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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.
 

Attachments

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Honestly... I'm not a music guy, but i appreciate the work that goes into this because I never mute the games and play my own music.


And most importantly this guy went and had a kazoo playing for quite awhile in the office That's just absolute win and makes him my favorite paradox employee.
 
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Now that I'm home and have listened to the music... I'm kind of disappointed, actually. It's kind of generic. Sounds like typical "spacey" stuff, nothing really to recommend it. It's not bad, but it doesn't stand out as something that I'd listen to over just having a Pandora station going.
 
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The first song gave me pictures in my head from my first few(million) steps on Rubi-Ka, back when that was awesome.
Don't even know if the music matches :D
 
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Love the music, just wanted to say that :) (Shows that opinions are always different)

Also about sound effects to be generic, its hard to make something unique if there are clear expectations about how certain things sound. I think the guys did a great job.

Edit: Added some more remarks
 
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To the Ends of the Galaxy has a very Mass Effect feel to it. Not sure what the second one really has... Mixed on it.

Do hope to hear more martial sounding themes harkening to the Galactic Empire (Star Wars) or more orchestral themes with a Federation (Star Trek) feel. Just a variety that maybe reflect events in-game or your racial traits/government?
 
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Surely someone will complain about there being no sound in space... But that would just be boring.
For full space effect, play game with noise cancelling headphones unplugged.

Been waiting for this dev diary for a very long time. Love the music ^^
 
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@Metal King Do you know if there are plans to release a full soundtrack? I can never have enough good sound tracks and I'm sold on "To the Ends of the Galaxy" alone :)

Vir? I always liked him. ;)
Vir-Cotto-babylon-5-20579108-407-500.jpg
Perhaps the most dangerous person in the setting if for no reason more than being dangerously genre saavy.

@Von Lippe Doesn't hurt that those are two of Williams' best pieces, with Dual of Fates being one of the few shining lights in the prequels. :)
 
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.
Finally, a quality post.

Look, my over-pretentiousness got the best of me and people ignored my points because of it. Besides that I like the soundtrack, very high quality top-notch stuff. My only point is that it's not creative, just improving on a tried-and-true formula. For example, after getting a billion downvotes last night, I listened to the Mass Effect soundtrack and found it much weaker that I remembered, especially 2 and 3, compared to these two posted tracks.

As for your Biosphere point, Geir is more minimalistic while Andreas is very bombastic and epic, which is fitting for a GRAND strategy game. So the soundtrack is good, it's just my personal opinion that it's not very original so I can't quite like it as much as those described in my original post.

Well, that was one of the most pretentious things I've read in a while...
aka "I can't quite understand what's going on nor do I agree with the tone so I'll dismiss it immediately and call it pretentious". See? I can be dismissive and insulting as well, in fact it's what I do best.

It's not just his post was disagreeable; his post was described as such because it did sound pretentious.
I'm right here
Hey, I'm right here!
 
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Can't wait to get home so I can listen to these soundtracks :D
 
Your comprehensive post deserves a separate reply, mostly because it wasn't "lol pretentious".

Yes, that's what I thought when I read his first post, let alone the following ones...
I think my post tried to be comprehensive as well and came out as being pretentious, mostly because I was very blunt, which I can attribute to my culture and temperament. I apologize for being an asshole.


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.
Of course you need musical expertise in order to objectively criticize music, otherwise you're just stating what you don't like instead of what's objectively bad. For example, Justin Bieber is very popular but objectively horrible while Biosphere is quite unpopular but objectively good music, not because I like it, but because it's highly complex, atmospheric, innovative, has good mastering, production values and brings out strong feelings in the listener, other feelings than disgust, shame or whatever bad music stirs up.



The idea that one needs to be an actual composer, a music creator to criticize music, is complete nonsense.
I actually never said that although I implied that people without musical knowledge will criticize and downvote my own criticism. While it's not necessary to have musical knowledge to criticize music, it's absolutely necessary to have musical knowledge to criticize criticism and engage in musical debates.


This is common knowledge, which is why your post is amusing, to say the least.
I won't dignify this insult with a proper answer. I don't deal in "common knowledge" which is just another way of saying "ignorance", I deal in objective musical criticism. Objectively, Andreas music is unoriginal, uninspired but good quality. I can argue this point forever, nevermind the bollocks.


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.
It's nonsense to you because you don't agree with it, I stand by my every word, however stupid they might seem, as they are mine and I take responsibility for them.


I thought music is highly subjective, so how can you then find music that's better?
By accurately evaluating metrics, both objective and subjective, like mastering and production values, original elements, note progressions, chord rarity and complexity etc. The music is highly derivative, especially from Mitch Murder and Daft Punk's Tron OST.

Nevermind, even I think there is such a thing as bad music.
Of course there is objectively bad music, as there are bad movies, bad videogames, bad food etc. And, of course, since one man's trash is another man's treasure, there will be people enjoying bad art, but that still doesn't make it good, just more enjoyable for some people.

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.
And that's exactly what I heard in the soundtrack, some dude getting his paycheck. Compare this to Solar Fields' Mirror's Edge soundtrack and you will hear it too.

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.
Yes, but my point is that even such a widely recognized and critically-acclaimed artist would come down to the forums himself and say his honest opinion, he would be downvoted for stating his honest opinions and attacked with comments such as "lol pretentious".
 
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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.
You can use Sound Forge's Smooth sound at a value of -5 on the sound of a real explosion to get that nice muffle effect. or just use an equalizer in a free program such as Audacity and mess with the high frequencies to muffle it a bit.
 
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I really like to have the music now. I am a big fan of Vangelis and I like the direction of this music. when I hear the two samples I get tears in my eyes ;). I cant wait for the game, give us more samples :p
 
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