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Matteo Cerquone

Junior Sound Designer, Foundry 42 UK

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2016active
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What exactly do you do for Star Citizen? What does a junior sound designer do?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Sound design in general is, well, basically, think about it that the game becomes completely silent. And what sound design is, is basically just populating the whole game with sounds. So it goes from spaceships to just ambiences or just cloth movements and just characters talking as well.

Jared HuckabyHost, Community Manager

So you work on a variety of things. You're not just focused on ships or focused on environments or people. You kind of float throughout the entire Star Citizen universe.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yes, that's correct.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

What are some of the things in-game that you've worked on that folks might have seen, or in this case, heard?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

When I first joined, I remember one of the first sounds I did was the sounds for the Avenger. And I've been focusing a little bit also on the Xi'an Scout. Then most of the time I spend on the ambiences and on the Foley.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016
EpisodeAudioShips

Had you worked in Wwise before?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

I've worked in Wwise before. I've just been doing my graduation as a sound designer. It was all based on Wwise. I touched a little bit of FMOD, but I was really lucky to join the company after the transition from FMOD to Wwise. That was quite a big task to take on for the audio team.

Jared HuckabyHost, Community Manager

Wwise definitely gives us a much more robust sound option than what was inherent in CryEngine when we started.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

It gives us more options to manipulate sounds in real time and have more dynamics.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

The sandstorm is a big, giant weather effect that starts off very small in the distance and then approaches you. How do you adjust the audio for that, and how do you keep it from becoming this loud thing that takes over everything in the game?

TL;DRThe sandstorm's wind sound comes from the storm effect itself, while silent audio trigger spots in the level start resonating as it approaches, so audio varies with where you are.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Basically we would have the sound for the sandstorm itself come from the actual visual effects of the sandstorm. But obviously it will be moving on the map. So if we have metal rattling or, if you're inside the Javelin, obviously all the sounds will need to come through to a specific area in the level. So we would have the sound for the sand breeze, or mostly for the wind noises, coming directly from the sandstorm itself. But as it moves and approaches different areas, that's where we will place different silent audio, let's call it like that, silent audio trigger spots that will start resonating as the sandstorm approaches.

Jared HuckabyHost, Community Manager

So depending on where you are in relation to the sandstorm and what's between you and the sandstorm, it will actually alter the audio?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yeah, that's correct. So basically you can be in different areas on the map and you will have different results audio-wise on what will start resonating around you.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

Do you have to create all of those different sounds yourself, or does the audio engine do processing based on where you are and what's between you and the sandstorm?

TL;DRSome audio is created and retweaked by hand, then Wwise handles playback, with a wind-loudness meter driving the surrounding audio triggers in real time.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

It's a little bit of both. Obviously we need to create some audio for that. Sometimes we use libraries, but it never comes straight out of the library. We always need to retweak things. So once we've got all those layers, as we call them, then we start populating the level. And we will let Wwise handle what sounds need to play and how they will have to play. So in the case of the sandstorm, we basically had, it's called a meter. So we will meter how loud the wind will be, and based on that, it will drive the audio from all the audio triggers that are attached in a specific area in the level. So that means that if you have a wind gust that happens, we will know exactly what the volume parameter is at that specific moment, and that will drive the audio of everything surrounding it. It's a bit like side-chaining, but it's actually the opposite, because side-chaining will basically duck down a sound based on another sound. In this case, we bring up the level of some sounds based on how loud the wind is.

That's one of the things that Wwise allows us to do. It's one of the tools that are inside Wwise, and then we can drive real-time parameters, we call it RTPC, again based on volumes. Mostly you can use it for mixing, but it can be used in more creative ways, just like we did with the sandstorm.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

How do you create the different sounds that a ship makes when it starts?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

I don't really have an answer, in a way, because most of the time we do know how a specific spaceship needs to sound, but we never exactly know how it will sound until we start populating all those elements. Usually the way we approach it is we start to build our own library. So if we know, for example, for the Xi'an Scout, they asked for a less synthy kind of sound, but more natural elements in a way. And that means that we started creating libraries from there. So we end up with tons and tons of audio files. And from there, we start taking them and putting them in the DAW, which is our software for editing audio. And then from there it's just a matter of cut and paste. It's like creating a puzzle with all the audio elements.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016
EpisodeAudioShips

You mentioned that you're getting ready to go back to the Xi'an Scout to rework some of the audio. What does that entail?

TL;DRNew engine parameters from audio coders let the team go back and add more sound for rolling, pitching, braking and engine strain, so players get more audio feedback on ship movement.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Just recently we got some more help from the audio coders, because one of the main problems that we had with the sounds of the spaceships is that we didn't have many real-time parameters to describe certain things. So, for example, maneuvering, like rolling or pitching your ship. We couldn't really work much on that one because we didn't have any numbers coming out from the engine itself. So we got all these new parameters from the audio coders, and that's when we really need to go back and add much more sound and refactor all of that. Because we want to give more feedback to the player. You want to know when your ship is rolling, pitching, or you want to hear your engine braking. We have engine strain as well. So that means if you're going at a certain speed and you're braking, all of a sudden you can have a ramp-up of the engine so that you can understand how much the engine is working at that moment.

Jared HuckabyHost, Community Manager

So if your HUD is damaged or broken, or if you're a more instinctual pilot, you can sort of tell how fast you're going and how your ship is maneuvering based on the sounds that the different thrusters for pitch, yaw and roll are making.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yes, that's right. That's the goal anyway.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

How do all these dynamic sound events mesh with the music? Is that a consideration when you're working on this, given the new music system that mixes and matches stuff?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

No, to be honest, because that's one of the things that we call a mix state. So we just want to make sure that we have the right sound at the right moment for the right ambience, or for whatever is in the level. And then when the music comes in, we'll have different mix states, which will decide what's going to be the most important thing to hear at that specific moment. And that's where we let Wwise handle all of that based on the rules that we put in the game. So if we have an important moment when the music will need to ramp up, then we will start bringing down all the other sound effects.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016
EpisodeAudio

Are the sounds for Star Citizen going to be positional, and will they work with 5.1, 6.1 and 7.1 processing?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yes. I would say 90% of the time they're all positional sounds based in the level. So if you move your head around, you can actually understand where those sounds are coming from. And regarding 5.1 and 7.1, that's all handled in Wwise itself. Since the audio is already positional, for Wwise it's not difficult to understand. If you have a 5.1 system, it will always be 3D, so it will start going around your speakers.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016
EpisodeAudio

How do you create audio for things that humanity has never heard before?

TL;DRAlien sounds come from experimenting with instruments, synthesizers and glitchy recordings, such as squishy dog food and vegetable sounds, then manipulating them and syncing them to the animation.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

It's mostly playing with the different instruments that you have. I like creating glitchy sounds, and that's really what makes things sound not realistic. So you can play with synthesizers, you can play with different tools. One of the ways I created some sounds for the Xi'an Scout was, since they wanted it to be organic, glitchy kinds of sounds, I just recorded dog food, for example, and vegetables and things like that. It makes really squishy sounds.

Jared HuckabyHost, Community Manager

So obviously dog food doesn't make a sound of its own. You're just pouring it out of a can, sloshing it back and forth.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yes, exactly. And then from there, it was just a matter of playing with the different tools that we have. And again, it's a matter of creating an entire library of sounds that you recorded and manipulated. And after that, it's a matter of doing a cut and paste and making sure that it syncs with the actual animation.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016
EpisodeAudio

Regarding planetary sounds, how difficult will it be to have procedural sounds which key into the different biomes? Does a weather effect sound different if it's going over a snow biome versus a desert biome versus a jungle biome?

TL;DRBiome-dependent weather sounds are intended through blended positional sounds that change with weather and time of day, though not all the technology is ready yet.

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yeah, of course it will. We don't have all the tech ready for that right now. But the idea is to have, again, all the different positional sounds in the level. Each different audio trigger spot, each different sound, we can have a blend between different sounds, and they can change according to the weather, according to the wind, according to whether it's daytime or nighttime. We're trying to make things as dynamic as possible, because usually you would have a bespoke event in a game and you would know exactly what's going to happen and when it's going to happen. In these cases it's a bit different. It's more like combining different ideas for different solutions. There's never one solution that addresses them all.

Jared HuckabyHost, Community Manager

You mentioned that a sound might sound different between day and night?

Matteo CerquoneJunior Sound Designer, Foundry 42 UK

Yes, that's correct. So one of the things would be the ambiences, for example. If you're in the desert, you would have a specific ambience. If the temperature is quite high, you would have a different ambience. If the temperature drops down and it's nighttime, you would have a different ambient sound.

Reverse the Verse›2.10 - UK·
Published on this date.21 Oct 2016

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