10 months ago - Play New World - Direct link

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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