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Stellaris Dev Diary #27 - Music & Sound

Greetings interstellar explorers!

Welcome to the next entry of our dev diaries. This one is all about the sound and music that will help Stellaris become a galaxy worth exploring. Stellaris is the first project from Paradox where we have had a dedicated Audio department in-house and we hope that it will be something that our players will notice.

Soundtrack:

Hi, my name is Andreas Waldetoft aka Jazzhole and I am the music composer here at Paradox.

When I got hold off the news that we were doing Stellaris. I excitedly and immediately started thinking on what kind of direction to go with the music. I can remember myself as a young kid in the 80’s sitting in my room reading comics and listening to my father's records. That included a lot of Vangelis and Mike Oldfield which ended up being two of the biggest inspirations for the sound of Stellaris soundtrack. The idea of the music for Stellaris is getting back to that feeling I had as a kid, the feeling of infinite possibilities and what might be out there among the stars and galaxies.

There was a lot of experimentation before we found the right vibe for the music. But I always wanted to blend the otherworldly sounds of synths with the organic sound of an orchestra and ethnic instruments, to create a soundscape that would feel right at home in Stellaris. To make the feeling of exploration and journey across the galaxy I decided to not make the music too static and ambient. I wanted melody and a beat to push us forward to the unknown, sometimes with odd time signatures to really emphasize that push.


I hope you will enjoy the direction we took with the music, and I really hope to write music for Stellaris for years to come.

Sound Design:

Hi, My name is Björn Iversen aka Metal King and I’m the Audio Director here at Paradox and I have been responsible to create a stellar soundscape for Stellaris.

Where we start with the sound design?

It’s a challenge to work with Sci-Fi from a sound designer’s perspective since basically everyone will always compare your work to the great classics such as Star Wars. Star Trek, Starcraft, Mass Effects and much more. For this project I asked around a lot in the team to try get hold on what kind of “sound” they wanted Stellaris to have. After getting a grip on what kind of soundscape my colleagues wanted (or what they think they wanted) I started to create audio assets with their reference in my mind but also added with “my touche” to the overall sound design.

I went through a lot of different sound effects in our archives and as well going around the office and hitting every locker, desk, door or anything I could find that I think would sound awesome. I even started recording our elevators in the old office when they went up and down. I also started looking into different VST synthesis (basically digital synths) that could do awesome sound effects or really weird effects.

After finding the “neat-sound” resources I loaded them into my program and started modulating them all with various effects. For inspiration to create these assets I did some research to see how the audio team did when they created all their iconic sound effects for the original Star Trek. It was really inspiring to see how you could also create your own assets with help of simple tools.

You're able to find a .zip file attached to this post that contains some audio samples on the sound design if you want to listen.

Ambient:

Something that was important for us from the beginning was to emphasize the feeling of the galaxy being vast and full of wonders, so I really wanted to create a deep soundscape. Since you can zoom in really close to ships or zoom out to get a better view of the entire system I wanted there to be a sound effect for ships when you zoom in on them, for example to hear their engine hum or if you’re admiring the planets you would hear the planet’s own “hum”. But having great background audio is also important for creating a big soundscape (even if there is no sound in space!) so I created several layers for the background ambient for our solar system. This was to create a background that feels like it is always moving, but wouldn’t take too much of your attention.

GUI:

Usually the hardest sound effects to create, especially in a strategy game, since it is the sound effects players will hear the most of throughout the game. Therefore it was important for us to create as many various “click” SFX we could so the player won’t get tired of them. From the beginning I started out with only “digital” created audio resource that I mixed and tweaked with different effects, but later on I started to record several “organic” sound sources to get the right sound. I actually made a longer session of recording a kazoo, which was not well received in the office..

After many iterations we came up with a style of GUI sound effects that is hybrid between digital and recorded audio sources that we’re pleased with. Try to guess what we have recorded to achieve desired sound!

Weapons:

Even if we wanted to create a deep soundscape you got to have a little more punch/action to some of the sound effects to give more life and what better opportunity when you’re in a space battle! Considering the subtle ambience, there was no question that the weapons sound effects should sound big and take space! It was also important that the sound for the weapons would change depending on the distance from the battle (remember, deep soundscape!) so if you are watching a encounter far away the weapons doesn’t sound clear, are kind of muddy and with echo but it’s a opposite experience when you zoom in closer to the encounter. Then you can hear much more of the details from each weapon type.

But it is easy to forget that the sound effects needs to be consistent with the overall feeling so we didn’t want to go too “Michael Bay” on the sound effects (or just only a few times).

Voice Over:

We wanted to give VIR, our dear advisor, a bigger presence for the player so we had auditions for the role before hiring a VO artist to bring more life to VIR. It is a perhaps a first for a PDS game to have VO at all. Except for teaching you how to play the game, VIR will also keep you updated throughout the game to make it easier for you to run your empire. VIR will notify you if your Pops are short on food or that one of your Science Ships has completed its survey.

This was a short summary for the music and sound design in Stellaris, we could ramble on forever about the audio, but hope that you enjoyed some of the samples!

Next entry will be an interesting one when the Project Lead speaks about Stellaris.
 

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I think "To the ends of the galaxy" is my new favorite Paradox Game soundtrack. Nice work, as always.
 
I like the vibe of the music and where it is going, . It is chill, albeit dynamic (perhaps a little too dynamic for my taste in the case of the electronicky percussion sounds).
It reminded me of the soundtracks of the X series (probably one of the best game OST ever created) and Frozen Synapse. All in all, a very good job guys. Keep it up!
 
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Yeah, I'll be the one breaking the circlejerk here but, as an amateur musician, I found the music to be very generic and uninspired. It's very good and appropriate, obviously, but lacks that certain something that makes it original. To me it sounds like the music from EU4 but with an extra synth layer. Maybe because I've heard something very similar in Mass Effect and Tron 2.0 (which they used for inspiration), but maybe it's because because I also grew up with Vangelis, JMJ and Oldfield, so to me it sounds like more-of-the-same generic 80's space ambient revival hippie new-age bullshit. It's like time is running backwards in video games. I agree with the choice of music because it's very safe, very commercial, very lowest common denominator but it's a business, not an arts and crafts workshop. Of course, highly successful games like Homeworld, Risk of Rain and Mirror's Edge took some chances with the music that paid off, but in general companies avoid this.

Overall, I don't mind at all, it's really good and exactly what I expected and will listen to it once or twice before switching to retro-wave, chill-wave, Biosphere, Solar Fields and Carbon Based Lifeforms.

Now, before anyone starts disrespecting me without having any musical expertise, as I fully expect them to, I'm not saying I could have done it better myself. I could, but that's not the point, it's just that I was expecting more originality and risk taking. More Biosphere and Lustmord and lesss Daft Punk and Vangelis.

While I agree that these forums can have excessive 'circlejerking' from time to time, (afterall you said you really liked the sample Stellaris soundtrack! ) I fail to see any real major qualitative or artistic differences between this and Biosphere.

I mean, in terms of genre, they are very similar (excluding the stuff Biosphere puts out under Geir Jenssen, which is also great but very different). I like the additional 'epic' orchestral arrangements, and to be fair Andreas isn't an electronic musician, (or, if he is, then I haven't heard his stuff) but a more traditional arranger and composer. I'm sure Geir could make an really good soundtrack for Stellaris too, but making an album and a soundtrack isn't the same, so I suspect it would have ended up being more similar than you think.

In terms of production values it is excellent. A very pleasant surprise for me.
 
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Good stuff, although I concede I am predisposed to like this sort of trip-hoppy stuff. I do have two questions for @Jazzhole

First, I am wondering if there are any ethos-specific tracks? Something martial (space Wagner?) for militarists, something soothing (space Enya?) for pacifists, maybe some industrial metal or a Powerhouse remix for collectivists and the like? If there isn't, I would love to see that for DLC. It would be great fun to hear your take on the Imperial March as I am bombarding worlds, or to hear the Stellaris version of "All You Need is Love" for my xenophiles.

Second, how many times have you listened to the Blade Runner soundtrack?
 
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Second that question. I would love an Imperial March-style bombastic militaristic tune for my Space Fascists, or maybe some very ominous chanting for a theocratic government!
 
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Well, that was one of the most pretentious things I've read in a while...
Yes, that's what I thought when I read his first post, let alone the following ones...

Yeah, I'll be the one breaking the circlejerk here but, as an amateur musician, I found the music to be very generic and uninspired. It's very good and appropriate, obviously, but lacks that certain something that makes it original. To me it sounds like the music from EU4 but with an extra synth layer. Maybe because I've heard something very similar in Mass Effect and Tron 2.0 (which they used for inspiration), but maybe it's because because I also grew up with Vangelis, JMJ and Oldfield, so to me it sounds like more-of-the-same generic 80's space ambient revival hippie new-age bullshit. It's like time is running backwards in video games. I agree with the choice of music because it's very safe, very commercial, very lowest common denominator but it's a business, not an arts and crafts workshop. Of course, highly successful games like Homeworld, Risk of Rain and Mirror's Edge took some chances with the music that paid off, but in general companies avoid this.

Overall, I don't mind at all, it's really good and exactly what I expected and will listen to it once or twice before switching to retro-wave, chill-wave, Biosphere, Solar Fields and Carbon Based Lifeforms..
This sounds still fairly reasonable, but then:
Now, before anyone starts disrespecting me without having any musical expertise, as I fully expect them to, I'm not saying I could have done it better myself. I could, but that's not the point, it's just that I was expecting more originality and risk taking. More Biosphere and Lustmord and lesss Daft Punk and Vangelis.
If you really are a musician you should know that one does not need musical expertise to enjoy or to criticize music. As for the latter, the only "expertise" you need for criticizing music, is being an avid music listener. You should know more than one genre of music and listen to a lot of music in your life. And that's it.

The idea that one needs to be an actual composer, a music creator to criticize music, is complete nonsense. It is nonsense because music is instinctively accessible for everyone (perhaps even part of our "genetical memory"). That is why music is present everywhere, because everyone consumes it.
So with suffcient access and consumption of music, preferably in different fields, anyone can criticize music. This is common knowledge, which is why your post is amusing, to say the least.

First of all, music is highly subjective so it's my right and prerogative to dislike and criticize those two tracks and I think I did so fairly.
With the first half of this sentence you already proved my point (not that that's necessary). With the second half I also agree, your first post only became ridiculous when you began talking nonsense about musical expertise and criticizing music.

Secondly, I could actually prove to you that I can do better because I did but the dismissing tone of your post indicates that it's really not worth my time because you would ignore my work completely without listening to even one second of it and then post "lol" because you have zero arguments and no capacity of giving one. I have over 22 hours of music composed over 18 years, I doubt I can't find ONE song in my catalogue that sounds better than one of the two tracks in the OP.

Hanz Zimmer himself could come to this forum and criticize Stellaris music and he would still receive a billion downvotes and a dismissive reply from people with zero music knowledge.
I thought music is highly subjective, so how can you then find music that's better? Nevermind, even I think there is such a thing as bad music. However I would only use this term for really soulless music. When you can feel that the composer just fulfilled his music quota. That's like any art where the artist created something just to get the paycheck. Usually you can hear that in the music.
Btw Hans (with s) Zimmer made good music and bad music like any artist. Not all of his soundtracks are good, and sometimes he copypasted from other soundtracks he made.
 
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Fitting music when the Galactic Swedish Empire conquers the galaxy. Nicely done! :D
 
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(One of the few things I liked about Phantom Menace):

I think the galaxy agrees that that song and Darth Maul were the only things Phantom Menace had going for it.

Second that question. I would love an Imperial March-style bombastic militaristic tune for my Space Fascists, or maybe some very ominous chanting for a theocratic government!

Yeah, some element of Gregorian chants in space would be great. Maybe something Return to Innocence-esque.

As for the lack of "risk-taking," I think an amateur musician might put more of a premium on creativity and originality than a game music composer. You are probably compelled when composing music for a game to stay close to what the audience expects from "space music." You wouldn't want the music to get in the way of the game.
 
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Well to be honest I don't often listen to the music and sound effects in Paradox games. I usually turn the sound off and listen to something else running in the background. I might be changing this policy with Stellaris after listening to this music.
 
Ok, I just gotta say, May 9th can't get here soon enough! Listening to "To the Ends of the Galaxy" has me truly excited for my first game; I can't wait to hear all the track the game offers!
 
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That is a interesting question; Basically the audio was like that in the beginning when I started on the project. First sound effects that were implemented was GUI sound together with some weapon SFX. It didn't feel right then to leave out so much of the audio so we kept on implementing more audio for the battles. But I would like to see a audio mod with that kind of sound design!
Thanks for your answer. It might be tough to mod what I had in mind since it would play the attack sounds only for your ships, not the enemy's, and only play the damage sounds for your own ships as well. I did think it would be interesting to try and put together what some of those sound effects might be like, but I quickly found it difficult to find appropriate sounds online, you have to buy all of it! It was going to be a fun little fifteen minute project, but I've now spent over half an hour just trying to find a good muffled explosion sound effect that I can download without making an account or paying cash for....

For those curious, I was going to combine the sounds of a submarine creaking with air ventilation and a few muffled explosions followed by air suddenly rushing out from a hull breach and then silence. It would have been shortly after the silence that you'd see the bright flash of the ship exploding, though there would be no actual sound of it blowing up.
 
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Well to be honest I don't often listen to the music and sound effects in Paradox games. I usually turn the sound off and listen to something else running in the background. I might be changing this policy with Stellaris after listening to this music.

Me too, a little of paradox games with a bit of death metal is always nice and some of it is even Swedish :p but I do like the music in paradox games. And when I activate music in the games I am happy to do so and with stellaris it seems to be nice too!
 
I'll be honest and say I'm not too fond of the music. There's too much synth in it for my tastes, and one of the things I find about synth is it kind of takes away from the 'epicness' (grandness? I'm honestly not sure how to describe it) of music.
 
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You have an 8:30 track to play on the intro screen? How long do you expect the average player will leave that screen open before moving into the game?

I am sure it will take longer than 8:30 to fully explore all the preferences, game options, and game-setup options :)
 
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