字幕列表 影片播放 列印英文字幕 Hey everyone, Unyshek here and welcome to another #Ask343 episode. Today we're joined by the Audio Team and they're answering your community questions that you asked on Twitter using hashtag Ask343 before we dive into the questions, I'll let them introduce themselves and tell you about what they do here at the studio. Hey John, yeah, thanks. It's an honor to be here. I'm excited to answer some questions from the community and Chase Thompson. I'm the Lead Audio Technical Designer on the team here and what that means is that I do a lot of our audio systems design and tools design. And so you know, similar to the sound designers, where they are responsible for making things sound cool. I'm responsible for making everything work in the game and play back the way that it should. Hey, I'm Joel Yarger and I'm the Music Supervisor for Halo infinite. I've been with the team little over two years and previously I worked at PlayStation on the God of War franchise, Uncharted franchise, Last of Us, that type of first party. First party work. Hi! My name is Kyle Fraser and I'm the Lead Sound Designer here at 343 Industries. My day-to-day responsibilities are kind of just overseeing the overall sound design for the game. Also just kind of involves just a lot of content creation for many different areas. And you know doing my best to try to make the game sound is best possible for you guys. Great to have you here today, excited to dive into some community questions. This question from the community is with the new acoustic system. Does it allow players immediately on either side of the same wall with no portals to hear each other's location similar to other games? Or does the room and portal pathfinding completely take precedent? Yeah, that's a great question. Sounds on either side of a wall are never going to be completely muted because of the acoustic system. It should sound natural, so that's the whole goal of this. Of this system is to make the audio feel as natural as possible so you know if a gunshot was on the other side of the wall, even if that wall was completely closed off from you, you would still hear it, and so that's the goal of this system is to make sure that you can. It feels natural, and when those sounds are in other rooms, they'll be appropriately muffled or turn down based on. On how occluded or obstructed the sound is. So if there is a portal there, it'll be clearer an if there's not, it'll be muffled, but you'll still be able to hear it. Awesome, that's super cool to hear, and I'm glad we're taking that more realistic approach with that audio design. This question from Twitter is I'm all for the direction of the soundtrack in infinite, but my question is, will there be some somber emotional tracks? Example heavy price paid, made me feel the emotions of betrayal or arbiter. Thanks for that question. The short answer is yes. We have a lot that we haven't been able to share yet, but we have emotional and character arcs that involve spoilers. That can't wait for you to play the game, and here the highs and lows of the entire score, not just what we've shared so far. I think 2 characters that we do know about, the Pilot and Escharum, are part of that, so you can hear hints of of where those characters will be going on their journey. And musically, it's pretty wide. And when you say highs and lows, you mean emotional highs, emotional emotional highs and emotional lows. Dynamics of that. It's not all bright, it's just we wanted to recapture what made early Halos feel special. In that regard. Gotcha, thank you for diving into that one. I love the music so very excited to let fans here more as they play the game. This question is about some weapon sounds. Will we see the classic overcharge hum? With the plasma pistol back for Halo Infinite, it's really cool seeing the studio embracing the two decades of Halo Audio and trying to weave legacy into the soundscape of the game. Yeah, we kind of like initially sat down or trying to kind of brainstorm different sounds that we could bring back from the original trilogy. This was definitely kind of high on the list, but the sound is just, you know, it has a lot of character, has a really strong sense Anastasia. And so yeah, we definitely decided to kind of weave it into our aesthetic into our designs now worked out really well. It didn't feel kind of jarring. It didn't feel forced in any manner, and So what you kind of have is when you charge up the fire of the plasma pistol. Get kind of a nice satisfying like high tech line up then before it's fully charged, you'll get the kind of swell at the home that goes into this home loop and you kind of get some nice like ********* plasma and whatnot. But yeah, I think you guys will dig it. It's a nice iteration on the plasma pistol that's that is awesome to hear. And I love how you were able to describe it in such depth, right? The different phases of charging up that plasma pistol. This next question from Twitter is will enemies shooting at your friendlies still be loud for you or is it just the thing when you are personally targeted? I worry for the situational awareness up close. How quiet are we talking here? That's a great question. So the the threat priority system uses a bucketing system where the highest threat to the player is going to be turned up, and the next level of enemies is going to be turned down just a little bit, and then any friendly characters and weapons in the game are going to be turned down the most, and the great thing about that is that a lot of the time, especially in multiplayer, you're going to be playing really close with your teammates. You're going to be running around the map together and trying to stay close, so in past games, your teammates weapon fire would be the loudest thing in the mix. And what this system does is it? It brings those down so that you can really hear the most threatening enemy, and then right under that will be the other enemies that are nearby. So it's not going to make those completely inaudible. In fact, it will help bring those up in the mix, because your teammates won't be quite so loud anymore. Touch it, that's super cool. I actually didn't know that we had such like an incredibly detailed stack ranked list of Brett prioritization there. That's super cool. This next question is will the music be adaptive like it was in earlier Halo titles? Well, the tracks play out differently depending on the gameplay state. Absolutely yes, you know, it's hard to even put music in a game nowadays that isn't adaptive. In some ways we're utilizing some technology like Wis for engine along with some custom developed tools and music systems to help track. What the player is doing, what the enemy AI is doing at anyone given time and also we take into account a lot of what we consider to be a player intention, what a player might be doing next, or how we could react to what a player might be doing next. Whereas you know are they going full on into battle or they. Keeping back and sniping? Or are they just passing through and walking to the next experience? Well, sort of, just, you know, not really. Even fully engaging in the experience that there is unfolding in front of them. So all of that is taken into account and it's constantly improving that too. You might be walking through the world and get a piece of music while you're just exploring that. Carries over into combat engagement, whereas if you just walked into the combat engagement without that piece of music playing, you get something else. So it is very adaptive, based on what you're doing very where you're at. Yes, very adapted based on where you're at, what you're doing, where you're at in the story, even what music is chosen is kind of indicative of what you've already accomplished in this story, so we can kind of keep things fresh and keep things moving. So what I look really look forward to is we have a pretty tech techie music team here on site that we put a lot of thought and care into how the music plays out and think once the game comes out and you can experience it will be able to start talking and releasing more details about the underlying technical stuff again without giving away spoilers now. So not just say yes, but a strong emphatic. Yes, we will have this definitely. Yes, awesome yeah, thank you for diving into that one. Alright, so our next question from the community is what's the toughest sound effect to design or implement that you're allowed to talk about and why? Yeah, I think kind of every area of sound design kind of has its own unique set of challenges, and it's definitely from a content perspective. You know, it can be kind of difficult to conceptualize something that doesn't exist in the real world. But I'd probably have to say that creating vocalizations for creatures and characters that don't have any like actual verbal language is always really extensive, and it's mostly just because you have to create a huge amount of content, usually have to cover anywhere from like 15 to 30 behavioral sets an you have to have, you know, a good set of variations for all those, and then you have to kind of make sure that. It all sounds coherent in it sounds like 1 character across all those behaviors and so you ended up in a pattern bringing like tons of content from lots of different like animal recordings. You end up recording yourself. You find yourself recording like your household pets and stuff like that, finding various objects that you could kind of get. Just interesting textures that you could, like. You know meld in there, but it gets really complicated because since you're taking all these different sources from all these different things have been recorded at different times in different places. It can be really challenging to kind of get it to be like one coherent single source and not sound like it's multiple things playing at the same time, so it just takes a lot of finesse and just a lot of time and patience an. Yeah, it's definitely. I call it kind of like the gauntlet of sound design overall. Probably from like an implementation standpoint. Probably have to say vehicles are probably the most challenging, especially like in the realm of Halo because we don't have like a combustion engine simulator. This isn't like Forza, so everything has to be fake. And So what we have to do is we have to take in all this like raw data and then basically interpolate it into something meaningful and something useful. And it was definitely challenging in previous games. But now, with like the improvements of our tools and the slipspace engine were able to have basically object oriented programming and we could like feed any parameters that we need and we can be able to control that, and we can control the speed or control the limit of those parameters and feed that into our game. Middleware and that controls like how the audio behaves, and so it's definitely kind of come along way, and I think you guys will see like a really nice improvement in the vehicles and how they behave and just kind of gives a more dynamic, realistic experience. So wildlife and vehicles. Yeah, yeah, essentially two very unique challenges. That's very cool. Thank you for diving into that one. Yeah my pleasure, our next question from the community is differences in teammates audio when shooting compared to enemies. Awesome and we expect the same for footsteps. And does this apply to yourself as well? Yeah, actually in Halo Infinite will have three different types of footsteps in multiplayer where you'll have your own personal player, footsteps as well as footsteps for your enemies and for your teammates. And so we're with this game. We're super excited to really enhance the situational awareness in the multiplayer. So alongside of those footsteps, we've also got 3D mode audio that we've added to the multiplayer modes for things like. Capture the flag where the sounds of returning the flag are actually going to come in 3D from the position of the flag object, so you'll have a lot more situational awareness of where your enemies where the mode objects and the objectives in that mode. So we're super excited to see how people react to that and how the fans like it. Yeah, and I know from my own personal experience in gameplay, having the different enemy audio is always extremely helpful. Our next question from the community is, are the tracks from the E 320 eighteen announcement trailer and the Discover Hope trailer from the following year going to be part of the three to four hours of Infinite Soundtrack? Love those tracks, yeah, when we set out on both of those trailers, they had a specific goal in mind, so for 2018. Music, a lot of what you saw and heard was part of more of a tech demo or the new engine and sort of also embracing our initial toe in the water of music direction. So 2018 assets are not necessarily part of infinite. However RE 320 nineteen Discover Hope trailer is literally the cinematic opening to the game like you will experience experience that in real time. And even be able to, you know, play portions of it. Nice so 2019 yes 2018 probably not at. Yeah, that's correct cool, thank you our next question from Twitter is what's the weirdest sound you've recorded for Halo that transformed itself into something completely different? It's a good question. It's kind of really hard to pinpoint one particular thing, because I feel like that's kind of what we do day in and day out is, you know, we're always just taking in the mundane and kind of transforming it into something completely different. And it's also kind of challenging question because I. Feel like a lot of times we go into recording of a very particular thing in mine, but of course, while we're doing that, we'll hear something and be like, oh, snap. That would be like really perfect or this thing, or or XY or Z. But yeah, it is always fun. It's always interesting to find the record sounds that. You would probably not typically drawn to like one of my favorite things is moving. Essentially, I love moving in new places like I don't buy essentially for that reason, because every place I end up renting is always these like unique quirks or different sounds that I can find and record. I'm always able to like incorporate those in interesting ways into my sound design, so and that's why I've kind of always keep a recorder like on my side and always got it in my bag. So that way, like you know, if I hear something that's just kind of like. Pics piques my interest, you know, I'll just bust it out and start recording and you never know what you'll end up using that for in the future. So you really live that that audio life, yeah agree. I mean, it's definitely assumes quite a bit of our thinking space. And so I write. First thing, you know, we're kind of think about when we wake up and the last thing we think about when we go to bed is usually sound. That's very cool. Alright, our next question here is, does bigger mean louder in terms of the awesome threat priority system when it comes to vehicles out as objects? Source size play into both design and threat priority. Yeah, we actually went back and forth a lot. We iterated like crazy on this system and we built the system in such a way that we could iterate like that really rapidly. So we actually built a lot of different types of threats that. Tribute to the threat system. So the way that it works is each buy pet. In the game, each character in the game. Has various different types of threats that we're tracking, so some of them are who they're targeting where they're aiming, how far away they are, and one of those types of threats that we that we tried out was just the inherent scariness of that object. So things like what type of character is it? What type of weapon? Do they have? What type of vehicle are they in? And we tried that out and it actually didn't quite achieve the goals that we were looking for. So what we determined was in play testing and iterating back and forth a lot over a long time was that the most important factor was just who's about to deal damage to you? Who's got the most? Capacity for damage at that exact moment, and that's what we're highlighting. So we we tried it and determined that it didn't actually quite achieve the goals, and it wasn't quite prioritizing the right threats. And so we took that out and went with the system that we have today. Very cool. Thank you for diving into a little bit of trial and error. That is game development there. I'm sure whoever asked that question. Will appreciate the extra insight there. This next question from Twitter is in the last sandbox inside Infinite, the team mentioned a new interactive image tracking feature for vehicles. How did the audio team integrate sound design into the system to enhance the player experience? Yeah, this will be really cool system that we're introducing an infinite for audio. What we do is kind of an additive approach and we kind of piggyback off with design and effects are doing so as you're kind of taking damage will start introducing like the audio of like Sparks and Steam and. Flames and whatnot. One like the tires get blown out, will switch out the surface sounds. That kind of give you a more like uneven wobblie kind of texture and then like before the actual vehicle is going to explode. We bring in this like doom state alarm and it's really efficient and like letting you know how much time you have until you need to bail out. So that's kind of the gist of the overall damage system, but it's definitely really effective and giving you the appropriate feedback you need. It's awesome. And yeah, I love the doom state. It's like I need to get out of this vehicle now. Before it blows up, definitely it's really apparent this time around. Alright, thank you for answering that one our next question here is actually about multiplayer. It was mentioned that you were keeping music minimal in the multiplayer match itself. Does this mean music plays during the whole match or only in the beginning near the end? It's a great question to add to that. So what we mean by minimal is mostly emphasizing bigger moments and areas where we feel like you've achieved something. So, for instance, yeah, the intro before the match, trying to hype things up. Also, the end of match. End of round and even moments that lead up to the end of round where you could be in a scoring situation that could potentially end a match and we want to sort of. I pipe that up, but typically we're trying to stay out of the way and leave a very clean and clear audio experience, especially when it comes to competitive multiplayer, so you're not going to hear constant music by any means. In fact, it's going to be going to be far less than you might expect, but it's going to. Have impact where it lands. Patches so very specific, impactful moments and that's it very much. And and this is something where we're excited to share more when we get to actually just share more multiplayer in general, 'cause I think we've. We've kind of taken things in a new direction. Stylistically, that you feel really still fits in the Halo universe, and that's exciting, awesome. Thank you for answering that one. So our next question here is, well, any of the existing sound design we've heard in the 2020 gameplay demo be adjusted? Or will that be left intact? Yes, that demo is cut. You know, almost like a year ago, so we definitely you know. I've been polishing and tightening things up. You know, at that time it was a work in progress. We've definitely. We've just kind of improved and kind of flushed out the overall mix a bit better. We've even done some, like you know, more in depth redesigns. For example, we did another pass, unlike the Mangler and the Rabinger. There's quite a bit of other pieces, you know. We kind of readdressed then yeah, I definitely think it's you know it's going to be a lot more refined experience when you when you lay it in the fall, but I want to expect anything like drastically different, but I would definitely expect the overall improvement. Awesome, that's great to hear. Yeah, this next question from the community is I really enjoyed the different firefight voices in Halo three ODST and reach and I also really like the different multiplayer announcers from the voices of war announcer Pack in Halo 5. Well, anything like this be available in Halo Infinite. I was actually really involved in the voices of war, so it's awesome that you like that and that you brought it up. I actually came out of a hackathon that I helped lead so this is a really. A topic that I'm really passionate about, and while we won't have custom announcer voices like we did in the voices of war pack. Very really excited and passionate about being able to customize the player experience and so I can't say much today, but what I can say is we have some stuff that we're working on that I think the fans will be excited about and that you'll really enjoy. Also hint at it, but the no confirmations of anything yet. I appreciate that. So thank you for that one, chase. Our next question here is about music and content creation. Well, all the music in the game be dmci free, so it's able to be played on stream or what we need to mute the music in order to be safe. While I personally can't make any promises here, it is our intention or streamers and content creators to be able to use the music of Halo Infinite in their content. That's awesome to hear. I'm very excited for players to get the experience it fully while they're making that content. Same. Alright, here's our next question. I really, really love the fact that wildlife in this game already sound like really cool. Site ambience. I'm interested to know how you went about making the sounds or the wild. Cool, yeah, I'm glad you guys are kind of picking that out and enjoying it. The first thing we usually do is we try to pinpoint what exactly are the state behaviors for them so that we cover things like threatened or attack or idle or death. And then we'll we'll just start acquiring all the different source material we need. Since there's quite a bit of diverse wildlife, you know, we need a bunch of different stuff from different different areas of like the animal Kingdom. And so we were always kind of, you know, recording different animal sounds and different nature sounds, but will also record people's personal pets. You know, we ended up utilizing some of the Pug recordings that we did and those kind of got used for the digger creatures and. Yeah, it's definitely a lot of material that we're just kind of pulling from, just like the whole animal Kingdom. We've also, you know, we had some really create content partners that are also able to provide some really exotic content from, you know, really unique places from the globe and stuff like that. And so yeah, I think you guys will kind of really enjoy this kind of little extra. Ambient side detail that you'll kind of get in the game. Nice so hold on sounds from all sorts of animals all over the world right to make the wildlife totally yeah. Awesome, thanks for diving into that one too. Our next question is actually a pretty popular one in the Community, so let's dive into it. The forerunner, interior, sound epic. I can't wait to explore the insides of Zeta Halo, but is Jeff Steitzer making a return to the multiplayer announcer? This voice is the true sounds of Halo. I couldn't agree more. There's nothing better than hearing a classic double kill from the announcer and I can confirm that. Yes, Jeff Steitzer will be back and we're super excited to see how fans enjoy the new video for the multiplayer experience, but thank you for confirming that. I love hearing deaths. Voice in any Halo game and especially in infinite. Our next question here from the community is when can we expect to hear another song from the Halo Infinite soundtrack? Just like you, we have been very excited and would love to share more. But we're also aware of the story arc and a lot of other details that are part of the game itself, and so we really would love for you to hear the rest of the music in context. That said, we have our previous three tracks from last summer or now on Spotify, Apple Music, Amazon, and several other streaming websites for you to check out Gotcha. So nothing yet. We want you to experience it in game. Get that full experience, right? Yes, yeah. And you know, obviously we're avoiding spoilers. There's a lot of the music is in context of some, frankly, really, really awesome story storyline that I think a lot of people won't be expecting. Yeah, so, save those powerful moment, powerful pieces for the powerful moments in campaign. Yes, cool. Even trying to come up with a name for tracks becomes an effort not to spoil. This is something that's very true. I've seen a few soundtracks that have rise of this person fall of this person and you're like, dude, why would you put that in the. I love the soundtrack, who even was that person? But you never talked about that person before, so yeah. Yeah, you gotta have some surprise. Cool, well thank you for diving into that one there. Alright, our next question here is about the battle rifle. Is there a certain VR? The Halo Infinite version is based off of and what weapon was used to record the newbie are, let's say, inspiration behind the bar was. The Halo 2B are like kind of used that as reference when designing the sound. The actual content was probably derived from multiple gun recordings that we did in the past, probably the main one was the FN Scar battle rifle and also the FN. And two forty P machine gun. I was able to kind of take different microphone recordings textures from there and kind of combine them and then the actual like kind of punch and base that was from a recording. I think we just did in here in a Foley studio. We have this device that will pressurize air into like a two liter bottle essentially and then if you puncture it with a projectile of like a certain velocity will create Sonic boom. Very low energy because the bottle. Rips at supersonic speed and so you kind of just get this really tight like. You know, very dynamic impulse that comes out of it, and so if you kind of put that around different like resonant spaces, you just get some like really nice, punchy impacts that you can incorporate into your designs, and then for the actual tales and stuff like that, those are usually constructed from like many different recordings that we do will record in like different fields and just different locations. That kind of just get really interesting reflections and then we just kind of combine those all just make something really convincing and satisfying. That is awesome to hear that it's the Halo 2B are kind of served as your inspiration. No idea that you had so much depth go into just like that bar sound, right? You mentioned at least two different weapons and another thing you recorded in the Foley Studio, so a lot of work just going into one weapon sound. Oh yeah, for sure. I mean, I know how much people love the battle rifle and so you know it's not more important to me than just try to do that justice for everyone. Well, I'm sure people appreciate it. We saw nothing but praise for it online after we put it in the latest Inside Infinite Blog. So it's good to see people love it. Yeah, I'm glad to hear that. Alright, thank you so much for all of your answers today gentlemen. Appreciate you taking time out of your day to answer these community questions that we got from Twitter. Before we go. Do you have any closing words that you'd like to tell our community before they go hands on this fall? Yeah, thanks John. It's such an honor to be able to answer these questions and. Part of what makes my job so great is knowing that there's an awesome community out there who is just as passionate as I am about the audio in this game, and so I can't wait to play the game later this year with everybody and hear what people think about the audio. I just want to say thank you for giving me the opportunity to speak with you guys. It's always a pleasure and you know, I'm just really excited for you guys to get your hands on this in the fall and experience all the hard work that we've been putting into this over the years. And I just also just really want to thank my team. I mean, this has been such a huge collaborative process. You know, I'd probably say you know we have people from all areas of the globe working on this and it's just been such a pleasure to work with such a passionate group. People that literally all we want to do is just make the best Halo experience possible for you guys. Yeah, just thank you so much. We're here doing this for you. And honestly, I've been waiting for you to get this game in your hands and play it. We're going to have a pretty big soundtrack release along with the game. And I just want it to be out there as much as you, and I'm just looking forward to that day so that wraps up today's S 343 with the audio team here at the studio. Thank you so much for watching and submitting your questions on Twitter using hashtag S 343 you want to see the latest and greatest Halo news. Be sure to follow us at Halo on Twitter as well as check out halowaypoint.com until next time we'll see you all later. You guys went supersonic in the Foley room. Yeah, it's really interesting. I mean, it's like it's supersonic, but it's like it's such a low energy. I mean, you could literally set it off right next to you and you feel nothing really, yeah.
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