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1s this is by far the biggest group of
3s students i have seen come to class thank
6s you so much for rocking out to tennocon
8s 2022 my name is gemma laurel i had the
11s absolute privilege of voicing for
12s cephalon malika i can honestly say that
15s the warframe community is the best in
17s video games so have an awesome one and
19s be great to each other
21s hi tenno i'm maya grant and i play our
23s comedian yanta it was a pleasure to
25s voice the character and i'm so grateful
27s for you for playing thank you so much
29s and have an amazing tennocon
31s goodbye for now
34s if it isn't my favorite grubber
37s i'm brent mukai the voice of cavalero
40s and i hope your tennocon is
43s uh enjoyable that's it right that's all
46s i got to say perfect
49s oh
50s and will someone just give me a damn
52s kubrow already is that too much to ask
56s greetings tenno
58s so good to see all of you again
60s [Laughter]
64s hey guys my name is carol valchopp i
67s voice hombask um i just wanted to say hi
70s and let each and every one of you know
72s how thrilled i am to be part of warframe
74s enjoy tennocon 2022. hi it's david
78s ottavino voice of the husband in the
79s ceremony arg just making a quick video
81s to say happy tennocon what could go
83s wrong
84s please someone help open this door it's
86s jammed and i i have to pee
88s how long have i been trapped in this
90s booth of anguish as the stench fills my
93s nostrils because i
95s i wet my pants
96s happy tennocon
98s my angels
99s hey tenno my name is capritano and i
102s voiced kyra in the warframe erg some of
105s you may have known her as zeri john
108s or cephalon fogg i don't know who cares
110s anyways i really appreciate you for
112s finding all those logs and i really hope
114s you have a great time khan bye hey there
116s tenno i'm calvin joyal the voice of viso
119s or vico or tico depending on who you ask
122s the warframe community is genuinely one
124s of the kindest gaming communities i've
126s ever encountered and your sweet comments
128s about piso means so much to me have a
130s great tennocon for profit
133s hey tenno this is adam bennett the voice
136s of call 175
138s wishing everyone watching a happy
140s tennocon
141s and from the bottom of my heart thanks
143s to all of you for your love and for your
145s support
148s it's me
150s varsia
151s remember me
153s amigitos it's me gigi saul guerrero a
156s big hello all the way from vancouver
158s canada queridos tennos i hope you guys
161s have an amazing amazing time at tennocon
165s sending a big hello and just like marcia
167s says let's shake the walls ow
171s hi
172s i'm davina doyle aka captain vala
175s glarios i'm so happy to be here with you
177s today hope you're enjoying yourself
180s i have one thing to sing to you
183s sisters below below we're going where
186s the winds don't blow
188s yeah we're all bound down in the deep
190s and we'll all be sleeping in the cold
192s below below
194s sleeping in the cold
200s even though it's very hot here obviously
202s enjoy
205s hello everyone and welcome to the
206s tennocon 2022 sounds of the system panel
209s this is a pre-recorded panel and my name
212s is marcus kretz i work here digital
214s extremes i am a senior community
215s coordinator and for the next hour we'll
217s be taking a deep dive into all things
220s sound design music dialogue and warframe
223s now this is a general spoiler alert for
226s anyone who has been playing through
227s warframe
228s if you have not completed the main
230s storyline content for warframe yet there
232s will be heavy spoilers ahead uh
234s specifically for the new war quest and
236s for the angels of the xerement update so
238s you have been warned heavy spoilers
240s ahead
241s now without further ado i would love to
244s introduce
245s the panelists that are joining me today
247s i'm very honored
248s to be joined by three incredible people
251s first up we have george spanos audio
254s director for warframe george how's it
256s going
256s good good how is everyone doing
259s doing great doing great yeah that's good
261s yeah
262s we also have eric preston lead sound
264s designer
266s hello happy to be here and happy to talk
268s about the sounds of warframe yeah we
269s love it thanks for being here eric and
272s uh one of our favorite composers keith
274s power thank you for joining us again
275s this year great to have you
277s oh so very happy to be here yeah it's
280s nice to see you guys
281s yeah it's great uh honestly it's been so
283s long i mean this is the first time i've
284s seen eric and george uh in two years in
287s person so it's incredible how's uh how
289s time has just flown by
291s and speaking of which in terms of uh
293s the audio team you know operationally
295s are are you guys still working from home
297s or have you been able to come in back
299s into the office uh at all
301s it's still mostly from home it's you
303s know we've we built a new sound studio
306s and so we've china been you know coming
308s in now and then to kind of use it and
310s that uh you know recording some foley
312s and and doing some voice stuff and that
314s kind of thing but it's mostly from home
316s right now and hopefully soon ish we'll
319s we'll get back in all together because
321s uh yeah it'd be great to to to see the
324s whole team day in and day out uh instead
326s of over a screen and a camera so
329s keith i'm pretty sure uh you you're
331s you're still working from home correct
332s that's your
333s that's your uh that's your studio in the
335s back there
336s well i commute every day and it's it's
338s about a 30-second commute right i walk
340s from house through my yard and you know
343s and then i'm here so so it's more of the
344s same it's i've been working from home um
348s for for many years and uh and i'm gonna
351s probably keep that up i like i like it
353s that way nice yeah that 30 uh that 30
355s second commute probably can't be beat so
357s uh no that's great to hear that's great
359s to hear very nice well
361s it's been an incredible year for
362s warframe looking back the uh the amount
365s that's been achieved in the past
366s year really can't be overstated but you
368s know really i have to start with going
370s back to the new war you know after eight
373s years of warframe it was the longest
375s quest in warframe history you know it
378s brought an incredible amount of work
379s behind it but it certainly had
382s an incredible amount of of love and work
385s that went into it from the sound team
386s especially so you know we touched on it
389s briefly on last year's panel but you
391s know for the sheer amount of dialogue
393s that was recorded for the new request
395s was there any logistical challenges in
397s terms of capturing just that much audio
401s yeah it was a lot like it it's it you
403s know looking back on it now and thinking
405s about it you know
408s actually i should have i you know i
409s should have
410s highlighted all the lines to see what
412s the line count was
414s but it was a lot and it was a lot of
415s coordinating with all the different
416s actors uh and it was a lot to kind of
419s get it all hooked up in the game and
420s everything um so yeah but you know in
423s the end you kind of
425s you're so
426s in the mindset of doing it you're in
428s this kind of eye of the storm and then
430s you release it and you're like wow and
431s you take a look back and you're like wow
433s that was a lot of work that we put into
434s that um so yeah yeah very very proud of
438s the team and and what we were able to
439s accomplish with that for sure mm-hmm
442s yeah it was just just an insane amount
444s of because i think even before that i
445s can't even think of the second longest
447s quest in reference to that like
449s but the fact that the new war was i
451s think uh on many first playthroughs was
453s around four hours it's just an
454s incredible leap in terms of in terms of
456s length
457s and of course you've got all the
458s operator and drifter dialogue times four
461s right so you're here you know you finish
463s one and then you're like okay we're done
465s it's like well no you gotta do that
467s three more times and you know we you
469s know in the cinematics we would have to
471s time it out so we had one actor who was
474s kind of the lead
475s um and then everything was timed out to
477s uh to his uh his his reads so all the
481s other actors would have to follow the
482s timing and the pacing
484s because of course when they do the
485s animations they just do one version
487s right so
488s wow melts have to kind of move at the
490s same speed and you know we
493s a couple of our team members uh slater
495s and chris in particular did a lot of
497s finagling of dialogue lines to make sure
500s they all lined up you know choosing
502s operator we call them operator a b c and
504s d
505s you know testing them to make sure that
507s that they work and then you know
509s making another choice and testing
510s another cinematic and does it line up
512s does everything okay so that was a lot
514s of work i i i distinctly remember that
517s even from a tech point of view making
519s sure that they switched properly based
521s on player choice so
523s yeah incredible to have you have like
525s you said four different contexts for
527s both operator and for drifter across
529s four different voices like what what a
531s challenge that must have been now
532s another moment from the newer quest as
534s well that i just i've been dying to talk
536s about uh that was probably one of my
539s favorites of the whole of the whole
540s quest and again another spoiler warning
542s for
543s uh the new war if you have not yet
544s completed it massive spoilers ahead
546s uh there's a moment towards the end of
548s the quest where we finally see the man
551s in the wall
552s um as uh i guess i would say a true void
555s manifestation you know literally a wall
557s uh and this moment of you know seeing
560s the man on the wall in you know perhaps
562s her true form and there's that really
564s haunting vocalization
566s that comes out from them uh it
569s absolutely terrified me i know it really
571s resonated with fans as well
573s for that moment was that something that
575s you know
575s years back you know perhaps you'd always
577s known that this you know form was going
579s to come and you always thought oh we we
580s know what voice we're going to use for
582s that uh or we know how that's going to
583s sound or is that something that
584s organically came up uh during
586s development
587s we had no idea and but i have to say
589s that the actor is among us right now so
593s what so you're hearing it here from the
595s first time it was me
597s yes
598s that was yuki no no no
602s no it's
603s me eric yeah and eric definitely speak
606s to it um yeah i think it took a few
608s iterations to kind of figure out what we
610s wanted to do because we didn't have that
611s preconceived notion of what it should
612s sound like but man you hit it out of the
614s park uh and it turned out awesome but
616s yeah yeah i remember i remember seeing
618s the the concept art and i just found the
621s concept art to be as terrifying as what
623s it ended up being in game
625s and um i was working on the the sounds
628s for that that cinematic and i started
630s playing with some ideas and sort of one
632s of the earliest things that i tried uh
635s was a walrus
637s so i had this pitch down walrus and it
639s had this really menacing kind of tone
644s i then did a pitch drop and a kind of
646s like a minor pitch drop and it felt
648s really strange and and big and scary
651s um so that was kind of the basis for
655s uh what ended up being that voice
657s so using that as a base i overdubbed
660s myself on it
662s hitting the same note as that walrus
664s kind of hit except adding words in
667s and then i layered it multiple times so
670s my own performance multiple times
671s pitched it down
673s added some effects and processing and
675s mixed it together and that's what the
677s the kind of the final result was
680s and it's cool too because we've got
681s those words in there right that the
682s writing team came up with that that he
684s says and i don't know has anyone kind of
686s figured out what the like deciphered
689s what it is and i don't know if the
690s community is kind of they probably tried
692s to pick it apart to kind of get those
694s words and see there's been some very
696s valiant attempts i've heard some
699s youtube videos where they've pitched it
700s up where you can really get close but i
703s can tell you that no one
705s no one has found it yet i always thought
708s it was seriously i always thought it was
709s eric is cool
714s exactly that's what it was originally
716s but we had to change it yeah yeah
719s you got it there we got it there for
721s sure but yeah
722s oh we more yeah like in all honesty i
725s think that's one of the best kind of
727s endings and cinematics that we've done
729s sound design wise musically vocally all
731s of that stuff it really came together
733s really nicely um and also for being one
735s of the last things that we tackled right
737s like i think especially musically i as i
739s recall that was probably one of the last
742s um cinematics those last couple that you
745s and your team worked on keith so
747s yeah it was
748s turned out great though
750s yeah absolutely thanks
752s eric was awesome
756s and i mean i think that speaks to
759s you know how great that that audio is at
760s the end that you know to me i thought it
762s might have been something that's been
763s you know cooking up for for years but to
765s hear that it was you know something that
767s you know had to be brought about almost
769s in the the 11th hour is is pretty
771s incredible look at where you guys are
773s now could you imagine you know all those
775s years ago
776s thinking oh you know
777s who knows down the road will be uh doing
779s the score for a four hour quest you know
781s what what uh
783s what might you say to your you know your
785s former selves for that
786s yeah it's like the movie version right
788s it's you know
790s get to 10 years in or eight years in or
792s so and
793s let's do the movie version of this
796s yeah that's a good point actually
798s it's better than
800s it's better no
801s no but it's true it's kind of like it's
802s taking a lot of the older ideas and
805s building upon them and kind of bringing
806s them together and kind of you know you
809s know making it feel more fleshed out and
812s and that's what i love about you know
813s all the stuff that we've been doing
815s especially lately is it's taking a lot
817s of those older ideas and and kind of
819s melding them into something new and
821s incorporating them and so you really
823s have this through line of of um
826s sound design and voice and music
827s especially that has continued and
830s you play warframe and i'd like to think
831s i mean you play it you know it sounds
833s like warframe you know which which is
835s kind of always the goal um
837s yeah and it's it's always a good thing i
839s think so agreed yeah
842s yeah it's incredible how moving forward
844s that that sonic palette has still held
846s up even though you know you've been able
848s to take us in so many new interesting
849s directions um as we'll talk about later
852s on in the panel for sure but next up
854s we'll actually be seeing a behind the
856s scenes video from the sound team that
858s they've prepared we'll be taking a look
859s at the sound design behind the angel of
861s the zerman update we'll specifically be
863s looking at the sound design behind some
865s of the new mission types
867s as well as a very highly requested look
869s at the vocalizations for the angels
872s enjoy
873s hey everyone jess here from the sound
875s team today i'm going to be taking you
877s through some sound design from the
878s angels of zeraman update let's take a
879s look
880s so we are in void flood game mode right
883s now and we're going to take a look at
884s making a sound for one of these void
886s fractures here let's start by recording
888s some audio
898s [Music]
903s oh my gosh
909s all right so we are here in reaper we've
912s got some mouth sounds we've got some
915s ghost voices pitched up and down
918s some spooky breaths some synthesizer
921s let's take a listen
923s [Music]
930s okay so that's a lot of me making some
932s weird sounds
933s but we are going to do some processing
936s so on some of our voice breathing sounds
940s throwing a bit of flange on there here
942s and there throwing a bit of ring mod
944s the ring mod really makes it rattly
948s you might hear the sound and some other
949s gameplay elements in the zoom in as well
952s this was really fun
958s we're gonna throw some similar chains on
960s me pretending to be a ghost
965s i was able to grab a sample of uh some
969s sparks from a welding torch we're gonna
970s time stretch that and we're gonna lower
972s it in pitch just to make it sound super
974s weird and artifact-y
979s and i took the void ooze loop from the
981s new war i time stretched it a bit and
983s just snuck it in as a texture layer and
986s here's everything
995s together okay very spooky let's throw
998s this in the game and see how it sounds
1001s here it is by itself
1008s and here it is with the rest of the game
1010s audio
1018s that's all from me thanks for watching
1020s thanks for playing and i'll see you next
1022s time
1023s hello tenno and welcome to tennocon 2022
1026s i'm eric part of the sound team and
1028s today we're going to show you how we
1029s made the vocals for the void angels
1038s we wanted the void angels to elicit a
1040s sense of beauty but also fear
1042s and what better place to start than with
1044s a mayan death whistle
1054s it's terrifying
1056s we recorded the death whistle and added
1057s some extra effects
1059s [Applause]
1063s that was feeling good but we wanted to
1065s punch it up a notch so this time we
1067s recorded the death whistle again and
1069s pitched it down
1070s here's what that sounds like
1075s [Music]
1078s and here's the two performances combined
1081s [Music]
1088s once the death whistle was feeling
1090s appropriately terrifying we wanted to
1092s add the beauty element so for that we
1095s used a reverse reverb trick on some
1097s female laughter
1099s we started with unprocessed laughter
1101s [Laughter]
1104s and to begin this trick you first have
1106s to reverse it
1107s [Laughter]
1109s at this stage you can add your favorite
1111s reverb or echo
1115s and then you record that to a separate
1117s track
1122s once you have that recorded
1123s you can move that to a new track
1126s remove your reverb
1128s and once again reverse it to get the
1130s final product
1135s here it is combined with our death
1136s whistle
1142s once the death whistle and the beauty
1144s element were combined it was time to add
1146s a little bit of size and a little bit of
1148s danger for that we used a microphone
1150s called the sank in c100 it records
1153s sounds above human hearing and what that
1155s lets you do is pitch down your own
1157s vocals by several times
1159s to make something simple turn into what
1162s sounds like a beast or a monster this is
1164s what our original unpitched recording
1166s sounds like
1170s and this is what the same recording
1171s sounds like pitched down several times
1174s [Music]
1177s and then we added that to our death
1178s whistle and our reverse laughter for the
1180s final product
1182s [Applause]
1189s and that's how the void angel vocals
1191s were created i hope you enjoyed this
1193s behind the scenes look and i hope you
1195s enjoy the rest of the show happy
1196s tennocon
1199s thank you for that i mean you know once
1201s the angels of the zeraman update dropped
1203s you know we had that preview trailer
1205s that came out where we got that first
1206s glimpse of the angel and that first from
1208s that first shriek i think fans have been
1210s pretty curious to hear how uh how those
1212s sounds were developed so that was a very
1213s cool look at that thanks eric
1215s yeah no problem yeah and speaking of
1217s this airman uh earlier this year we
1219s finally got to you know step on board
1222s the zeraman proper we'd had a little bit
1224s of a visit during the new war but you
1226s know since uh since warframe began
1228s people have been hearing you know echoes
1230s of of the zeromen uh and finally we got
1233s to take a look and go on board uh that
1235s doomed colony ship so
1237s you know it was a really remarkable
1240s mission it was a really really great
1241s update in terms of the sound design the
1243s music
1244s and all the audio and you know i just
1245s have to say from you know even the the
1248s track that was playing over the uh over
1250s the warframe launcher uh when the update
1252s went out you know the music just went in
1255s an entirely new direction and still very
1257s much warframe but it was really cool to
1259s hear how you know the music was
1261s developed for that update so you know
1263s keith i have to ask you you know what
1264s inspired you to use something like an
1266s organ uh on the tracks uh for this
1268s update
1269s eric
1272s eric that was eric's idea
1275s yeah we were we were dialing it in
1277s dialing it in dialing it in and you know
1279s much of the approach was inspired by
1282s the sounds that you sent me the the
1284s shrieking sounds
1285s um
1287s i think you sent me those right
1288s initially yeah early on yeah right it
1291s was very helpful it was it became a task
1293s of
1294s matching those sounds so enormously
1297s helpful and then
1298s um
1301s and then it was it was eric it was your
1303s idea it was like a last minute sort of
1305s you know
1306s this might be crazy but let's try it and
1308s it really it was such a great idea and i
1311s think it it worked works really well it
1314s just
1315s you know it's it's it's it's hype organ
1318s that just makes the whole thing
1320s um that
1322s little it's a little bit more grand for
1324s lack of a better word you know it just
1325s like gives it
1326s the scope that it didn't have until we
1328s added the pipe organ so
1330s it was almost like uh because of the the
1333s angel theme running through it it was
1335s kind of like how can we push this
1337s and give it sort of a cathedral vibra a
1340s gothic vibe
1342s and sort of you know organ came to mind
1344s and thought it would be interesting to
1345s try and of course keith knocked it out
1347s of the park with the parts that he wrote
1349s and worked it in beautifully with the
1351s tracks that he had written so yeah very
1353s thankful that uh
1355s he was able to make it work so well
1356s yeah and i'd love to add sorry that i'm
1359s sorry an interrupt but uh that matthew
1361s chalmers before i forget matthew
1362s chalmers brilliant composer who helps me
1365s um on a lot of things uh worked with me
1367s on on all of the
1369s the zariman music yes
1372s so thank you matthew thank you matt out
1374s there watching shout out matthew he
1376s worked on some of the uh new war as well
1378s right absolutely yeah yeah matthew uh
1382s chalmers evan duffy steve davis were my
1386s you know
1387s uh very very helpful collaborators on
1390s all of that music so nice well yeah as
1392s george said you know absolutely knocked
1394s it out of the park it was uh it was
1395s fantastic
1397s um
1398s you know given the zerement you know
1399s it's got that
1400s intense lore and such a specific
1403s important part in terms of the in terms
1405s of the lore and the history of warframe
1407s and nintendo you know when you're
1409s creating that ambient audio on board the
1412s zeraman you know was there a specific
1415s layer or sound that you started from um
1418s in terms of like you know capturing the
1419s theme in the in the history of the
1420s ceremony where was the where's the
1422s starting point for that uh for that
1423s ambiance
1425s i think it kind of started in the new
1426s war eric like a bit i mean you know it
1428s was a bit of that and then brought
1430s through into that into the zariman
1431s update but uh yeah you worked on a lot
1433s of that as i recall yeah absolutely it
1435s totally started in the in the new war
1437s and that that mission
1439s really much uh set the tone
1441s for what we did for the zeraman update
1443s in terms of ambience
1445s a lot of it was kind of
1448s trying to weave in some memories of an
1451s echoes of what would have existed on the
1453s ship before
1456s what happened
1457s and but also trying to keep it somewhat
1459s realistic and in in uh
1462s in an area where it would be believable
1464s i didn't want to make it too spooky um
1467s didn't want to make it a haunted house
1468s or a house of horrors but definitely
1470s wanted to feel that there was a
1472s presence there
1474s before
1475s what happened
1477s so yeah lots of iteration lots of going
1478s back and forth with the team and working
1480s with george to get things right we put a
1482s lot of time into our our ambience work
1484s as well
1485s and i know a lot of time people don't
1487s hear it under the gun fire or you know
1489s some of the missions get right to the
1490s point very quickly
1492s but uh yeah we we take a lot of a lot of
1494s time with it and kind of give each space
1496s its own
1498s characteristic sound so
1500s yeah if you're ever interested and you
1501s can get away from some enemies for any
1503s amount of time turn the sound up and
1504s take a listen
1506s yeah you'll find some stuff yeah yeah
1508s honestly i just want to mention too
1509s sorry to cut you off marcus just before
1511s i i forget as well talking about other
1513s team members and just acknowledging
1515s the other people on the sound team and
1517s that's giovanna gapito
1519s jess buscema slater groves
1522s jeff hartling mark perkin willem shonkin
1525s jem sermon and chris tashera they all
1528s did a fantastic job on
1530s yeah on all of these updates and can't
1532s thank them enough for their
1533s collaboration as well so
1536s but in terms of some things in the
1538s update that are uh i guess a little
1540s frightening i did want to talk about um
1542s our favorite void of manifestation as
1544s skitter girl uh because you know for
1547s anyone who's been playing through the
1548s angels of the ceremony you've probably
1550s been uh chased by this lovely void
1552s manifestation so i have to ask is it
1554s more fun to do sound design for a creepy
1558s child than it is to be chased by one
1563s i think you have to be chased by one to
1564s know how to sound designed for life yeah
1569s yeah yeah
1571s a little bit of both a little bit of
1572s both
1573s um that was uh that voice was
1575s archimedeanta
1577s um and she recorded some lines for us
1579s for skitter girl and uh giovanni one of
1582s the sound designers he did the
1583s processing and and got that working and
1586s made it made it extra creepy with the
1588s echoes and the reverb and all that stuff
1590s so that's pretty great i mean fitting
1592s that it's also archimedenta's uh you
1595s know it's her own manifestation so very
1597s cool to use the same uh to use the same
1599s voice actress for that yeah absolutely
1601s yeah it's uh
1603s not not a not a fun chase but it is it
1605s is cool it's a it's a good time and then
1607s in terms of you know the zeraman it very
1609s much uh has some certain tendrils into
1612s duveri for sure so i just wanted to ask
1614s you know in terms of any sort of you
1617s know sound qualities was there anything
1619s that perhaps we might hear from duvery
1621s that is sort of layered in uh into the
1624s onboard the zeraman you know are there
1625s any maybe
1627s sonic easter eggs that we might be able
1629s to find on board
1632s yes
1635s i think there is there is a sonic easter
1637s egg in zareman some of you i think a lot
1639s of people have have definitely found it
1642s um and there will be some sonic easter
1644s eggs in duvery from
1646s zereman as well so yeah keep your ear
1648s out
1649s very cool so next up we're going to be
1652s seeing another video from the sound team
1654s at this time we'll be taking a look at
1656s the revamped audio for the eximus
1658s enemies that came with the angels of the
1659s zeraman update as well as we'll be
1661s taking a journey with our very own
1663s george spanos to do some field recording
1665s enjoy
1667s hey everyone i'm chris from the sound
1669s team i'm going to show you my
1670s electromagnetic recording rig today
1673s these are electromagnetic sensors which
1675s capture electromagnetic fields instead
1677s of sound waves through the air like your
1679s typical microphones on the left here
1683s [Music]
1691s the magnetic field is strong
1693s with these dimmer switches here
1696s [Music]
1703s don't worry i'm not doing anything
1705s dangerous
1712s [Music]
1717s so i think i have something very usable
1719s that i'm going to try some sound design
1720s with so i have reaper open here and i'm
1723s going to be sound designing for these
1725s little electrical orbs that come from
1727s the bioelectric xmus unit um so we're
1730s going to start with the electrical panel
1732s sound here
1735s and it needs a little something so i'm
1737s going to add tremolator here
1741s gives it a little bit of rhythm
1744s and then i'm going to add this plug-in
1746s which is a grains and pitch plug-in it's
1750s really cool
1751s [Music]
1754s so what i did next was i changed the
1757s parameters here
1759s and uh
1760s basically played around until i found
1762s something that was really unique and
1764s interesting
1765s and uh i went with that
1769s [Music]
1775s augmenting these styles here
1777s a little bit of eq compression phase
1780s panning
1781s pitch shifter
1783s and delay and reverb and just like that
1786s the sound was done here's the final
1787s result
1799s thanks for watching everyone enjoy the
1800s rest of tennocon
1803s hey everyone
1804s this year we thought we'd show you some
1805s ambience recording now i know we've done
1808s it in the past but we've never used the
1809s binaural microphone in the past
1812s binaural microphone aims to replicate
1814s the human head so it's got two ears on
1816s it and in each ear there's a microphone
1818s and so what it does is it records sound
1821s and a really interesting in-depth way
1824s that you would normally hear the sound
1826s if you were out in that environment
1828s some of you know this as asmr
1831s the other thing we did was we got a
1832s seismic microphone a seismic microphone
1835s you can stick it onto metal plastic
1837s glass whatever
1839s and it records sound like normal
1842s microphones can't so it gives it a depth
1844s and a clarity that you normally wouldn't
1846s get it really adds
1849s importance and resonance to the sound
1851s which is really interesting
1852s so make sure you're wearing headphones
1854s for this especially for the binaural
1855s part and enjoy
1882s so
1899s [Music]
1942s so
1956s next up of course uh as we've looked
1959s back at the new war and at the angels of
1962s the airmen update we now of course have
1964s to look forward to the diviri paradox
1966s we first got our look at the duveri
1968s paradox uh during that tennocon 2019
1971s trailer where you know we saw that lone
1973s rider above that on that skeletal horse
1976s and uh it was it was pretty incredible
1978s to see that sneak peek and you know now
1980s here we are uh looking looking ahead to
1982s diviri so you know in terms of that 2019
1985s tennocon trailer
1986s how is the sonic palette from that
1988s trailer held up have you you know still
1990s been able to kind of draw on that as you
1992s know the the inspiration for de vere
1994s moving forward or have you had some
1996s different realizations uh between
1998s creating that trailer and then now uh
2000s creating the update
2002s it's always funny to look back on things
2004s from a few years ago and and
2006s and uh and try to you know incorporate
2009s some of those ideas and you know uh
2012s definitely i mean i guess answer the
2013s question there definitely some of it has
2015s is uh being incorporated into
2018s into what we're doing now and but of
2019s course there's a whole bunch of new
2020s stuff as well
2022s um
2023s you know it's interesting when you you
2024s know working on a trailer versus working
2026s on the game as a whole requires kind of
2029s a different kind of approach um and so
2032s what might work for a trailer may not
2033s work in the game and vice versa um but
2036s the general tone of it for sure i think
2038s we're trying to carry some of that
2039s through but also kind of build on it you
2041s know and keith has been writing some
2043s great music for that um and i know the
2045s rest of the team has been has been
2046s working hard on on making sounds um
2050s for certain things in it i don't know we
2052s i don't know what i'm allowed to say and
2053s what i'm not allowed to say but
2055s i know it's always a challenge right
2056s yeah
2060s yeah the whistling is very very western
2063s uh which i love and and you know
2065s speaking of you know different themes
2066s and you know ideas to draw upon you know
2068s is there a specific kind of
2070s uh you know um list of themes or
2073s inspirations that you want to draw on
2074s for duvery you know is there a
2077s kind of maybe like a genre you're sort
2078s of looking at in terms of where you want
2081s to develop perhaps the sound design even
2084s yeah it's a pretty wide range and i mean
2086s eric you can speak to this too
2087s you know i think like you know
2089s everything from western to kind of
2093s i don't know i mean i guess you could
2094s say kind of space opera in a way um so
2097s there's a lot of that that we're
2099s incorporating into it and trying to
2100s bring it into a new territory you know
2102s um
2103s you know it's a big update it's it's
2104s kind of it's a whole new world it's a
2106s whole new area for for players to
2108s explore
2109s and so you know the question is always
2111s like how do we make it feel kind of
2112s familiar in tone but yet new and
2115s exciting um
2117s so yeah
2118s so i do have to ask before we move on uh
2120s from duveri you know george you touched
2122s on this briefly before but are there any
2124s you know directions that will go
2126s sonically or perhaps you know in terms
2128s of maybe a vocal performance that we
2130s haven't heard yet in warframe you know
2132s is there any sort of untrodden ground
2134s that duviri will go to that we haven't
2136s yet seen
2137s 100 yes and actually
2139s you know i think keith keith has been
2141s working on something that's going to be
2143s pretty damn cool don't go don't look at
2145s the screen though
2147s yeah yeah
2148s yeah um it's yeah it's gonna be pretty
2151s cool we're pretty excited about it
2152s actually um so yeah and we always try to
2155s do that right i always try to like
2156s hey what can we do on this update to
2158s make it new and exciting and refreshing
2160s um and there's going to be plenty of
2161s that on devery i guarantee it from all
2163s departments really yeah no it's been
2165s it's been incredible to see the work
2167s already going into it and i just you
2169s know of course fans may get another
2171s sneak peek later on in the show today
2172s for tennocon 2022 but it's been uh
2175s incredible to see the work that's gone
2176s into it and it looks uh it's it's it's
2179s going to be pretty special
2180s so i also i i have to ask for you know
2184s there's probably
2185s i mean there's certainly some aspiring
2186s sound designers and composers uh
2189s watching today you know for a sound
2191s designer or you know someone who wants
2193s to get into composing you know what's
2195s something that they could even do today
2197s to start working and honing their craft
2200s you know like in this day and age i mean
2202s there's there's you know there's youtube
2204s there's trailers everywhere there's so
2206s much content out there you know grab a
2208s trailer from your favorite game
2211s and uh redesign the sound you know and
2213s and try that try downloading unreal try
2216s unity try you know all these game
2218s engines that i think most of them you
2220s can get free versions of or demo
2222s versions of um and just start working
2225s away at
2226s kind of figuring out how what makes them
2228s tick you know um you know from the
2230s technical side and and yeah and then the
2232s trailers from the creative side you can
2235s put a lot of different ideas into into
2237s them and and and kind of build up your
2239s skills that way i think is a good way of
2242s approaching it for sure
2243s yeah really it does take a long time to
2246s to learn the craft and there's really no
2249s replacement for experience of just
2252s trying and getting things wrong
2255s so i always say the sooner you can start
2257s getting things wrong the sooner you're
2259s going to start getting things right so
2261s yeah that's cool jump in
2263s oh that's awesome no thank you thank you
2265s for those insights those are those are
2266s really great to hear
2268s uh so next up for our panel we're
2270s actually going to be playing a little
2271s game so for those of you that are fans
2274s of the ever popular wordle there's
2277s another version uh called hurdle where
2279s you need to listen to music and guess it
2281s uh quickly enough as fast as you can and
2283s so today we're bringing you warframe
2285s hurdle wardle
2287s and so and you guys get to play it for
2288s the first time ever so
2290s very very exciting so that's great
2292s object of the game is you want to try
2294s and guess the source of the audio
2297s in as small of a duration of a clip as
2298s you can so we'll play a small duration
2300s of a clip and then if you're unable to
2302s guess it we'll start playing longer and
2304s longer until we until we max out uh i
2306s think we've got about four or five
2308s samples for each
2309s that we'll play so you guys are working
2311s together on this don't worry and uh
2312s we'll have it separated by category so
2314s you can kind of stay in the same head
2315s space uh so first off we'll be starting
2318s with uh the music category so these will
2321s all be songs uh so to guess correctly
2324s you just need to either
2327s guess the title
2328s if you want or you can guess what update
2330s the song is from
2332s so
2333s here's our first track and this will be
2334s about a second long
2337s [Music]
2339s sounds of jiren oh shoot keith sorry
2343s he wrote it so what am i doing
2345s [Laughter]
2347s i didn't give it the name
2349s no
2350s i was gonna say the werewolf one
2352s yes yes yeah what was that that was uh
2356s with ballas and what was that update
2358s called um the sacrifice exactly
2361s sacrifice yep yes yeah it's one of my
2364s favorite tracks in the game i love that
2365s track it's one of my favorite
2367s pieces i've ever written for anything um
2371s i'm uh yeah i think melodically it was
2375s it was
2376s successful i guess i don't know very
2378s soon yeah fantastic it achieved what i
2380s was going for um and you know i don't
2383s always quite get there and i felt like i
2386s got there without them
2387s okay and uh let's check out the next
2390s track
2395s this
2395s uh uh i think i know it
2398s did you know it's uh yeah angels of of
2400s the ceremony
2401s um
2403s that's the angel ost yeah the boss fight
2405s yeah all right i forget the name of that
2407s one but yeah i think uh it's uh on
2409s corroded wings
2411s odd corroded
2412s that's what i was going to say
2414s yeah
2416s very fitting titles bananas
2420s yeah i never thought of those like
2422s [Laughter]
2424s that's awesome um all right so next up
2427s so that was our music category we'll be
2429s moving on to dialogue
2430s so if you can guess either the character
2433s or honestly even the update that it's
2435s from uh both will suffice so
2438s you'll be hearing a shorter amount of
2439s dialogue and then you'll just have to
2441s guess from there so here's our first
2443s clip of dialogue
2448s oh that's hun howe vainglorious whelp
2451s yup i forget the updates but yeah you
2453s got the line though yeah yeah man it's
2456s weird hey how that just clicks in
2458s yeah it's like memories rushing back
2463s in the matrix
2465s yeah you absolutely snapped that george
2466s yeah i think that was a i think that was
2468s a fan favorite among the community team
2470s for sure we love that line of vain
2471s glorious whelp it was just that's from
2473s the new war isn't it i think it is yeah
2475s it's a new award
2476s yeah excellent delivery and um yeah it's
2478s such a such a good bit of dialogue
2481s we loved it all right and uh here's our
2484s last bit of dialogue
2489s laura knight is that dreamers
2491s no this is
2493s oh
2494s oh i'm out then
2496s all right let's hear the second bit
2501s dream
2503s let them defile
2505s oh
2509s i should say they do scale up in
2510s difficulty as we go across each category
2512s so this will be the hardest one
2514s this is a tough one this is a tough one
2516s it rings a bell but i can't all right
2519s ready for the for the full uh for the
2521s full duration
2529s this is in the new war
2531s and it's um
2533s when you get to one of like near the end
2536s and you climb the the
2538s the tower the uno
2540s it is the universe
2542s of course for the word yeah
2544s i know uh
2545s it was a pretty special moment in that
2547s quest because i don't think
2548s you know there's different characters
2549s you expect to hear from i don't think
2551s the unum is someone anybody expected to
2553s hear from so that was you know when that
2555s when that you know everything slows down
2557s there and you get that angelic voice
2559s that comes through really really cool
2560s moment of that quest uh and i think this
2562s next category is also uh increasing in
2565s difficulty as well now we're moving on
2566s to the
2567s sound effects or the sound design
2569s category um so if you can identify you
2571s know the source um of these bits of
2574s audio or the update that's from both
2577s will both will work so here we go here's
2579s our first
2580s sound effect
2586s some kind of infested or something
2588s i need a little bit more of that flavor
2597s the bell too but
2600s that's tough that's a tough one that's a
2602s tough one
2603s increasing a difficulty you said
2606s where did we start
2607s there is actually there's actually a
2609s hint i had uh a plan for this one that i
2611s can give now it is
2613s one of the archons
2616s oh okay but you'll have to identify
2618s which one it is
2619s right
2621s our economy
2626s keith has it was that keith that's it
2628s number three
2631s you're absolutely correct it is our car
2632s number three
2636s nice nice
2638s that's perfect awesome good job keith
2640s yeah there you go excellent
2642s all right here is our next sound effect
2647s um
2649s oh it's on the tip of my tongue
2652s that's not um
2654s what's in the uh in the orbiter um
2656s what's the
2661s um
2663s i'm forgetting the name of the of the
2665s the beast thing in your orbiter oh the
2668s helmet the
2669s the helmets
2671s this is uh this is uh the latest
2673s warframe yes um
2677s like a beastly yeah cool it is uh do you
2680s want to play the uh the full sound
2681s effect
2684s yeah that's her fourth ability
2686s correct eric yep you are correct it is
2688s gyres roto rotoswell rotor swell that's
2691s nice yeah nicely nicely done yeah you
2693s had after that uh
2694s after that first second clip well done
2696s well done all right well thank you guys
2698s for playing wordle uh that was a blast
2700s uh it was very cool to see uh here are
2702s some of the you know the bits of a
2704s history behind those uh different pieces
2705s of dialogue and music and you guys were
2707s proved you're quite good at wordle so
2709s well very well done a few weeks ago we
2712s did uh
2713s ask the warframe fans both on the forums
2715s and on reddit
2717s to pose some questions uh for the three
2719s of you uh so we can jump into those now
2722s um
2723s so guts440 on the forums asks why in the
2726s metro why in the middle of foreign armor
2728s do you use a sample of what sounds like
2730s the intro to this is what you are why
2733s i'm trying to remember why i think it's
2735s something along the lines of just trying
2738s to bring an echo of
2740s this is what you are
2742s um like like a distant memory of of um
2747s of how things used to be
2749s sort of that kind of idea like a little
2752s echo that
2753s you know
2755s you might miss it but it's you more than
2757s likely will just get this sense that
2759s it's connected to
2762s the past
2764s and keith i have to ask how did that
2765s feel taking
2767s you know uh taking that anthem of we all
2769s left together this hopeful beautiful
2771s song and then kind of inverting its
2773s entire theme you know was that was that
2775s your idea to corrupt your original idea
2779s um
2781s i don't remember whose idea
2783s it was also it's all very collaborative
2785s you know
2786s um but george and i had a i think it was
2789s a two-hour call one day zoomed quite
2791s like this
2792s um where
2794s where it was just ideas back and forth
2796s and um the good ones are usually
2798s george's and
2800s i and then i you know attempt to take
2801s credit for them later
2805s but but you know it definitely i i i
2808s love the idea no matter whose idea it
2810s was i love the idea of having two pieces
2813s that you could actually almost overlap i
2815s wanted them to to play at the same tempo
2818s um
2820s in the same key but i don't think we
2822s ended up doing it in the same key for
2823s vocal range reasons um but
2826s you know the melodies play off one of
2828s another and and um a corrupt version of
2831s it is is exactly the the
2834s the concept ender leia on reddit asks uh
2837s what sound effect in the game is the
2839s most transformed from its original
2841s recording
2843s wow that's a good one a lot of them
2846s actually hey eric i mean it's funny like
2848s we were saying earlier you know you
2851s you know you come in with an idea and
2852s you kind of twist and turn things until
2854s it kind of it's kind of like having like
2856s molten steel or something and you're
2858s hammering at it into like bend it into
2861s your will into the shape that you want
2862s it to be
2863s um
2865s yeah i've i've done the
2867s one thing kind of comes into mind i i i
2870s remember what it was for unfortunately
2871s but just
2873s taking
2874s uh the sound of like a lion roar and
2876s just really like stretching it out and
2878s putting plug-ins on it and making it
2880s something kind of like completely
2882s different i'm sorry i can't remember
2883s what
2884s what i use that on but it happens a lot
2886s though you know
2889s yeah we're always trying to
2890s you know refresh things and keep things
2892s updated where we can
2894s um without changing things too much
2897s but yeah i wouldn't say there's any one
2899s one particular sound it's lots of little
2901s things over the over time
2904s and improving the technology that we use
2906s to play our sounds is a big part of it
2907s too
2908s and that kind of indirectly affects
2910s older sounds and gives them new life and
2913s puts them into a slightly different
2914s context
2916s yeah i can only imagine as you know as
2918s time goes on yeah that technology would
2919s just only enhance the you know those
2921s original recordings for sure
2923s absolutely surprise yourself too right
2925s like you'll you'll pull the sound and
2926s and you'll you'll try different things
2928s and you kind of i think that's a big
2929s part of sound design is like you just
2932s you can't be afraid to try things and
2934s i'm sure it's the same with music too
2935s it's like something you would think
2937s would sound a certain way it's like well
2939s how can we make this sound something
2941s different and just ah let's just try
2943s things on it right and not really
2945s thinking of the rules as it were in that
2947s sense and you can come up with some
2949s really interesting stuff that way so
2950s nice
2952s def techno on the forums asks uh what is
2955s your favorite sound effect that you
2957s haven't found the right place to use in
2959s game yet
2964s easy george
2968s rubber chicken
2981s when a build would be broken someone
2984s would squeeze the rubber chicken and
2985s you'd hear
2986s yes through the office
2989s so
2989s where is that rubber chicken where is it
2991s it's in my it's
2993s in my office just waiting to be used
2995s tucked away
2997s yeah man in the wall 2.0 yeah exactly
3000s that would be really those chickens do
3002s sound honestly pretty terrifying so that
3003s would uh yeah i'll bet it would sound
3006s horrifying yeah
3011s you know
3013s yeah
3014s gotta try it now what's gonna happen
3016s next warframe yeah yeah
3018s easter egg
3019s [Laughter]
3021s amazing
3022s i think uh one fan question that we've
3025s we definitely received a lot uh from
3027s this forum post and on reddit but i
3029s think across many avenues i'm sure you
3031s all have heard it a lot for sure but uh
3033s when should fans potentially expect uh
3037s the next warframe soundtrack
3040s well i was talking to keith about this
3042s not too long ago actually we have one in
3044s the works um it's funny because i was
3046s combing through all of the music that
3047s we've
3048s written since what 2018.
3052s he's got it right there oh look at that
3055s yeah and and it's i was talking to our
3058s um
3059s our merchandising team and it's
3061s literally four records worth it's it's
3064s an
3064s incredible amount of music that has has
3067s been written in the past
3069s four years wow um and
3072s so we actually are hoping for the end of
3074s this year but i can't make any promises
3076s as to that for sure but
3079s it's long overdue and we need to get it
3080s out there and it's definitely in the
3082s works and uh
3084s yeah we will definitely do it that's
3086s amazing yeah it will be six records by
3088s the time we're done it will be six
3090s records
3091s exactly well that's the thing because we
3093s started talking about it like earlier
3095s this year and so now angels is there man
3098s those tracks have to get added on and
3100s now whatever else comes out before it so
3103s um
3104s yeah but it'll be good though
3105s excited for that i like your spirit
3107s keith i like that let's add let's add a
3108s couple more records on there let's get
3109s up to six yeah let's make it look at the
3111s collection
3114s fantastic now i am very excited now uh
3120s earlier on uh you guys informed me that
3122s we actually have a bit of a sneak peek
3124s of some music in coming from the
3126s upcoming duvery paradox update that we
3129s will play for you now
3136s [Music]
3146s [Music]
3164s [Music]
3204s thank you for sending that along that
3205s was uh it's pretty special
3207s yeah and honestly a massive thank you to
3210s the three of you but also to the entire
3212s sound team at digital extremes for all
3214s the work that you do for warframe uh
3216s it's it's absolutely incredible and and
3218s thank the three of you thank you to the
3220s three of you uh for joining us today for
3221s the sound panel it's been an absolute
3223s blast
3224s well thank you marcus it's been uh it's
3226s been really fun enjoyed us thank you
3228s marcus yeah it's been an honor yeah no
3231s uh honor's all mine thank you so much i
3232s also want to give a special thank you to
3234s d.e corey on the community team who
3236s helped co-produce this panel so thank
3237s you corey uh for your help you were uh
3240s instrumental in this for sure um and
3242s don't go anywhere for tennocon 2022
3244s because next up we have a live panel
3247s brought to you by our very own megan
3248s everett as she goes through a live
3250s developer q a she's joined by pablo kaz
3253s and d e matt as they answer all of your
3256s questions live so enjoy tennocon 2022