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Ross Tregenza

Senior Sound Designer, Foundry 42 UK

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2016active
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2016 · 17
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Tell us about composing the first music for Star Citizen, the Arena Commander stuff. Was that MIDI orchestration at the time?

TL;DRThe first Arena Commander track was done in MIDI as a draft for Chris, always intended for a real orchestra, which later recorded it and moved the team.

Pedro Macedo CamachoComposer, Star Citizen

Initially everything starts with MIDI orchestration. When I did the MIDI for that one, I already knew it would be played, of course, with a real orchestra for sure. So I didn't place too much detail into it. Some backers heard it. I think it was one of the very few, probably the only track where I heard some kind of not so positive comments back then. But no one does perfect. Everyone doesn't do good all the time, actually. It needs some luck and hard work. Most of it hard work. But anyway, that track was in MIDI just to get an idea for Chris. Chris loved it back then and we always thought we would have an orchestra. It took a little bit longer but it's done now and I love it personally. I personally really enjoy it and it was really a touching moment for me when it finally came true. We had one of our very own friends and colleagues, Bob Rissolo from our team, there in the session, and he heard it live. I still hope that we can actually play it live to people, to our people, or more people than just our backers, because it's because of them that we can do all of this. Of course, I never forget that. That's why we put so much passion into it. And I remember Bob was listening to it in the hall, and his eyes got a bit wet. I never thought that it would touch him like that. It was pretty cool. That was a really cool moment for me.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

That hall is just amazing. The hall in Bratislava, it's absolutely phenomenal. It's just such a beautiful building. If anybody wants to check it out, just Google the Slovak radio building. It's an upside down pyramid in a brutalist style. And the whole back of the hall, it's the biggest musical organ in all of Europe. It's like a 40 foot musical instrument. It's amazing. It's breathtaking.

Can you talk a little bit about implementing a MIDI orchestra in CryEngine [and Wwise]?

TL;DRMusic is split into small blocks that shift dynamically based on a game-fed intensity value, such as arriving enemies or kills, so it follows the player's adventure.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Well, the complication is because you have this beautiful music, but obviously in this kind of sandbox gameplay, you can never guarantee what people do. You can take a beautiful song and you can just slap it into a game and it'll sound beautiful, but there's no dynamism. There's no interaction. There's no feedback with it. So what we have to do is take these tiny sections and then just move dynamically from one to another based on feedback we're getting from the game. We have a running number of intensity that's fed into from all kinds of elements. Are more bad guys arriving? Did you just kill someone, or is your friend dying? And that number rises and rises and rises. And as it does, Pedro's music, broken into these little blocks, will slowly rise with your story and your adventure, which is so much more interesting and so much more engaging for the player.

You just did two recording sessions in Bratislava. Tell us about actually recording a full orchestration.

TL;DRRecording the full orchestra was moving, especially the Arena Commander theme, and the musicians played with passion and skill, even sight-reading complex music.

Pedro Macedo CamachoComposer, Star Citizen

Well, yeah, we did, and Ross can speak about it. He was there on all the sessions. He was really helpful, so maybe he can describe it better than me. Oh, well, yeah, it's really great. It's not my first time. It's really not my second time, but I try to remember when I did it for the first time a long time ago, and it was more overwhelming because it's a novelty, you're not used to that. But there was one of the tracks in the first session that we did, also in the second, but the first one really touched me. It was the Arena Commander theme, actually, because I did it so long ago and I kind of wished that moment would come true. And I had a small idea in one of the tracks, and in the initial part, I changed a bit of the melody. And that melody for some reason really touched me, because I was glad that I had that time so I could review the score. The orchestra played beautifully as well. They were feeling it, with passion, I could feel that. That's also important. Those guys are used to playing a lot of music. If they get touched by the music they have in front of them, that's probably a good sign. And I felt that.

Jared HuckabyHost, Community Manager

There's more to things than just technical prowess. You have to put a little bit of yourself into your performance.

Pedro Macedo CamachoComposer, Star Citizen

Yeah, completely. Of course I love them all, but some of the tracks really came out much better in the performance. It's like the first time they probably played, I don't know, Beethoven's Fifth or something, it probably was not the best performance. But even though they played it just a few times before recording a final take, there were some really nice takes there. It really moved me.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Even the first performance though, these people are so outrageously talented that you can put this sheet music in front of them for Pedro's beautiful, complex music, and they can crash through it and do a pretty amazing take, just sight reading as a first performance. It's absolutely astonishing to witness it.

Do you have a story, a funny story, you can share from the recording?

TL;DRThe funny story is mostly the huge hall organ that they wanted to try; Pedro got to play and record some of it, and suggested it for Squadron 42.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Well, besides Bob crying. I think anybody that was there and witnessed that music had a tear in their eye. Like I say, there was this outrageously giant church-style organ that took up the back wall. We really did try all the time to have a go on that. I never got to have a go. Did you get to have a go on it, Pedro?

Pedro Macedo CamachoComposer, Star Citizen

Yeah, I did get to play it, and I actually recorded a little bit of it. The sound was just awesome. It made me want to use it at some point. I don't know if that will happen, but it really was an awesome organ.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

If we do a gothic horror sub-story somewhere in Squadron, that's what we need.

Pedro Macedo CamachoComposer, Star Citizen

That's right. That's probably more for Geoff Zanelli, the other composer that's working with us, and he will do an amazing job. Maybe we can drop the tip for him for Squadron. It probably can be a very nice addition.

EpisodeAudioSquadron 42

We know what Pedro did for that [the orchestrated Arena Commander theme]. What did you do?

TL;DRRoss mainly attended and helped with mixing at Real World studio, while Pedro credits Lee Banyard for approving live percussion, so the final recording is fully live.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Not a lot on that song. I was with him in Bratislava, but really, I'm just there to be there and if he wants to discuss anything, I can give an opinion. But this stuff is Pedro all the way. I'm just helping out where I can. After the initial recording, we took it down to Peter Gabriel's Real World studio just outside of Bath in the south of the country, which was a great decision. It was a phenomenal place to mix it. We had a world-class orchestral mixer called Peter Fuchs with us who took the helm there and he did a fantastic job. And that whole place was just an amazing thing to visit. It's just out of this world, what Peter Gabriel's done with it.

Pedro Macedo CamachoComposer, Star Citizen

I just want to say that it's actually not true. Not only Ross, but actually another person who is not here, which is Lee Banyard, who was also decisive for this one to sound good, and I will explain why. We did an initial recording, which is what you heard, with the full orchestra except the percussion, because that's what all composers do: they place the percussion in MIDI. It's fine, everyone does that. Zimmer, anyone, except probably John Williams. And I really felt that even though the performance is great, if we had the percussion in the hall, the performance would be better, because the musicians will feel the percussion in their bodies and that will influence the way they play their own instruments. I asked Lee if I could make a new orchestration with the full percussion, which was cymbals, timpani and snare, which you heard, and then suspended cymbals as well. So all those four symphonic percussion. And I said, well, if we have some final minutes in the session, maybe in the second session, maybe we can try it. And he said yes. And he also allowed the percussion to be hired for the actual performance. And I really think it was his decision, and it was a very good decision. It really made a difference in the music. And the one you're hearing is all played live. No shortcuts. That's just like we're in a concert. There are no gimmicks, no overdubs, nothing. Just what you would hear in a concert hall. So I was happy.

EpisodeAudio

What can you tell us about implementing an orchestration into the game? Is it similar to the MIDI? Are you implementing all the individual instruments and the game mixes it live, or how does that work?

TL;DRLive orchestral recordings don't suit the modular block system, so they'll be saved as whole pieces and triggered rarely for special moments, such as a first visit to a planet.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

It's difficult because there are certain restrictions, obviously, with recordings of a real orchestra versus MIDI. There's the human element, which is what you want from a real orchestra, all that detail and human input. If you want to break things into blocks for that music logic system we were talking about earlier, sometimes that doesn't really work, because it needs to be so regimented and so machine-like for those blocks. So really what you want to do with these kinds of beautiful tracks, like Pedro's been writing, is save them to be enjoyed as one long piece. So these will be used in those sort of breathtaking, show-stopping moments in the game, where we'll make sure that they're triggered very, very rarely, when the right conditions happen. Say maybe it's your first visit to a planet and one of his beautiful, heart-wrenching melodies will come in, and where it has been a bit more modular and machine-like before, suddenly it becomes super emotive and human. So it's about making sure the conditions are right to go bam and drop one of these Pedro bombs on people.

EpisodeAudio

Can you give us an idea of how many tracks there will be in Star Citizen and Squadron 42?asked by Zyphon

TL;DRNo track count given: in-game music will be large, dynamic and grow with the universe, while the first soundtrack is a curated selection of unheard in-game pieces.

Pedro Macedo CamachoComposer, Star Citizen

Tracks in the game or in the soundtrack?

Jared HuckabyHost, Community Manager

In the game, I think.

Pedro Macedo CamachoComposer, Star Citizen

Well, in the game, I think there will be quite a lot, because it will be completely dynamic, not a static thing. So it's difficult to...

Ross TregenzaSenior Sound Designer, Foundry 42 UK

It'll be an ongoing thing, really. As the universe expands, so will the music expand with it.

Pedro Macedo CamachoComposer, Star Citizen

Yeah. But for the soundtrack, this is me personally, and I felt everyone felt a bit the same: I prefer to have a well-selected amount of music that works together on a CD, so I can enjoy it while driving a car or just listening at home or on the PC, rather than having a whole bunch of music, like a storage of music. So for this soundtrack, which is the first volume, we are not placing all the music that has been heard. We're placing music that has never been heard, but that actually fits better in the context of the game, because it's music that is heard while you're playing the game. That was the main goal. There's a lot of music I did that was more for trailers, but that was really for a trailer. It's like when you have music for a trailer and music from the score of a film. When you get the soundtrack, you get the music that was actually used in the film, not the music that was used in the trailers of that film. I think it's much more than we have right now, but for Squadron 42, as you know, we have a wonderful composer, which is Geoff Zanelli. He's a fantastic composer, an award-winning guy, already a really famous guy, so he will do a fantastic job. I don't know how many tracks he will do, but probably a lot as well, so it will be great. Above all, it will be great. We are all passionate about this. We really want this to work well.

EpisodeAudio

Will human areas and alien areas have different dynamic background music?asked by Infinity Plus One

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Yes. Well, that's the plan. We really want to make sure that as you move around the universe... The systems that will be in place will be kind of a universal rule for how music works in space flight, etc. We'd really like the whole palette of the music to shift as you move between different parts of the universe. Take games like Red Dead Redemption, which was a great example for its dynamic music. You could move into different areas of that map, and although the flow of music was comparable no matter where you were, you really knew where you were just by the instrumentation and the tone of it. So the plan is to do that on an intergalactic scale.

EpisodeAudioStar systems

Will Pedro bombs make it into 2.4? When will the orchestrated music, for instance the orchestral version of the Arena Commander theme, start making its way into the game?

Ross TregenzaSenior Sound Designer, Foundry 42 UK

It's really all about picking the good spots for everything now. Obviously everything's expanding out at a good pace, but we need to pick our moments very carefully for these pieces. There's stuff arriving sooner rather than later, but I can't give you anything very specific yet.

Pedro Macedo CamachoComposer, Star Citizen

We are working very hard. Me and Ross are working really hard to make it, as soon as it's polished. We just don't want to show something that's not good. But I think you may hear something new in this show eventually. So you will hear some of the new stuff. So I hope that keeps the faith about everything.

I play with very good speakers capable of going down in bass. Do you consider sub bass in all explosions, etc.? I'd like to hear some deep growls.asked by Voon

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Well, the other guys in the sound team, particularly two of our guys, Darren and Luke, are working pretty hard on that at the moment, actually. For us, sub bass is a tricky one, because everybody loves huge boomy explosions and stuff, but it needs to be used very carefully and very considerately. Whenever somebody starts sound designing, in your first week in the job you're like, dude, I'm going to make the biggest explosion in the world. And then you realize you can't have that, because it all adds up. So they're working on systems that will manage, in an intelligent, self-sustaining way, how much of this awesome bass is getting used. So short answer, yes. It'll sound badass, but there's some special tech coming in the future for that.

EpisodeAudio

Can we please get the launcher music back?asked by Matt Fizz

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Yes.

Jared HuckabyHost, Community Manager

I think it just means that when they open up the launcher, they could hear your Arena Commander theme.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

We're in a transitory state with a new mega system of music logic. And it was an innocent bystander that was stripped for a little while. So we'll get that back in.

EpisodeAudio

Is this Ross's or Pedro's first crowdfunded project?asked by Bacon of War

TL;DRIt's the first crowdfunded project for both; Pedro says the open process showed listeners care about audio quality, citing the criticism of his deliberately rough MIDI mock-up.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Certainly my first one. I've always been in traditional game company models where you spend many, many years secretly making a game and then you release it, and it does very well, or no one buys it and the company dies. But this is wonderful. I love the fact we can talk openly about what we're doing and have this support. It's completely new to me. I guess the same for you, Pedro.

Pedro Macedo CamachoComposer, Star Citizen

Yes, it's the same thing for me. It's the first time with crowdfunding. It's actually been harder for me, because I was always trying to be very fair, not just with the clients, but with who was going to play the games I was scoring. I always had the idea that players are actually good listeners. There could be some discussion about whether they were or not, and I thought they were. So I was always very perfectionist about every single little detail. For me, it's important. And being in the crowdfunding game kind of proved that, because the only time I did a sloppy MIDI mock-up, which was for Arena Commander before we had the actual live recording, and which was done on purpose, that was the time I got slapped in the forum, with people saying, oh my god, this sounds rubbish or something like that. And it really shows how people are listening, and they are very good listeners. And we have several great musicians and actual composers that crowdfund us, that really help us with funding. Everyone wants to do a good job; I want to do a good job and Ross wants to do a good job. But we should never underestimate that. It is not the case with Chris Roberts, but there are other projects where the music is sometimes not regarded as something essential, like, I'll just do something because people don't care. I think by being open and crowdfunded, with people hearing it step by step, we can see how much good audio and good music matter in everything that you do. It makes stuff look better, I think. It's not all about graphics and 3D cards.

EpisodePledges & business

What is the state of sound occlusion in the game, like muting sounds when you go behind walls?asked by Elfwen

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Sound occlusion is a tricky one. It's something that bothers us. We want to get it working. It makes such a big difference. The native occlusion of CryEngine isn't particularly powerful, so it's something we hope to address. It's a system that really makes or breaks certain aspects of games. And in a game like ours, obviously, we've got these confined spaceships and stuff like that. You don't want to hear sounds bleeding through, so we're working on it. We're aware of it.

EpisodeAudio

Will the music in the PU be switchable through a sort of radio station to change between genres, kind of like at the beginning of the Cutlass commercial when you see the pilot switching between radio stations? Are there any plans to have radio in Star Citizen?asked by Captain Cough

Ross TregenzaSenior Sound Designer, Foundry 42 UK

It's not something that we haven't considered. That's a lot of negatives. It's something we have considered. That's easier. It feels like there's room for it. At the moment, what's important to us is just starting to learn how people play the game. Quite often, whenever you get some kind of open game, people start thinking about radio stations and stuff like that. They're thinking of GTA and stuff. But you need the space for people to enjoy it. GTA has those great big long car journeys. It seems like we have the kind of game where it'd be quite nice to be cruising along in your space cruiser and chuck a few tracks on for your friends during the journey. So yeah, we're looking into stuff and we're thinking about it. I don't think I can really say a lot more than that at the moment.

EpisodeAudio

In regards to the soundtrack that will be sold, will the CD or files be mastered uncompressed with dynamic range, or will they be more compressed and normalized, as we often see in Hans Zimmer's soundtracks?asked by Paul Atreides

TL;DRThe soundtrack is already mastered and keeps lots of dynamic range, though a few hybrid tracks are louder.

Pedro Macedo CamachoComposer, Star Citizen

I think this could be a good moment, but maybe we'll save it for the end of the show. In the small sneak peek we have, the music has a lot of dynamic range. So I really think the dynamic range is there. We didn't lose it. It's already done. It's already mastered. So we can say that, right?

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Actually, to that end, just because I'm scared I'm going to forget, I wanted to mention Darren Lambourne here from the UK audio team. He's been over to Munich to work with Christoph Stickel, and they've been mastering Pedro's music. And that mastering process is what really pulls the last extra juice out of that dynamic range. And they did an amazing job over there, which I'm sure Pedro will agree with.

Pedro Macedo CamachoComposer, Star Citizen

Yeah, it's great. I just heard it all. It sounds really great. And as he was saying very well, it didn't lose the dynamic range. Some of the tracks are more hybrid, so they're a little bit more into the max. Of course, that's normal. But most of them have a lot of dynamic range. I'm really happy about it. Seriously, really happy about it.

What kind of headphones are you using, considering that you're both audio professionals?

TL;DRBoth use AKG headphones out of long habit; Pedro stresses a familiar neutral reference and a decent audio card rather than integrated motherboard audio.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

DT770s.

Pedro Macedo CamachoComposer, Star Citizen

Just AKGs, I think that's how we pronounce it.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

I like these, but I've used these for my entire professional career, and I just feel now, if I changed... I'm an old dog.

Pedro Macedo CamachoComposer, Star Citizen

I'm kind of like Ross. I also always use AKG. I don't know why, I just like the brand, but it has nothing to do with the brand. The thing is, you should have reference equipment that you like to use, that is minimally good, minimally neutral, and on which you hear all the soundtracks you really enjoy, all the great soundtracks. Memorize the sound you get from those headphones and then try to get to that sound with the reference. It's all like the principle of relativity. Of course, it should be able to reproduce the bass. There's something he shouldn't forget: it's not all about the headphones. A lot of it is about the preamps that feed the audio into the headphones. At least for me, that always made a big difference. Nowadays not so much, but you should have a professional-level audio card. Otherwise the converters will just send crap to the headphones, no matter what headphones you have. You don't need the most expensive stuff, but minimally good stuff.

Jared HuckabyHost, Community Manager

Not integrated onto the motherboard?

Pedro Macedo CamachoComposer, Star Citizen

Well, nowadays everything has been improving so much. I could be speaking like an ignorant, but I do have something outside the motherboard, of course, really large, over there. So it's really different and it sounds really great. I actually did a big comparison and it sounds really different. The same headphones sound completely different.

EpisodeAudio

Any plans for 2946-flavored pop rock style music?asked by Nasty Headwound

TL;DRRoss says they want to do more songs like Big Benny's, which grew from a quick melody his wife wrote lyrics for, but gives no concrete plan.

Ross TregenzaSenior Sound Designer, Foundry 42 UK

Yeah, Big Benny's, people love it so much. It does inspire me. We want to do more. And that ridiculous little song came from something so small. I just went home one evening and for about 15 minutes I wrote the melody. And then I got my wife to come in. My wife, Julia, hello. I got her to come in and she wrote some lyrics for it and sang them. And then I took it to work. So there we go, I made a little song. And then people loved it, so I expanded it out to this full-length version. That must have taken me about 60 hours. Once I knew I wanted to make it perfect, it went from no time at all to every evening thinking, what am I doing with my life? It's 1 a.m. and I'm listening to Big Benny's again to make sure the claps sound right.

EpisodeAudio

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