almost 2 years
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Play New World
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0s | do a couple weeks of just practicing |
---|---|
2s | throat singing every morning so that was |
4s | just pretty fun throwing out my voice |
6s | drinking coffee you can't say that |
8s | without doing a little showcase oh it's |
11s | already I'm gonna throw out my voice for |
13s | the rest of the interview if I do that |
16s | Symphony of throat singers |
24s | hey |
26s | welcome to forged internal uh this is |
29s | the show where we talk all good things |
30s | about New World audio we're obviously |
34s | the sound team here I'm Michael Finley |
37s | this is Kyle Bailey |
39s | yeah John Edward mclell and Tony |
43s | Martinez |
44s | and Char is going to have a look |
47s | I don't know I was just feeling it |
52s | yeah that's true so today is fine |
55s | because |
56s | um I think Mark you you wanted us to |
59s | talk about uh the dungeons right yeah |
61s | we're going to be talking about uh the |
62s | dungeon audio I figured that's a cool |
64s | thing dungeon audio is a really fun uh |
67s | playground for us sound folks to really |
70s | explore some Unique Sounds uh you know I |
74s | know in particular you know for all of |
76s | us it's like yeah we just kind of go for |
78s | it you know dungeons uh you know they're |
81s | compared to the open world they're very |
83s | like a you know a curated sort of |
86s | experience so we uh you know we can do |
89s | some crazy things uh you know a few that |
92s | come a few ideas that come to mind are |
94s | like the uh the mirror guard dungeon |
96s | right like thinking of like nice shaten |
100s | um one of the one of the cool bosses in |
102s | that dungeon you know he's a cool |
104s | serpent demon corrupted dude uh you know |
107s | he portals up from the ground and it's |
110s | just like okay this guy is a pretty |
112s | badass so it's how how are we gonna |
114s | reflect that in the VL |
116s | um you know that was that was kind of |
117s | what one of the discussions we had |
120s | uh I know some cool cool things that we |
122s | did that we wouldn't normally do is we'd |
124s | have like the voice it's just this |
127s | omnipresent voice you know the player |
129s | experiences it for for some of the |
131s | dialogue lines at least it's like in |
133s | your head you know as opposed to like oh |
135s | if you're 100 meters away from it it |
138s | sounds 100 meters away yeah it's funny |
140s | because players never complain about |
142s | that it's something they naturally like |
144s | accepted it's that emotional right you |
147s | know just yeah |
148s | so that was that was cool and when it |
150s | when it does hit you it changes the mix |
152s | uh you know in the game you know it's |
155s | we've dropped all the sound effects you |
157s | know somewhat and some of the music and |
160s | it's like we just hear this voice and we |
162s | hear the Roar of this you know the kind |
164s | of the sounds we designed underneath it |
166s | to really make it it's really crazy |
168s | because we have like a dynamic music uh |
171s | a dynamic sorry a mixing system right or |
173s | you were matching like things actually |
175s | get ducked uh lowered by that voice like |
178s | we use the term HDR a high Dynamic uh |
182s | range mixing right it's like we have |
184s | little faders basically and when we |
186s | crank up that voice everything else that |
188s | is not as important just gets lowered |
191s | right but uh totally yeah there's a lot |
194s | of like I love that area because it's |
196s | one of the most beautiful dungeon as |
198s | well I feel like you've done like such |
199s | an incredible job not just for the view |
202s | but also like the music direction right |
204s | yeah that was your first dungeon |
205s | actually where you work directly with |
207s | Remy and Brandon are composed yeah yeah |
209s | on the spot yeah it was in the pressure |
212s | cooker yeah |
214s | the the idea there with the music was |
217s | um to be able to be more like |
220s | um uh Gothic uh by like putting |
223s | underneath like an organ a church organ |
225s | right and uh we tried a few things that |
228s | worked more or less but |
230s | um uh I think that that you really |
231s | worked well with the visuals right right |
234s | yeah I mean there's Isabella's like you |
236s | know they're her Cathedral that you |
238s | visit so we just yet felt appropriate to |
240s | have like those kind of church organ |
242s | sounds and it's kind of a nice |
244s | juxtaposition you know |
246s | corrupted evil but |
249s | um you know you're hearing this church |
250s | organ it's just a makes for a nice |
253s | tonality and going back to the view like |
255s | something you worked on the um the the |
258s | pirate uh brute right oh yeah that's uh |
261s | one of the other dungeons the uh Barnes |
263s | and Barnacle dungeon which is also a |
265s | really good dungeon for uh vo uh I think |
269s | me and Michael both worked on it and |
270s | both bosses had some interesting uh vo |
274s | uh the one I worked on was uh Admiral |
277s | black powder which was a uh more of a |
280s | pirates themed brute and for that we had |
284s | a pretty fun recording video session |
287s | because |
288s | that character wasn't using any uh |
291s | actual English we were using kanglang |
293s | but we also wanted him to sound like a |
295s | pirate so and this Con line we don't |
297s | have any like uh sounds associated with |
300s | pirates already like or uh sounds like |
305s | that for like Pirates uh so it was |
308s | pretty pretty interesting during the |
309s | recording session we basically uh would |
311s | have the actor |
313s | um |
314s | perform the line first in English |
317s | and really emphasizing the pirate accent |
320s | and then and then right after doing that |
322s | going straight to the kanglang languages |
324s | that we have and that really helped |
326s | translate the piratesness of the accent |
329s | onto our commonly which I think it |
331s | turned out really well and uh there's a |
334s | few special moments in there where uh he |
338s | had these really interesting laughs that |
340s | I'm really glad he did uh which I ended |
343s | up using for when he's charging you and |
346s | it really kind of like uh helped out the |
349s | gameplay to know where he's running at |
350s | you and it's kind of like a menacing |
352s | laugh and uh yeah so Zeo is really |
355s | interesting in the dungeons uh there was |
358s | Oscar also the nieriad which I believe |
360s | you worked on Michael which was also |
362s | pretty cool if you want to talk about |
363s | that yeah um the Myriad so it's you know |
367s | it's this uh kind of mystical siren you |
371s | know uh kind of presence you know boss |
374s | that you fight at the end of the dungeon |
376s | and uh you know we wanted you know it's |
379s | like you said Tony the the theme of the |
382s | dungeon is very Pirates and it's you |
385s | know even the music that we experience |
387s | is very kind of like upbeat throughout |
390s | most of it but you know at the end |
391s | you're gonna fight this person who's you |
394s | know not a pirate but this like like I |
396s | said this kind of mystical creature and |
398s | so we wanted to have uh you know some of |
401s | the music at the beginning kind of take |
404s | on a different |
405s | um you know different kind of form you |
407s | know it was a little more mysterious |
409s | it's this female voice that you hear |
411s | that's very Ghostly and It's haunting |
413s | and it's kind of luring you into this |
414s | dungeon you know come you know what kind |
417s | of drawing you into it um so you it's |
420s | it's a little bit of a foreshadowing you |
422s | know yeah that was an awful pretty cool |
424s | about that dungeon where we use music to |
426s | uh tell the story and build on the |
430s | actual layers of it like we're just |
432s | starting off with the with her siren |
434s | calls and then building up to the music |
436s | that was really that's something we |
438s | can't do in the open world it's it's |
440s | much harder because there's so many like |
442s | random aspects that can happen at any |
444s | moment because it's a Dungeons as you |
446s | said at the beginning it's more linear |
448s | so we can create like a story uh with a |
450s | story arc actually right we when we put |
453s | music into the game we have this intro |
455s | first as you respond into the dungeon |
456s | and we try to set the you know like a |
459s | through a little hint at the player be |
461s | like hey this is something you're gonna |
463s | hear at the end but right now like |
465s | you're just like you know putting a |
467s | question mark what is this thing right |
469s | um little Mystery Box yeah what we're |
471s | always talking about yeah so I love that |
474s | aspect of Storytelling in the dungeon |
478s | um one of my uh proud this moment |
480s | actually it's in the Amarin dungeon it's |
482s | something we haven't you know it's |
484s | something that came not really like a |
486s | plan in the process something that |
489s | happened like after the dungeon was |
490s | released but |
491s | um there's this big room at the end when |
494s | you fight Simon gray |
496s | um and he looks like you're strange |
498s | there's a lot of like blue things in in |
500s | the in the space it's actually the |
502s | interior of the one of the the the |
503s | shattered Obelisk and I was trying to |
506s | figure out like what kind of you know |
508s | sound this space could actually have |
510s | that is like otherworldly and um I |
513s | happen to to talk to my neighbor uh uh |
515s | don who's a radio amateur |
519s | um uh you know he has like uh short Rave |
522s | radios they're actually amazing for |
525s | anybody who's actually not familiar with |
526s | short Rave radio it's actually like |
528s | analog radios that uh use the |
530s | stratosphere to actually bounce uh radio |
533s | waves and around the planet you can hear |
535s | people on on the other side of the |
537s | planet sorry and back in the day I |
539s | people even used it to communicate with |
542s | on the moon |
544s | and so you can really like reach you |
547s | know far distances and it made me think |
549s | like what if the shattered Obelisk was |
553s | actually like an antenna you know a |
555s | communication an ancient communication |
557s | device that was used for you know other |
560s | civilization in space and um so I |
563s | recorded the the radio uh with people I |
565s | we I don't even know what they were |
567s | speaking but by turning the knobs it |
569s | created this ring modulation and it was |
572s | very strange and I took those recordings |
575s | and put them into four speakers like |
577s | front left front right back left back |
579s | right and put it into a nickel chamber |
582s | and it became the Ambient sound of this |
584s | space and when you enter it you |
585s | basically entered an ancient |
587s | telecommunication room and um this is |
589s | kind of like telling you the story of |
591s | that space and we try to push ourselves |
594s | right always to what else we can do with |
596s | sound to advance the story to put some |
599s | underlying mystery box there and that's |
601s | I love that aspect Kyle do you have |
603s | anything to say about maybe like |
605s | storytelling with sounds and um in |
608s | general or more specific to dungeons or |
611s | anything you've done yeah I mean like |
612s | you said the uh nature of dungeons |
616s | um kind of lets us you know hint at |
617s | certain things as you're going through |
619s | them |
621s | um the Myriad is a really good example |
623s | of that |
624s | um and being able to set up you know |
626s | different points in different rooms to |
628s | where Maybe |
629s | you know maybe this room is more |
630s | dangerous so you change the ambiances |
633s | based on that um or you change the music |
635s | based on that having a why really to the |
639s | sounds that we make and you know why is |
643s | uh this music like in the Myriad |
647s | um dungeon why is there a female singing |
650s | in this music there's a reason is |
652s | because later on you're gonna see that |
654s | that enemy and you're gonna fight it |
657s | um it's often like Junior sound |
659s | designers you know they're more |
660s | interesting to the how you know they |
662s | want to ask I was like oh how did you |
664s | make that sound or like how can I make |
666s | like a Sci-Fi sound or how can you make |
668s | like 100 wishes in two minutes and often |
671s | it's like yeah we take it for granted |
673s | for what's really more important is the |
675s | meta of the sound like the meaning of it |
677s | you know what it makes you feel like uh |
680s | is it something that's familiar to you |
681s | you're like and how can we use that you |
684s | know to actually like inject something |
685s | that connects you to the world that |
687s | makes you feel credible and it's one of |
689s | the best guiding devices when you're |
691s | trying to make decisions when you're |
692s | actually putting the sounds together and |
694s | doing the sound design and how you're |
695s | going to implement it when you have that |
697s | when it's a why type of a question |
699s | instead of like a what or how type of a |
701s | question |
703s | um it really makes you think more deeply |
704s | about how to accomplish something |
708s | um when you think about why you want to |
710s | accomplish it and |
712s | you know just going through those |
714s | motions and using that as |
717s | um |
718s | an inspiration for the design |
720s | um really helps |
723s | um |
724s | push our sound design forward and also |
726s | helps come up with unique ideas that |
729s | if I was just thinking of how or what I |
731s | don't think I would come up with some of |
733s | the ideas that have come up with more |
734s | when I'm thinking about why I'm doing |
736s | something yeah I think a lot of our |
737s | players really like our sound design |
738s | mainly because we do focus a lot on the |
741s | why |
742s | and because we do that it kind of makes |
744s | our sounds more grounded because they |
745s | have more meaning to them rather than |
747s | just oh we need a a wish sound just |
750s | throw a wish in there we're trying to |
752s | find a deeper meaning to advance the |
754s | story the story is always King and |
757s | in my eyes yeah |
760s | the um sometimes like we also like what |
763s | what I really like about the way that we |
765s | think about sound is we push ourselves |
766s | so far into the why but also also into |
770s | the how you know like the details the |
772s | amount of details that we put if you go |
773s | into the star Stone uh Expedition and |
776s | you enter this uh actually right at the |
778s | beginning of the dungeon you hear |
780s | something in the distance that's that's |
782s | almost like a a train station it's like |
787s | and this is hum that is not part of the |
789s | music and as you progress through it you |
792s | start to hear that this sound comes from |
794s | a room full of lasers and as you get |
796s | closer to the lasers |
798s | um the distance sound changes and now |
800s | you hear like a a sound that is like |
804s | granularized right it's like |
807s | it feels almost like dangerous and then |
810s | you get close to the sound right that |
812s | follows the the spline the beam uh the |
814s | beam and there's also another sound on |
816s | the grinding stone as the beam I'm |
818s | moving there's a sound of like a |
821s | shimmering sound almost at the impact of |
823s | the laser in the in the stone and |
825s | there's like you know four or five |
827s | different sounds just for one laser and |
829s | this room is full of like I don't know |
831s | 20 different lasers and it creates like |
834s | a musical Thing of its own I think |
835s | that's you know like I love that we take |
838s | a sound as like a a little particle but |
841s | as you duplicate it we can create a full |
843s | palette a full experience of just almost |
846s | like a ASMR people mention that but I |
848s | prefer the term like music concrete |
851s | um just because it's French |
853s | yeah but uh yeah we we try to surprise |
857s | the players so if you we think about |
859s | this room it's like okay we've done sort |
861s | of like a musical area with like those |
863s | lasers how can we surprise the players |
865s | after that and um this is these cool you |
867s | know little area where uh you have to |
870s | ignite your A's of staff and it creates |
872s | a an Arcane bubble that protects you |
875s | from going through those uh laser beams |
877s | and then when that thing spawns now we |
881s | play with the emotions of the player and |
882s | we have like your nadius 80s you know |
885s | kind of like synth line synth Melody |
888s | um that plays and I think like he |
890s | responded it it players responded very |
892s | well to it just because it creates this |
894s | emotional you know uh response uh yeah I |
898s | just thought it was pretty cool that we |
899s | did that I like that example too because |
902s | um you mentioned that you actually hear |
903s | the sound before you even are in the |
906s | room that has the lasers so there's an |
909s | audio cue telling you there's something |
911s | different in here I don't know what it |
912s | is I haven't seen yet |
915s | um and as you get closer and because you |
917s | know you're Shifting The Sounds |
919s | um based on distance it's changing |
922s | you know the auditory experience for the |
924s | player as they're getting closer and it |
926s | helps them you know potentially track |
928s | down where this thing might be that's |
930s | making the sound and then as they get |
933s | close to it they hear the finer details |
934s | the more music concrete stuff that maybe |
936s | is able to uh communicate more danger |
940s | and like these things are going to hurt |
942s | you versus maybe at the beginning when |
944s | you're just hearing parts of it it's |
946s | more about there's something here I |
948s | don't know what it is and as you get |
949s | closer you realize this is probably |
950s | going to be something dangerous |
952s | it would be nice to talk about some of |
954s | the fun things we get to do while we're |
956s | here I think a lot of players will enjoy |
957s | that uh on our last update uh we did uh |
962s | Brimstone Sands and one really |
964s | interesting thing that we got to do was |
966s | for me I got to uh just uh |
970s | pretty much uh |
973s | uh do a couple weeks of just practicing |
975s | throat singing every morning so that was |
977s | just pretty fun throwing out my voice |
979s | drinking coffee you can't say that |
981s | without doing a little showcase uh it's |
984s | already I'm gonna throw out my voice for |
986s | the rest of the interview if I do that |
989s | Symphony |
991s | well we have a cool video online of you |
994s | doing it oh yeah there is a video check |
996s | it out on YouTube |
999s | and subscribe |
1001s | subscribe comment below |
1005s | where's that camera like And subscribe |
1010s | one of my favorite sounds is actually |
1012s | um Again by made by uh Austin hey Austin |
1017s | it's when those Darkness events you know |
1019s | like the erupt from the ground yeah and |
1022s | it's not the sound that you hear in the |
1023s | close proximity it's the one that you're |
1025s | in the distance so yeah sound as a |
1027s | porter is a one of our uh I get I guess |
1030s | for the for the game you know when you |
1032s | mentioned |
1033s | um |
1034s | um as well like the the sources of |
1036s | sounds that we use |
1037s | um like if there's like a turkey in the |
1040s | distance or an elk or something like |
1041s | very specific we're very like adamant |
1043s | we're very like specific uh to the |
1047s | sounds we can and cannot use for example |
1049s | you know if we use bird sounds as part |
1052s | of the ambience you can't attract too |
1054s | much attention right if we use like a uh |
1057s | you know red tail uh uh Hawk |
1063s | like that would draw too much attention |
1066s | if he was part of the the the ambience |
1068s | but if we place that for like a real AI |
1071s | then that's something that's a clue that |
1073s | you clearly can identify that doesn't |
1075s | you can tell it's not part of like the |
1077s | ambient bed of like crickets and you |
1080s | know |
1081s | um yeah that's something I also love |
1082s | about our game our ambient system |
1084s | because the AI creatures of the world |
1086s | actually make up the bed that we have |
1089s | because we don't actually have uh howls |
1092s | and dogs barking in our uh yeah these |
1098s | are directional pointers from uh wolves |
1101s | in the distance and that's I really find |
1103s | that just just really cool just having |
1105s | playing with Those Distant sounds |
1108s | nothing is fake and it's like you hear |
1111s | it you can go there and you're gonna see |
1113s | it and fight it |
1115s | and then skin it |
1118s | it's so brutal yeah |
1121s | uh cool so that was an awesome talk |
1124s | about uh audio in Dungeons and sound is |
1128s | pointer uh yeah so this wraps it up uh |
1131s | this and brings us to our community |
1133s | question so what's something uh you |
1135s | folks haven't heard in a dungeon for the |
1137s | audio uh we'd love to hear get your |
1139s | thoughts comment below |
1141s | like And subscribe |