Transcript (by Youtube)


2s and there we go we are live hello
4s everyone and welcome to another not not
9s really entirely Friday stream turned out
12s to be Saturday to help us
14s be able to cope a little bit in terms of
16s time zone and
18s uh uh location
21s um that fitted our two new guests
24s a lot better so um
27s first off myself for anyone that hasn't
29s been watching any of the live streams my
30s name is Jens I'm working here as lead
33s game designer on eco
35s and as you can tell we have like I
39s mentioned we've got two new faces and
41s guests that you have not seen here
42s before
44s um and I wanna heartily
46s welcome Leonard here our audio director
49s on eco
52s hello
54s uh
56s yeah I I think do you have do you want
58s to go over kind of what you uh oh yeah
60s yeah I got lots to say lots to say so
66s um yeah I've been working with strange
68s loot bands for a long time
70s um I originally worked on their vessel
72s title which was oh gosh PlayStation 3
76s launch I think uh that one was exciting
78s I was also uh audio lead on that one uh
82s that one I did there was similar
84s actually to Eco I didn't do music on
86s that one although I am a composer we
88s worked with John Hopkins another
90s composer I did the music design for that
92s and all the uh sound design for that
95s game and then I also worked on a game
97s called simcell with a strange Loop and
99s then most recently
101s Eco so yeah audio director just means
104s that I get to tell everybody else
107s working on audio what to do which is
110s nearly nobody because this this is a
113s small title so it's a I sort of consider
115s Eco to be a triple I indie game uh we
118s have a good number of developers working
119s on it and of course a great Community uh
122s supporting us too and so with Eco we
127s wanted to really dial in the music from
129s what we had because I took over from
132s there was a person doing audio before me
134s for I think a year or so and when I
138s inherited the project we really wanted
140s to up the level of music and so I also
144s teach game audio at the school of video
146s game audio for the past 10 years or so
148s and one of my awesome students was Phil
151s and so we just basically just got
154s started chatting and um yeah I brought
157s him in and he's been doing uh some great
159s work and uh
161s I guess you know that's uh sort of a
164s very quick introduction as far as myself
167s I've been doing game audio since the mid
168s 90s and yeah I teach game audio and I do
172s composition for you know uh games uh
176s most recently Counter-Strike which was
178s pretty fun to work on I want to do some
180s stuff for Eco and I am very happy to be
185s able to join stream yeah it's fun and
187s thanks for accommodating us uh because
189s Yeah It's tricky to get like three
191s people's schedules to align so yeah I
195s guess uh yeah back to you
197s yeah thank you that was an amazing uh
200s introduction and I hope everyone is
202s thrilled to uh to see you participate
204s here as well it's it's you know it's a
206s rarity to kind of get everyone
208s in and around the project to be involved
211s in the streams as well
212s um
213s but yeah so with that uh Phil do you
218s wanna
218s take it away
220s um yeah
221s sounds good can everyone hear me
223s yep yeah okay yeah so I'm I'm Phil
227s allanie I'm a composer and a guitarist I
231s live in Minneapolis Minnesota
233s and um I've been working on Eco on and
237s off I guess for about three years
239s um
240s I uh yeah I studied with Leonard at his
243s um School of video game audio and uh
246s and he reached out to me about um
249s writing some music for Eco and so I'm
252s super excited to be working on it and uh
256s yeah so I guess today we'll be talking
258s about a few new
260s um tracks that I wrote for the game and
262s uh
264s let's see what else can I tell you
267s um I guess that's pretty much it for my
269s end yeah yeah so we've got Leonard who's
271s telling everyone what to do with the
273s audio and then you gotta feel that is
274s creating the audio and kind of
277s composing it and making sure that it's
279s sounding all right getting a pass from
281s Leonard and then it's it hits and gets
284s implemented into the game and
287s um it's not necessarily just audio music
289s music per se in in terms of Leonard's
292s responsibilities but he's also the one
294s kind of directing and checking with all
297s of the other surrounding ambient effects
299s like footsteps and and just you know
301s anything that you hear basically
305s um so yeah no we've got a a very kind of
309s casual technical stream I guess you
312s could call it um we've got we've got a
314s couple of pre-recordings from
317s the uh two different audio tool sets
320s that we're working on with Eco
322s um
323s that um
325s I think we can uh we can kind of just
328s switch over and uh
331s kind of start start to start going over
333s these
334s um
336s just arrange stuff around here yeah
341s got the application and that and um
346s there we go that should be uh hoping
349s everyone can see it
351s um First Recording isn't super high
354s crisp so there there's a little bit of
356s fuzziness going on I apologize for that
358s but uh
361s you know
362s Max what can you do
368s it's all about the audio it's all about
371s the audio
372s uh yeah no I I guess I just play and uh
377s um sure yeah I can I can introduce this
379s a little bit um
380s so this track is
383s um
383s for pollution for you know when you
386s build up the city and you're starting to
388s get
389s uh
390s yeah so that well that was the prompt
392s pollution so I tried to
396s create um
398s you know textures and harmonies that
400s that give that Vibe and uh
404s yeah I guess you can just kick it off
405s and I'll I'll talk through it um
408s there's some recurring themes that you
410s hear throughout all the songs so
415s and are you guys hearing that audio
418s um
422s okay yeah I'm not hearing it either
425s uh let me let me do this quickly
430s um I think the stream is hearing it fine
432s but oh okay I think
436s there we go
437s awesome now it's just a fade in yeah
440s awesome
444s there we go yeah all right yeah so
449s here's the first part where you can hear
450s one of the that's kind of a recurring
452s theme throughout
454s um several of the songs in the game
458s but um twist it a bit to fit that
462s that harmonies we have here
473s and one of the things exciting about the
475s new tracks is I've made some upgrades to
477s my sound libraries in general so there's
479s much better marimba sounds and upright
482s bass sounds
484s and um
488s yeah you'll notice this one's a little
489s more dense and a little more complex
491s than the other songs so this was one
493s where Leonard gave me kind of he told me
496s to just go crazy
498s um
499s and uh
502s so you can hear some more of my um Jazz
504s influence in this this one
508s [Music]
515s no it's just it feels so Eco but
519s everything else kind of working out oh
521s great yeah
523s yeah I tried to make it feel good with
525s uh this this one's also strange in that
528s it's there's lots of different time
529s signatures happening it's kind of
530s switching back and forth between seven
532s eight and four four
542s and as we're kind of going through a lot
544s of these audio things uh chat in any
547s source
549s um
550s just let us know if there's any you know
553s if the uh if the music volume is a bit
555s too loud versus or shattered so
558s we don't go overboard on one or the
560s other
561s yeah and then here we'll kind of break
564s it down into
565s sections
567s um we so we export the music in layers
570s so that it can be implemented um in the
573s game
574s in different ways so
576s um is it still yeah
578s um I paused it temporarily oh yeah yeah
580s you can let it go so first we're going
582s to kind of show off this
583s percussion layer
585s um
587s so let me eat everything else so you can
593s there we go yeah
595s nice and so this is all stuff that I
598s hammered out on the keyboard here like I
599s didn't use any Loops or anything it's
601s all kind of just
603s jamming and going with the flow
606s um
606s and this is the the bed layer this is
608s kind of the core of the song
612s and then
613s we've got this harmony layer where you
615s get all these spooky sounds we got some
617s bass clarinets there and along with that
620s Eerie synth
622s so this is what really gives that
623s pollution feel to me yeah
627s that's awesome
629s and then here in the melody layer
632s that the Melody has
634s um some interesting textures
636s I kind of started with this with this
639s Spacey piano here
644s and then
647s let's see
649s yeah I've also got this this um
652s I'm not I'm not sure exactly how you say
654s that
655s it's a really cool instrument though um
658s and then layering that with some banjo
661s and some english horns so it's very like
664s all over the world like there's like an
666s instrument from like every continent
668s there
670s that's a very nice
672s a little vibraphone in there
677s that's a seven eight vibe to it
680s yeah and then when it all comes together
683s you know and then then it's up to
684s Leonard to kind of mix those
687s in the game and you know
690s sometimes it's neat to only have like
692s the harmony layer going or only having
694s the percussion going
696s it's just the percussion and the harmony
699s [Music]
709s yeah and so that's pretty much it
711s um
713s and that that's how most of the songs
714s are working you know they're kind of
716s broken into those those four layers yet
718s the percussion in the kind of the core
721s of it and then Harmony and Melody so
723s yeah yeah I'm just gonna switch over
726s here for a second here so I I think like
728s in general when it comes to like
730s composing things digitally
733s um
734s they are like I think a lot of a lot of
737s older
739s um gamer Community is probably familiar
741s with the layout in some way shape or
744s form I know we had the whole like a
746s massive surge of a lot of these tools
749s coming out in like the um early 2000s
752s um where everyone was kind of poking and
754s then and plonking away at it and it was
757s a lot of fun but
759s um
760s it's generally working the same way as
763s it's always done
765s but it's just
766s technically more advanced and allows
769s more options and kind of do more stuff
771s with it but it's fundamentally it's the
774s same
776s um
776s yeah yeah I'd say so and and these these
779s virtual instruments have come a really
780s long way like that the marimba sounds
782s that are available now you know are just
785s incredible and
786s you know I would I would love to do this
788s all like you know in the recording
789s studio with live instruments but for
792s you know for some projects it's not
794s possible to do that so yeah it's really
797s cool to have
798s um such great great sounding virtual
800s instruments
801s yeah
803s it's it's it's coming together quite
805s nicely and it's I I really really love
807s the fact that all of these are kind of
811s they're they're giving tones of
812s similarity between the soundtracks but
814s they're all very cohesive even though
816s they might be very different in terms of
818s their composition which is really really
820s nicely done no that's nice because we've
823s spent a lot of time on that you know if
826s you if you were to see the email threat
828s between Phil and I it's like yeah it's
831s nice it's getting to the point exactly
834s with Gmail where it's actually like when
837s we start an email it's scrolled almost
839s all the way over to the side so
842s um yeah as far as the you know the way
845s that the music's put together I mean you
846s know
847s bill is a you know he's a guitarist you
850s know primarily but then also like all
852s the stuff being played in you know as
854s you can see using his uh his keyboard
856s there it gives a really you know it's
859s not programmed in like as far as like
861s placing the notes and stuff which is a
862s lot of what I do and when I'm working
864s I'm anyways so it's it's nice to hear a
869s lot of that just organic sort of texture
870s that Phil's able to add and just the
872s amount of technical dexterity on like a
875s lot of the songs have him playing guitar
877s in it as well which I just love so if
879s there's any excuse to try and Crown more
882s you know stringed instruments in there I
884s try to do that so yeah yeah and some
888s oh yeah some of the new tracks have have
890s like live guitar on there as well this
892s one in particular was done all on the on
895s the keyboard but um
896s yeah so there's a there's a
898s good mix of live instruments and virtual
901s instruments some of the new songs so uh
904s I like it it's really really nice and I
907s know a lot of
908s it's
909s I don't think I've seen a negative
911s comment on
913s outside of like why isn't there more I I
917s think it's the only the only negative
919s one nice nice yeah so we've gone over
922s we've gone over some of the stuff that
924s you know how you're working and kind of
926s what it's looking like from you in terms
928s of digitally composing it so what we're
930s seeing right now is where kind of
933s Leonard takes over and
936s gets this kind of organized so I don't
938s know do you want to uh
942s uh so this is this is B Vice which is no
946s not wheat Wise It's just Wise It's just
948s Wise It's just called I'm going I'm
951s going with revised because there's
952s there's two W's on it but you know I
954s didn't want to name it be wise then they
956s should have removed one
958s now it's a joke within the community
960s it's because it's like uh it's an
963s acronym and they named it years ago and
966s yeah it is a it's highly problematic
970s that they call it wise it's kind of like
972s you know Worcestershire sauce being
974s called Worcester sauce or you just skip
976s over a bunch of letters this is like
979s okay so yeah just saying that you know
982s this is sort of where uh as far as in my
984s process I do the technical audio stuff
987s so this is also known as music design
989s these days so I take the composition
991s from Phil to you know basically he's
994s done and he has stemmed it out into
996s those you know different layers what
998s we've decided on is four different
1000s layers one being the bed then you can
1003s see Harmony there is in yellow but once
1006s we get to the stream and then there's a
1008s Melody layer and percussion layer and
1010s then that allows me to to basically use
1012s the game to dynamically mix those uh
1015s sort of layers as the gameplay changes
1018s so if there's more pollution we can add
1020s more percussion say and so yeah anyways
1023s we can just uh I guess basically roll
1025s into the clip here and see how that
1027s works for me basically basically doing
1029s the technical side of things so it's
1031s still somewhat creative but it's I'm not
1034s composing here I'm taking his stuff and
1036s basically arranging it so that it
1038s dynamically fits the actions yeah so
1041s just to just to clarify on advice being
1043s the integration part of it's basically a
1046s module plugin that works for any of the
1049s major game engines uh be it Unity or
1052s unreal or whichever it's kind of a
1054s bridge between audio that's been created
1056s through audio that's played in the game
1059s exactly
1061s yeah take it away
1063s cool
1065s all right well uh yeah so uh this is
1069s showing how Phil's track pollution
1071s actually gets placed into wise and so in
1075s that little window I scroll past all the
1077s sound uh effects and I get to the music
1080s which is the important part that we'll
1082s be looking at for this first chunk and
1084s right now the tracks depending on the
1086s vibe they play in different parts of the
1088s day so this is sort of currently the
1090s full mix for pollution is set for
1091s Sunrise nothing like the smell of
1094s pollution in the morning so
1098s there's the event for the music that's
1102s the thing that actually gets called by
1103s the game and then it plays it like this
1106s and so the music starts out and then
1109s I've basically used an rtpc which is
1112s basically like a parameter that allows
1114s me to modulate the mixed levels between
1118s all four of those depending on just one
1120s parameter so instead of having four
1122s sliders I can use one and sort of use
1124s that this test music parameter to slide
1128s between different mixes
1130s so you know right now I'm sort of at 50
1132s going down to like you know sort of a
1135s thinner mix
1136s and then I'll show you how the rtpcs are
1140s sort of mapped so you hear the
1141s percussion came in more there as I
1143s ramped it up to back to 100. right
1147s so if we look at the parameter the
1149s real-time parameter control and this is
1152s changing the voice volume
1154s and this one happens to be for the
1155s percussion because that's what I've
1156s selected
1158s and see it just ramps up so the higher
1161s the test music is that value is the more
1164s percussion we get and it's like that
1166s simple it's just just the way that it's
1168s being demonstrated for now obviously I
1171s can get a lot more complex but you know
1174s a lot of the times here's what you want
1176s yeah
1177s so more action more intensity you know
1180s more percussion
1182s right and if I scroll down a little bit
1185s more here
1186s I've sort of got a spot where I took out
1188s part of the um actually the harmony see
1191s where it's there's a dip there
1193s so the harmony is gone right now
1198s and then I can ramp it back in
1202s right
1205s so that we can hear that layer again
1208s yeah
1210s yeah it's interesting for you to hear
1211s this how you feel
1215s remember from taking your your class
1216s like how complicated this thing is
1220s yeah he was wise yeah but that's the
1224s idea is to try to you know basically
1227s uh translate something that's sort of
1230s emotive like you know a parameter uh you
1233s know like the the feeling of intensity
1235s of that parameter to an actual change in
1238s the music and then here I can solo
1240s things out the same thing that you know
1242s Phil was doing before I can bring in the
1244s melody that's the melody line that's
1245s that remember that piano sound now I've
1248s got that you know sort of like I guess
1250s it's sort of like a I don't know what
1251s you would call that that was the creepy
1253s layer I think yeah it was in the Harmony
1256s and then when I bring them all back in
1258s that's right at the end of the song so
1260s you know that's just fading out there
1262s so yeah that's how things basically get
1265s translated from what Phil does you know
1268s the very creative side and he gives me
1270s those four layers and then I can play
1272s with those in the game and have those
1274s react dynamically
1276s so
1286s [Laughter]
1293s so now we're looking at some sound
1295s effects this one I'm kind of I like
1297s because it's it's using
1298s um synthesis within y's you can actually
1300s generate stuff you know randomly so I'm
1303s using a synthesizer to basically just
1305s play back random tones
1308s you know it's called a sample and hold
1310s function
1312s that's what my computer sounds like
1314s exactly yeah so when you're using the
1317s lasers at the end to like fire down the
1319s asteroid or a meteor sorry I think it's
1321s a meteor it's meteor right then yeah
1323s exactly I always got those two confused
1325s then it you know that's the sound that
1327s the computers make that the the guidance
1329s system for the lasers and so here's the
1331s layer same thing you can see that rtpc
1333s that little line right and where next to
1337s the base frequency there's an rtpc so
1340s that means that I can basically change
1343s those values as well so you know we have
1346s the original sound that you heard
1348s but I can also make it so that that if I
1352s wanted to change the sort of you know as
1355s the guidance systems are actually like
1357s you know zooming in and and you know
1360s like about to like roast the uh the
1363s meteor then I could actually like ramp
1365s it up I haven't done that in the game
1367s yet I was very happy just to get it
1369s working but you can hear that's sort of
1371s the you know that's the original version
1373s of it right I can make it louder
1376s if I want you know not super interesting
1379s but I think more interesting is being
1381s able to change the frequency at which
1382s the tones change so I think that's what
1385s I'm going to try to do next here
1387s I have to bring in a different rtpc so
1390s yeah that was the output level
1392s there's the sound and now
1396s there it is base frequency so now I can
1398s change the right
1401s so there you go
1403s and I can make it faster
1406s or slower right so it just shows you
1409s that you can do uh really flexible sound
1412s designs using synthesis within y's
1415s um there's not necessarily as many
1417s opportunities for that with an Eco
1419s because it's more of a naturalistic game
1421s let's say for more sci-fi and that's the
1423s whole sound of like you know there's the
1425s the tape machines whirring around and
1428s then also with the boot and here we are
1430s I wanted to show you uh this is the
1432s stamping machine and with this I
1436s combined a whole bunch of sounds that
1437s are synchronized to the animation of the
1440s machine
1441s so every time one of those uh frames is
1445s hit it'll actually play a different
1447s sound cued up and y's
1449s so this I really like the the vibe of
1451s this
1471s oh yeah
1473s um so when you're looking at a machine
1475s like this it really kind of kicks out
1477s and really and amplifies
1482s um
1483s yeah
1485s it is just ads and strengthens that
1489s Ambience and and you know you feel that
1490s you're in the world you see these things
1492s happening and you see an audio
1493s reflection on it
1495s exactly because it's not a loop and
1497s here's the animation points and so those
1500s little points the set atom num events
1502s are actually sending events out to wise
1504s at each of those frames and so each of
1507s those frames will actually trigger
1508s randomly a set of like five different or
1511s so you know variations so that every
1514s time it does that sound similar to a
1516s machine it would be slightly different
1517s so this is the reason why you can sit
1520s next to some of the machines I'm still
1522s working on it you can see this is like a
1524s lot of work because we have a lot of
1526s machines I don't know a lot of machines
1528s and so like this one I was particularly
1530s happy with but this is the level of
1532s detail I gotta go to so if I look in
1534s there's the electric stamping press and
1537s then here's the you know you see these
1539s different animation events here and yeah
1542s exactly yeah so each one of those is
1545s separate and they have separate
1546s variations and they also randomize pitch
1548s and volume and so I actually recorded a
1551s garbage truck for that sound I was like
1553s running next to the garbage truck and
1555s because it's got this robot arm that
1557s picks up the garbage yeah and that was a
1559s sound that I got from printing press
1563s yeah so there's that's and that's
1565s another garbage truck sound that right
1568s so I've recorded a lot of sounds for
1571s this game I've tried to do almost all
1574s the sounds from uh original recordings
1577s and so yeah it's um and it's also super
1580s powerful because
1582s since the events are kicking out
1584s regardless of the speed meaning that you
1586s know we can change the animation speed
1588s or or you know the interact ability of
1590s the animation and it the audio doesn't
1592s need to be adjusted because it
1594s automatically adjusts to that frequently
1596s uh yeah it's kind of going through
1598s exactly and that was the background Loop
1601s there it's just you know so that's what
1602s all the sounds play on top of so it
1604s creates this whole sort of soundscape
1606s yeah
1608s yeah exactly and you can you can tune
1610s the animations and the audio will
1612s automatically be in sync and then like
1614s I'm just scrolling down I just wanted to
1616s show at the end like there is like a
1618s crap ton of sounds in this game I didn't
1621s actually uh maybe I'll look that up on
1624s my computer but I'm gonna say probably
1626s like in the order of thousands of sounds
1629s that are for Eco you know there's a dirt
1631s walk sound you know and like I'm still
1635s like up at the top of like all the and
1638s these are not even individual sounds
1639s some of these have like you know more
1641s than one thing in them too so I'm just
1643s still in the footsteps
1645s and uh actually in that's one thing
1648s that's going to be new that I guess will
1650s come out with version 10 is um the idea
1653s of wetlands and so looking forward to
1655s making squishy
1657s like you know sort of footsteps as well
1659s so that that'll get that'll get added to
1663s the existing footsteps so yeah yeah oh
1666s and here's this one I want to talk about
1668s so this one the agouti what I did is I
1670s actually performed the sound of the
1671s agouti by pitching down a recording of a
1674s nagouti into a rage that I could perform
1677s and and then I practiced that and then I
1680s recorded it like using that lower octave
1683s and then I pitched it back up again
1686s not this is the wolf howl
1689s [Laughter]
1690s those are that those ones are Library
1692s sounds that's not me doing a waffle
1695s he didn't he didn't go up to a real
1697s jaguar no no squeeze a Jaguar yeah come
1702s on buddy I need you for our Eco give it
1705s up so here's the a Gucci sound yeah when
1707s when we get to it so this this I want to
1709s do to all the animal like you know the
1711s animals that it's appropriate for us
1712s actually make like little
1714s um uh movement sounds and stuff like
1716s that so they actually this is this uh
1719s their idle sound so that's let me see
1723s here and uh
1726s [Music]
1730s there we go
1734s see and it's got a little bit of Reverb
1736s on there just because it's got a forest
1737s Reverb on it so that's me actually doing
1740s the Gucci sound yeah nice
1744s yeah yeah it was fun that I uh sort of
1747s learned that uh trick from people that
1749s were doing bird songs by whistling
1752s so
1754s yeah so you can see there's so many like
1756s you know uh this is when you sit down
1760s there's like 10 different squeaks when
1762s you sit down into like a you know a
1764s random vehicle and then finally we got
1766s past the sound effects and we get back
1768s into the music and so here's some of the
1772s other examples of the musics that are
1775s there and I think I think we're getting
1778s pretty close to the end of that present
1780s too oh I know I was trying to find um so
1782s here's another track called desert I
1784s don't think I play this one
1786s I think I go back to the pollution one
1788s there so yeah but there's a lot of we're
1791s getting a lot of music in and yes thanks
1794s Phil for being available because it's
1798s one thing to you know uh be working on
1801s the title there it is so we'll just
1803s conclude with this is the way that you
1805s know sort of the sound effects and music
1809s get put together for uh for Eco and uh
1812s yeah we're really looking forward to the
1814s next release having all basically we've
1817s got was it three or four new tracks
1820s three new tracks let's say three that
1822s are good I think it's four yeah I think
1824s we were able to sneak so it's probably
1827s three but let's say four just because I
1830s think it's four you know
1831s yeah hopefully maybe perhaps
1834s um yeah so yeah anyways we can tail out
1836s there and uh yeah yeah it's it's gonna
1840s be fun
1841s yeah yeah I think it's looking great
1844s um it's cheers it's like the whole
1848s generally the whole system and just
1850s making that architecture work and
1853s getting that Improvement to be able to
1855s extract all these sound events and and
1857s kind of callbacks to the sound events
1859s and then you know you can you can keep
1861s adding more stuff to the workbenches and
1864s it'll it'll feel more alive when you're
1866s walking into it and
1869s um it just feels more alive I don't know
1872s not really yeah more to to kind of
1874s elaborate on it it's
1876s it's really
1878s if you're looking at
1880s um I don't know if a lot of people have
1881s seen
1883s um just kind of as a reference
1885s um if you've seen pre-production series
1887s episodes and movies and whatnot before
1890s they kind of plug in they're on the
1891s overlay and audio on top of it
1894s um
1895s it's like a whole different scene
1898s um
1899s because it feels really Bland and really
1901s stale and then you add that background
1904s noise and stutter and effects and things
1906s happening in the background and it's
1907s suddenly a whole different scene
1909s and yeah
1910s we can see this with Eco really on that
1914s like we have even if you're running
1916s around and you have this amazing
1918s um Ambience like background music going
1920s on
1921s as you're walking around you come into a
1923s big workshop and
1926s you don't really hear anything like you
1928s can hear maybe maybe something chomping
1930s in the background but like
1931s you have you know six seven really big
1933s machinery and you see these are working
1935s and they're they're pressing plates and
1937s they're screwing things and they're you
1938s know messing around
1941s um
1941s and you just don't have an audio
1944s feedback from what you're visually
1946s seeing
1947s makes it feel very Bland very you know
1951s stale and boring if you will
1954s and then you see this with the the
1956s stamping press for instance where it
1959s just it just brought it to life like you
1961s you feel like you're in a workshop you
1964s feel you know that this is happening and
1966s you're you're You Know You're Building
1967s these things and assembling these things
1969s and and you have that noise
1972s um
1973s coming in and kind of influencing you
1975s with that that additional sense
1978s yeah it is uh because with say with
1982s computer Graphics it's hard to convey
1984s weight
1986s um and audio is really good for that
1989s um one of the one of the things that I
1991s was you know a while ago when I was
1993s working on eco that's uh you know I I'm
1996s doing the sound effects and stuff like
1997s that so I like the sound effects and I
1999s also don't want to overuse the music but
2001s on the team we had so many people that
2004s loved the music so much that they wanted
2006s to hear it more and more so I basically
2008s took you know the frequency at which the
2011s like they how often the music plays you
2013s know with without breaks and I doubled
2016s it up because with the team they're just
2019s like we got to hear more music we got to
2021s hear more music and I'm like okay you
2022s don't turn up the music and hopefully
2024s because it's a real balance of like not
2026s getting annoyed by you know uh both the
2030s sound design and the music audio is it's
2032s a really tricky balance to do that and
2035s one of the things when that was
2036s happening is that one of the the
2037s designers was just like oh yeah there's
2040s this great song and yeah here it is and
2042s he played it and I was just like oh no
2043s no that's a bug like it was only only
2045s playing one of the very strange layers
2049s out of the music and he was just like no
2051s no no you can't fix that bug and I was
2053s like okay fine so what I did is I made a
2055s special track like a special mix that
2057s doesn't play very often but it still
2059s plays in the game so that I could say
2061s like no no no it's it's still in there
2063s so yeah while working on it it's very
2066s it's very cool to get feedback from the
2068s team in here you know sort of the
2070s reactions to the music and how that
2072s really influences the game obviously
2074s along with the sound design but it it is
2076s awesome to be part of the team and yeah
2078s I also hear a lot of feedback from the
2080s community as well reflected through the
2082s team I also like you know look at the
2084s Discord from time to time and that is
2087s one thing that's very interesting when
2089s working on eco is that it's sort of like
2090s an open door kind of vibe is that you
2093s know you're working on a game flying the
2095s plane in the air and working on it at
2097s the same time so it is interesting to be
2102s trying to put out stuff like especially
2104s when it's like you know
2106s so much sound design
2107s you know and and trying to polish it
2110s enough for each release so that it's
2112s just like yeah no it's it's there and it
2114s sounds good enough and we'll continue to
2116s polish things when we have time so it's
2119s a it's a very interesting process that
2121s one
2122s yeah I think uh it's been going really
2126s really great and uh
2129s yeah we'll keep keep going through it
2132s and keep improving and and add more
2135s stuff as we uh
2137s move the project along
2139s um
2141s I know we haven't there's there's a
2143s couple of things that we haven't really
2146s shown off
2147s um as Leonard was mentioning with like
2150s squishy noises and
2153s things like that I don't know if I wanna
2155s want to go over some of the new visuals
2157s as well maybe maybe we can see this in
2160s here yeah they're so good like when I
2163s saw that on the meeting I was just like
2165s oh man that that is really impressive
2167s and I guess as well there's no uh
2171s questions just yet from no I suppose oh
2174s I think there are a couple that was
2176s wondering about
2177s um play test stuff
2180s um okay other than that it's just it's
2184s just nice nice comments on on audio
2186s things and oh
2188s um Everybody commenting that this is the
2190s first time I've seen this kind of modern
2191s sound design and integration
2194s um I've only seen the old school sfx
2196s collecting in some back room somewhere
2197s but this this type of interfacing is
2199s allowing so much more freedom and
2201s options
2202s yeah yeah and it's um
2206s it there's always more to do but I also
2209s because I teach game audio is that I
2211s also try to you know just always make
2213s sure that you know when Phil and I are
2215s working on stuff to make sure that it
2217s really underlines the emotional it
2220s supports the underscoring of the game to
2223s make sure that you know we're not just
2225s you know doing Tweaky stuff although in
2227s the in the pollution track musically
2230s there's a bunch of Tweaky stuff going
2231s there which I love
2234s so we do squeeze it in when we can but
2237s I'm just saying on the technical side
2238s you know that there has to be a reason I
2240s think you know to to add stuff not just
2243s for like technical stuff I mean yes I
2246s did Squeeze In the computer-y type sound
2248s thing but uh
2250s yeah the idea at any given moment is to
2254s support the uh the needs of the game and
2257s and to really support the players so
2258s that they don't get annoyed and I will
2260s say yeah it's very hard when you have
2263s like your sanctions like a room full of
2265s machinery
2266s for it not to sound annoying like it's
2269s just it is it has taken me a lot of time
2272s to tune uh the sounds so that they yeah
2275s they're sort of pleasing like you know
2277s and that's a core part of the game is
2279s that you know what the progression that
2281s you uh gain more capacity of creating
2284s different uh you know crafting uh you
2288s know machines and stuff like that you're
2289s able to make new things that the audio
2291s also supports that too oh man here we go
2294s all right so yeah um looks beautiful
2297s yeah it's awesome transitional there's
2299s even a little deer there
2301s um so we'll sneak sneak peek a little
2304s bit on so this is live on or what what
2308s will be the next play test for white
2311s tiger
2312s um Toby will probably
2315s chew me out a little bit we're showing
2317s this a little bit earlier than uh he
2319s kind of wanted some of it to be a bit of
2321s a shock surprise but
2323s I think we I think it's relative to what
2326s we're talking about in terms of audio
2329s um that will kind of go over a little
2330s bit of it just kind of like sneak sneak
2333s by it
2334s um so as you can see here we've done
2338s um some continued polish and and just
2341s like tweaks to textures and how they're
2344s interfacing and kind of the visuals and
2346s the blooms and and kind of all the
2349s all of the general effects to it and
2351s with that
2353s there's been like all of this is still
2356s work in progress um Toby is still
2358s tweaking it together with Geo um just
2360s kind of poking and fixing around all the
2364s different
2365s shade their magic around and some of the
2367s new structural things and I also have a
2369s helper here in my lab right now she's
2372s yeah
2374s um
2375s wants to participate here as well
2378s um
2378s let me switch over to Daylight maybe uh
2384s so so this is some of the changes that
2387s are being done to the wetlands and as
2390s Leonard was saying you know this is you
2393s are getting a much more
2395s kind of wet gritty mushy feeling to it
2400s um
2402s there's still a couple of tweaks and
2404s polishes to kind of really get it right
2405s but it is adding a layer of kind of
2409s wetness to it
2411s um
2413s and you know we're looking from an audio
2415s perspective of
2417s a bit of tweaks to those old kind of
2419s Step audios and making sure that each
2420s biome has their own kind of unique feel
2423s to them when you're walking around them
2425s yeah because I want to do a huge pass on
2429s all the animals too because
2432s um I've sort of tried to tune it so that
2434s when the animals are around you that you
2435s have an idea of the direction and
2437s whatnot but the the combinatorics of
2440s like the different sizes of animals how
2443s they move and then what material they're
2445s on is just it's gonna take me a while so
2448s just you know please give me a bit of
2451s time to do that and same thing for the
2454s player as well that we you know those
2456s footsteps that we have are the you know
2458s from years ago and the main thing is
2460s that I just wanted to do one pass in
2463s that same thing will still take a while
2467s yeah right now it's not sure if you can
2470s you can hear it completely but it's
2472s you can have like a crisp gravel kind of
2474s sound in the wetlands at the moment
2476s which
2477s hopefully be a bit more mushy and
2482s just gives you that heightened sense of
2486s where you are in the world rather than
2489s just
2494s can you also trigger the rain too
2497s because that's something that uh that
2500s was a you know basically like the
2502s weather stuff is another thing that Phil
2505s was working on as far as the music I
2508s think there's a uh
2510s command for changing the weather isn't
2513s there yeah
2515s I I don't know if this is actually
2518s working in the current version of it
2521s okay we set this to clear let me do
2524s uh sorry to throw that at you
2529s no so we we have been experimenting a
2532s bit um it does come in here in in one of
2535s the chats that you know some type of
2537s weather system would be nice
2539s um and it is something that we have been
2541s looking at in terms of
2544s actually visual yeah it is working it's
2547s not as fast as I wanted it to be yeah
2551s um so this is something that we're kind
2553s of tweaking and looking at in terms of
2555s just heightening that Ambience level
2559s um
2560s and also looking at sort of how we want
2563s to interact and how we want to implement
2564s it in terms of
2565s uh you know how is this going to be
2567s working when you transition between
2569s biomes that's inside the same type of
2573s Elementary kind of distance like you can
2575s walk into something that's
2577s an actual desert
2579s but it's like the moisture level ranges
2582s and like the The Greenery around you
2584s might not be entirely a desert
2587s so we don't necessarily want something
2589s that just flips back and forth between
2592s biomes just because you're passing over
2594s a tile
2596s and like pulling on on references of
2600s similar like the
2602s escapades in terms of games doing
2604s ambient weathers and and so on
2608s um
2608s I usually look at like things like
2610s Icarus for instance that is doing a
2612s stellar job as well as iron gates with
2615s well Hyman and so on that you know
2617s they're doing these really really
2619s amazing transitions from you know calm
2622s clear weather over into really
2625s murky storms and an eerie kind of
2627s ambient feelings to them
2629s yeah
2631s wherein Icarus I can feel that it's a
2634s little bit overbearing when you walk
2635s from a grassland area to a winter
2637s landscape and it just flips a switch
2639s basically
2641s yeah
2642s so from from a game design perspective
2644s it is kind of
2646s tricky in terms of you know where do we
2649s pull the lines and where do we want to
2651s do that
2652s or do we want to just add like a
2654s transition timer over like you walked
2656s into the new biome but the old weather
2657s is kind of hinging after you but then it
2659s would it would look kind of weird if
2661s you're walking from you know a snowy
2663s Peak and you have this gusting wind
2665s around you and then you know
2668s uh the blizzard going on and then you
2670s jump down a cliff into a desert and then
2671s you have that snowstorm kind of
2673s following you into the desert
2675s yeah right so there's a lot of there's a
2678s lot of key elements that we kind of need
2679s to get
2681s done correctly before we actually
2683s introduce this into a live Branch
2687s um
2688s but it is visually progressing quite
2690s nicely
2691s yeah no thanks for showing that that's
2694s great because that's something you know
2696s as far as the music side that is really
2698s good the vibe is a is great to you know
2702s like what is kind of like a wet sort of
2705s damp kind of vibe that we can change
2707s with the music and so there's things
2709s that we can change you know like
2711s either filtering stuff or bringing in
2713s different layers but yeah that's
2715s something that we've been looking at a
2717s little bit with some of the tracks
2718s anyways but this you know because they
2721s say on the side of the pollution side of
2724s things you know we didn't change things
2726s super quick but it just shows here at
2728s least with the rain that it it just
2729s changes the vibe of things when you see
2732s uh the visuals change like that we want
2734s to Echo that with the music side as well
2736s I guess something that we should talk
2738s about is soundtrack right so yeah I'll
2743s uh I'll just sort of dive into it and
2745s say that we are looking at doing a
2748s soundtrack release soon hopefully it'll
2750s be around version 10 ish and that'll
2754s have all the tracks you know that we
2755s currently have in the game and then
2758s they'll also be like sort of alternate
2760s mixes as well because some people
2763s like I was saying before they got very
2765s used to hearing like different mixes you
2768s know from the stems that we're playing
2769s in the game but like I thought they'll
2772s like I'll I will bounce them past you of
2774s course just from a creative standpoint
2776s because if you're like ah yeah you're
2779s not gonna make it a house remix
2784s no exactly so yeah we just want to make
2788s it make sure and that was part of the
2789s thing with the music design side of it
2791s is that you know that's the reason why
2792s there's a bed is that you know we always
2795s the idea is that the bed is always
2797s playing and then those other three
2798s layers always play over top so as far as
2801s the soundtrack you know we would strip
2803s it at most say back to the the bed layer
2806s probably but it would be uh yeah we'll
2809s see how many uh tracks are in there and
2812s I think there would be the idea would be
2815s to sell on Steam
2817s and then also do a similar
2822s way to download it on bandcamp as well
2825s and then depending on how we work with
2827s the team it would also possibly be
2830s available as part of a bundle with the
2832s game so you get the game and the
2834s soundtrack and probably at a you know
2836s well yes at a reduced cost but we need
2838s to synchronize with the team on that
2840s because the way that Phil is working
2841s with us as a composer is that you know
2843s he's retaining rights to his work which
2846s is good but it also means that you know
2848s then we just need to figure out with the
2851s team the best way of marketing the two
2853s things together so that the soundtrack
2855s release and the game really you know
2858s work well together as far as purchases
2860s that uh you know
2862s the folks out there can do for uh all
2866s things Eco including plushies and
2868s whatever else is in the master
2871s for strange Loop so yeah I just wanted
2874s to throw that out there I don't know
2876s when we'll have it available just yet
2877s but yeah it's it it is in the mix as
2881s they say
2882s yeah no it like there's a lot of things
2885s that are coming and a lot of things that
2886s are evolving and you know we're
2890s try to get as much information out as
2893s possible when we have more definitive
2896s set dates for things and um
2900s yeah working out the logistics on our
2903s end as well and then kind of
2905s everyone being in agreement and so on so
2908s uh
2910s yeah no I mean we're we're almost almost
2913s coming up on an hour here it's been
2916s quicker than than you might think I said
2921s um time just flies
2923s it is going crazy
2927s um
2928s talking about ambulance and immersion is
2931s there any ideas in regards to sound
2933s being muffled when in adjacency and
2936s closed off rooms oh
2939s I I know radiuses and kind of
2944s structural limitations and kind of
2947s Dynamic audio in that sense is really
2950s tricky and it gets really messy really
2951s quickly
2954s yeah so that is uh definitely possible
2960s um but yeah we would need to
2964s basically do a uh you know uh Ray
2967s casting so figuring out from the player
2970s sort of it puts out these imaginary like
2972s lines and that we could find out when
2975s you're in an enclosure and we have been
2977s working on the Reverb kind of system for
2980s a while but
2982s um quite honestly we've had a a little
2985s bit of motion on the audio programmer
2987s side of things so we're looking for a
2989s little bit of you know it's it has gone
2993s down in our list of priorities but yes
2994s it would make a lot of sense to have
2997s things like you know the scene that
2998s we're looking at having we're nowhere if
3000s you shout out you could hear the
3002s reflection like you know off the you
3005s know the opposing bank and stuff like
3006s that that would be really nice but that
3009s that is more of a that's a more
3011s long-term goal it's a good question
3013s though
3015s yeah
3017s uh
3021s don't think we have
3023s any other any other General
3026s uh
3030s General technical questions
3033s okay I was gonna ask if that new um
3036s music for the rain has been integrated
3039s yet
3040s um I don't I'm not I don't think it's
3041s been plugged in yet uh okay or actually
3045s hang on hang on I think it it has not it
3048s has okay and part of the reason for that
3052s is that uh Toby was working on stuff and
3055s he was just like oh hey do this thing
3056s and then and then he's been working on
3058s other things so I'm kind of like okay
3060s well I'll just leave it here so because
3062s I need a programmer hookup to basically
3064s 7bn rtpc on the amount of rain that's
3068s falling and then uh okay okay yeah from
3071s that then I know that the rain is
3072s falling otherwise currently I know time
3074s of day I know like sort of you know the
3076s amount of progression uh that when
3078s machines are producing things like
3080s crafting things then I know that but
3082s yeah as far as the uh the rain uh that's
3087s on the list of things to do one of the
3089s things that I also want to really get
3091s done is when you you're close to the
3094s ocean the the sound you know from the
3097s ocean happens and that was in a previous
3099s build but it got broken because of the
3101s way that the data structures of the way
3104s the game is put together got changed so
3107s yeah a lot of it is where
3109s um we have been working on the technical
3113s side to try to get that kind of help
3115s from coding and
3117s there's a lot of other priorities so
3120s yeah we've got a we've got a few things
3122s sort of you know like in the pocket with
3125s with audio and music so yeah we will get
3128s there yeah and audio has a tendency to
3131s kind of get the short stick
3136s in some of these situations where you
3138s know like things where the play tests
3141s are exploding and needing critical fixes
3143s then then suddenly You Know audio issues
3145s for stuff that we're working on for the
3147s future kind of gets de-prioritized
3149s uh which makes a very sad Leonard and
3151s then we don't get new audio I know
3154s um but uh
3156s but no it's as we're progressing and as
3159s we're adding these things we'll also
3160s keep publishing audio and that should be
3164s um
3166s should be sounding good and keep
3169s sounding good
3170s I remember when people were like stop
3173s fishing we can hear you yeah we had a
3176s bit of a global global fishing issue
3179s that wasn't me that wasn't me that was
3181s coding that that was that that was
3183s entirely on some of the other guys desk
3186s Leonard was actually free or fault on
3188s that one yeah I know the worst one I
3190s think was the one where because that was
3193s a general sort of server bug where
3195s sounds were just playing in people's
3197s heads so for me the worst one was with
3200s chewing so someone else is like cheering
3204s and you could hear everybody like in
3207s your head it was nuts
3211s the global eating problem
3214s um no I think as you mentioned in in
3218s terms of like balancing audio
3219s um especially for like machinery and and
3221s like natural natural sounds in terms of
3226s Nature's sound if that makes sense
3229s um
3230s feels like they're easier to scale and
3232s and so on and we've seen some issues
3235s with mechanical sounds that would really
3238s struggle with in terms of repetitiveness
3240s um back early nine nine two nine three
3244s somewhere where we had like The
3245s Machinist like the basic machines table
3247s was just like winning
3249s and whizzing on like crazy
3252s um that we're kind of tuned and tweaked
3254s to um to better fit in terms of the
3256s ambience round with all the other
3258s machinery
3259s um and stuff like that we really
3262s appreciate if you also post like bugger
3265s reports not necessarily bug reports but
3268s if you have you know specific audio
3270s issues or
3273s that may not necessarily be any you know
3275s an outright this is broken in the game
3278s but more of a this is really really
3281s frustrating for me or this is really
3283s really annoying for me to hear it you
3286s know repeatedly or
3288s um
3289s this particular environment or this
3291s particular kind of
3293s overload sensory wise are also
3297s appreciated to uh
3299s in particular for Leonard to kind of
3301s look at and see that you know if we have
3303s these issues then he can look at them
3305s and kind of get that information
3308s um
3309s because most of the times these things
3311s only really get reported if they're game
3313s breaking in some way shape or form
3318s yeah and
3320s exactly that would be really helpful
3322s because the thing is that I'm only one
3324s human and you know y'all are like many
3328s humans you know eco's a popular game and
3331s I don't have the time to play on the
3334s server all the time I try to when
3336s there's play testing but it is really
3339s important uh to to basically give those
3342s kind of feedback and just know that it's
3345s it's helpful you don't have to say like
3348s oh there's this sound and now I have to
3351s turn off the Audio I mean the the main
3353s thing is just if you can be a bit more
3356s like you know quality assurance and view
3358s it from that side just be if you can
3361s objective about like it's playing twice
3364s as loud as everything else
3366s and that those kind of feedbacks are a
3368s little bit more helpful than you know
3370s because there are sometimes when yeah
3372s it's anytime there's one thing like you
3375s know that goes wrong with the audio it
3377s can destroy the experience and that's
3380s fine but also if we know more of what
3384s the details are then it's just faster
3385s for me to know what's going on like if
3387s it's on server only or you know all
3389s those kind of things so yeah having that
3391s kind of feedback would be it's it's uh
3394s it's essential and and it is really
3396s helped actually with the developments of
3398s the game in certain ways
3400s um so yeah basically it's like it's a
3403s Community Driven game and it's awesome
3406s to to be part of this community and it's
3408s yeah once again it's nice to have you
3410s know Phil being able to join us on the
3412s music side of things because he's been
3413s you know sort of a quiet partner in a
3417s certain way but uh it's it's really
3420s essential for us on the audio side to be
3423s able to hear from everybody as well so
3426s yeah yeah oh I think
3430s uh
3432s don't think we have a whole lot about
3434s everything there's some technical stuff
3436s that
3438s um
3438s probably a lot of these questions have
3441s have kind of been rehashed and there's a
3442s lot of answers on Discord if
3445s people are interested in kind of digging
3447s into
3448s what's going on technically as well as
3451s the status of the play test
3453s um and and kind of FAQs and and what
3456s that is going on we have a play test
3458s that's coming up on that's currently
3460s scheduled for Wednesday date
3465s is pending because it's not a guaranteed
3468s set
3469s start as there is a couple of issues
3472s that we are working on fixing that is
3473s necessary for the play test to start
3477s um it's been updated from staging so
3479s there's a lot of new changes and and
3480s further polish to the interaction system
3482s and
3484s the tools that may have been working in
3486s the previous play test may be working
3487s slightly different
3489s um there may there may be new issues as
3491s we've been going over a lot of and
3494s ripping out a lot of the old code to
3495s work with the new interaction system for
3497s the new tools set the tool code that
3499s that mic is working really
3501s really hard at getting all of those kind
3504s of integrated and working
3507s um
3508s so yeah I would recommend just follow up
3511s on information on the Discord for
3514s anything playtest related
3517s um
3520s as more information can I get available
3522s fed just as it comes available and it's
3526s just easier for everyone to keep track
3528s on all of these things that are evolving
3530s and changing around it
3532s um
3534s but that's probably my my technical out
3537s throw of things that are not linked to
3540s the uh the audio stream so
3543s a
3547s very um very big thank you to Phil for
3550s participating and being here with us
3553s yeah thanks so much for having me
3555s uh so much fun to see how it's getting
3558s integrated and
3560s seeing the results see more of the
3562s process yeah yeah very cool
3564s and of course a big thank you to Leonard
3567s for
3568s putting up with us over over a long
3570s period of time and also staying with us
3573s for
3575s indefinitely
3576s um
3579s but no but thank you thank you sincerely
3581s both of you for being here and um
3583s uh wanting to come on stream and talk
3586s about what you do in revolving Eco and
3590s the surrounding systems
3592s oh thank you it's been awesome I've
3595s really I really adore this game it's uh
3597s it's just a great combination of like
3599s yeah Good Vibes good team good energy
3602s and good information you know like it's
3605s uh I think it's really important game to
3607s work on and it's really
3609s yeah I feel honored to be part of it so
3611s thank you
3613s yeah same here
3615s it's been so great to work on it soon
3617s yeah so with that thank you both I think
3620s we'll uh
3622s say good evening good night or good
3624s morning depending on where you are in
3626s the world
3627s um
3628s I will catch you all in the next stream
3632s and we'll bid Leonard and Phil goodbye
3635s for now who knows maybe we can coax them
3637s into uh showing up another time as well
3640s um who knows anyway
3643s I will catch you on the next stream and
3646s uh awesome take care everyone
3648s okay bye bye bye