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Thread: ArenaNet Blog: Sound Design and Audio Design (2011-08-04)   

  1. #1

    ArenaNet Blog: Sound Design and Audio Design (2011-08-04)

    Following up on the two videos earlier this week, there's t two new blog posts on the ArenaNet blog this time, and I'll combine them into one big post:

    James Boer talks about Audio Design and Drew Cady talks about The Hidden Complexity of Sound Design.

    James Boer:

    In the case of the audio engine, we wanted to do so much more in Guild Wars 2 that we felt it was worth the time to rethink our entire approach, both from a creative and from a technical standpoint. We started over with a completely blank slate and spent a significant amount of time creating a brand new audio system built on top of the core FMOD audio engine, along with a new set of tools to manage the vast quantities of resources that would be inevitably generated. Using lessons learned from our previous games, we created this new system with a lot of input from our audio team, so it’s designed for the challenges a massive game like Guild Wars 2 brings.

    Audio Workshop is the new tool the audio team uses to integrate and control sounds in a way our game engine understands. From there, they can create sound scripts and attach them to any model in the game, or position them in a region of the world as ambience. Any animation or event can trigger any sound or script handler, and these handlers can incorporate any of the dozens of properties available to any character in the game world. Additionally, the audio team has a large amount of control over the overall game mix. We designate a number of mixing “snapshots,” and the audio team can tweak a mixing panel to determine how various audio categories are adjusted at any point in time. For instance, when the player is in a downed state, the world will sound very different than when you’re up and fighting in combat.

    We’re creating a gigantic world, and we want it to be filled with the sounds you’d expect in a living, breathing environment. The sheer quantity of sounds required is staggering. Every single critter in the game, from chickens running around underfoot to a huge creaking Oakheart trudging through the snow will have a complete and unique set of sounds. When a warrior in full plate mail runs by, he will sound very different than an elementalist in her cloth armor. In Guild Wars 2, much of the natural ambience of the world actually comes from the creatures, characters, and players all around you. You’ll hear frogs croaking as you approach the edge of a river, but perhaps only in the early evening hours. The world ambience shifts and changes over the course of the day instead of simply playing repetitive loops.

    For the player, this just means that they’ll hear a much richer, more vibrant sounding world that not only changes visually from minute to minute, but aurally as well. This is partly because our sound engine is able to squeeze more out of our existing assets than was previously possible, but it’s mostly because of the incredible care and attention to detail that our audio team lavishes on even the smallest creature or prop in the game. And because the audio engine is completely multi-threaded, we can take advantage of the multiple cores you find on most of today’s computers without sacrificing overall performance of the game.

    Drew Cady:

    I’m Drew Cady, Lead Sound Designer for Guild Wars 2. Together with my colleague Sound Engineer Robert Gay, we’ve put together a blog post that looks a little deeper into the voice pipeline for our game. A great deal of thought and work goes into the simplest audio asset in Guild Wars 2, whether it’s a footstep on snow, the day and night cycle of ambient sounds, or a snarling charr voice. Today we’re going to pull back the proverbial curtain and look at how we do our work.

    Voice process

    In the past, the voice recording process was fairly simple: you started with the story and created a separate document or spreadsheet that contained each voice line. The lines were then recorded, mastered, and imported into the game. If you only had a few thousand lines of dialog for the entire game, it was possible to keep track of the whole process in this simple way.

    Now that games have grown in size and complexity, our process has had to adapt. We now have to track and process literally hundreds of thousands of lines from all different creatures, races, and roles. On top of that, we have to localize the lines into other languages. Our custom database tools allow us to keep tabs on all the lines while the writers are crafting, the actors are recording, we are processing the voice files, and we are finally importing them into the game.



    You can find the full article on audio design here and on sound design here.

  2. #2
    The guy with the axe is so 70s style

  3. #3
    Winterbay's Avatar
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    Finally, no matter how fantastic a game’s music is, when you hear the same music for the thousandth time, you start wanting to change things up a bit. Many players will simply turn the game music off and play their own collections. The problem is that an external music player has no context as to what’s going on in-game. Guild Wars 2 will offer a solution for this as well. We’re giving players the option of choosing external music playlists that the game’s audio engine will use as a replacement for the default in-game music. Players can choose different playlists for background ambience and battle music, for instance. Additionally, when appropriate, such as during cinematics, the game can revert back to in-game music temporarily to give the best possible cinematic experience, then resume the custom playlist when it’s done.
    Man, that is an awesome thing. Even though I mostly play with the ingame music (love the soundtrack) that is an awesom addtion.

    Feeling tired? There's a nap for that.

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    Ooo, I missed that. That's actually an extremely good idea. Makes me wonder why other games haven't done this tbh, it's always seemed somewhat out of place when I'm running around in a daisy field and a fast paced rock song comes on, or when I'm in a huge boss fight and a classical song starts playing. Very nice.

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    Vayne's Avatar
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    Quote Originally Posted by ComplexNuber View Post
    Ooo, I missed that. That's actually an extremely good idea. Makes me wonder why other games haven't done this tbh, it's always seemed somewhat out of place when I'm running around in a daisy field and a fast paced rock song comes on, or when I'm in a huge boss fight and a classical song starts playing. Very nice.
    Seems that way with a lot of what GW 2 is doing. Stuff that no one stops to think about. I guess it's just easier to copy another game than it is to think things through and improve them. This is why I'm an Anet fan.

  6. #6
    I imagine I'll have way too much fun fiddling with a custom soundtrack. I like the original, but, say, the EotN character screen music is a little old to me now. This is a great "extra."

    || Art by Melo-san of Gaia Online ||
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    Winterbay's Avatar
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    Quote Originally Posted by Ruse View Post
    I imagine I'll have way too much fun fiddling with a custom soundtrack. I like the original, but, say, the EotN character screen music is a little old to me now. This is a great "extra."
    Heh... I had one of the winners of one of Arena Net's contests (BranShew7 on YouTube) make me an arrangement of parts of the EotN music for a brass sextet I play in. It is really cool to be able to play that music myself and I really love that tune

    Feeling tired? There's a nap for that.

  8. #8
    Venn's Avatar
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    Quote Originally Posted by Winterbay View Post
    Man, that is an awesome thing. Even though I mostly play with the ingame music (love the soundtrack) that is an awesom addtion.
    That's bloody awesome! All MMOs need to have this option.

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    ComplexNuber's Avatar
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    Quote Originally Posted by Venn View Post
    That's bloody awesome! All MMOs need to have this option.
    Yeah, I wouldn't mind if 100% of games "ripped off" this idea, especially MMOs. On paper, it just seems too good not to have now that I've heard of it.

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