately with these sessions, and they'll never see that music again, because the following day there's some more music from somebody else. So when we hear music, either in a movie or a game, and it's something we fall in love with, and 20 years later we're listening to every nuance of that music and thinking about how great it is, that is something that they literally played in the course of a few hours, having never seen it before. And they never had a chance to play it again. It's amazing how good they are.
There's a lot more music than what we recorded on Friday. It's a four-hour session. You have to play again and again if somebody makes a mistake. And I've said they're really good, but there is an occasional mistake. The benchmark is that you get about 15 minutes of final music, end-to-end final music, in a four-hour session, which doesn't sound like a lot, but there's a lot of time the orchestra director or the conductor is talking to the orchestra, everyone has to sit quietly and wait for the tape to roll, and other things like that. So you don't get four hours of music, is the bottom line. 15 minutes. So we have a lot more than 15 minutes in our game, so we're going to need a lot more of those sessions.
Well, I'm responsible for making sure the audio in the game is top notch. Everything from sound effects to music, actors' voices, character voices, and the way the various audio elements are mixed together.
Yeah, my family are basically either musicians or teachers of music. So I knew a lot of musical theory as I was growing up as a kid, and when it came to starting as a computer programmer, I was the only one who could program the computer to play music. So I naturally was specialized into that.
Foley is a method of mirroring what you see on the screen by physically making the sounds yourself. So you watch a screen and you pick things up and bang them around, or you shuffle your clothes around, or you make footstep noises on the ground without really walking anywhere, and you get real close to the microphone. And that's the standard technique for making character sounds.
Right. It's pretty hard because I'm using a conventional post-production editor to put these sounds together against a recording of the animation editor playing the sounds. But each sound has to be individually separated out and then connected to the correct part of the pilot's body, so as he climbs in it's in the right place in the surround field. It's a lot of work.
I work with the artists to delineate every single panel on the ground in the game, every way you can walk. In fact, even surfaces that you can bump into have the kind of surface type written down, so that if you accidentally walk into the wall, it'll make the right kind of sound.
Exactly. That kind of footfall technology is on all the NPCs walking around the deck as well as your own character. If you're in a multiplayer scenario and you see your teammates standing there, you will hear all of their footsteps from the right place on the loudspeakers. So if someone walks from right to left, you'll hear the sounds go from right to left.
TL;DRThe hangar will carry muffled sounds of other hangars, announcements, and traffic through the walls and door, plus a quiet standby ambience from your own ship, with ship-entry sounds attached later.
Well, in order to give the idea that you're in a really working world, there's a lot of other hangars in addition to your hangar, and you can hear the sounds coming through the walls and through the hangar door that doesn't open, to get you really tantalized. You'll be standing around going, what is that? Is that people arguing on the other side of the door? Is that a ship flying by? Are those forklifts, hoists? What is that public address? It's basically air traffic control, letting people take off and land and that kind of stuff. There will be a lot of those sounds. Inside the hangar you will hear a fairly quiet ambience of your own ship as it kind of ticks over and it's in a standby mode, ready for you to get into it. You may hear some steam vents or whatever's going on.