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Stellaris Dev Diary #48 - Roar! & Boom!

Long time no seen interstellar explores!

It’s time for me to make another entry about the Sound Design & Music (Jazzhole will write about his music). We want to write about our thoughts and what kind of direction we wanted to go with the music and sound design. But I also want to take the opportunity some of the improvements that will be included in Heinlein.

Sound Design:

Cuteness and Roar in space?!

When I first learned that we were going to create all the grand Guardians in the game my first thought was: “Time to sound even bigger!”. Not only should you notice that grand size of these Guardian by graphics, you should hear the sheer size of these mysterious beings.

If we are going to create big and awesome Dragon in space, you can bet that I’ll really excited to create audio assets. And now it was my time to shine as a VO artist! I wanted to try out my “inner beast” voice. It was great fun but I needed to a lot of test recordings and iterations before I could get the right voice. But I’m pleased with the result and I think that you as a player will hear and notice the Dragon whenever you’re in the same system.


But not only creating audio for when the Dragon is roaring I needed also create assets for when it’s breathing and flying around. *insert your joke about <there is no sound in space> here

As some of you have noticed we’re going to release cute Phenotype portraits along in Story Pack. If they are going to look cute they better sound cute as well! This was a bigger challenge than I thought since I’m used to create more “morbid” audio (I’m looking at you Crusader Kings 2). Since I don’t have such a “cute” voice I got help from coworkers who was very eager to help me creating fitting greetings sound.


Boom! Swoosh! More is More!

During the summer I got a opportunity to read feedback from game journalist, you guys, people in Reddit and so on. There was a lot of good praises on the Sound Design (Thanks a lot!) and especially the music, but I felt that there was headroom for improvement in the soundscape and mix of the game. So during the summer when most of my co-workers were on vacation I started to revisit all audio assets in the game. Now we’re talking about VO, Ambient, SFX and where I made some of the largest improvements: Combat!

To give you guys a reminder here is a video clip with the old combat SFX and mix:


In the last DD that was about Sound Design I mentioned:

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).

Well after seeing some feedback and not been listening to the mix for a while I realized that the Combat SFX needed more “Michael Bay”. So I started to give all weapons more “attack” and “umphf” whenever they were firing. I also went in the to mix to adjust the volume so there would be better balance from when you are view the space battle from a distance or what to admire the destruction close by.

Not only balancing and mixing I also got the chance to create new weapon SFX since we have created new “XL” weapon types, so I wanted them sound -even- larger than everything else. So the big challenge was to create even bigger sounding weapons in a game there the battles sounds a lot already. And not only that, I needed as well create SFX for Titan Laser which is insanely big and powerful (one shots Battleships).

But enough talking! Here is a video on the space combat will sound after the patch:


Of course there is a bunch more that I have done with the audio, but I’ll let you explore that on your own when we have released the patch and Story Pack.

Music:

Hi there, I am Jazzhole aka Andreas Waldetoft and I am the Senior Music Composer at Paradox.

I was kinda blown away with the response to the vanilla Stellaris Soundtrack and coming back making more music for Leviathans was even more fun and inspiring.

We had already laid the groundwork for the Stellaris atmosphere and mood. Our thoughts was that it should still be that Stellaris style of music, but with a clear emphasis on what Leviathans are all about. That is darker, mystic, bigger, louder, more uptempo and a bit more attitude.

When I studied music there was always this “less is more”, well this time we went with “more is more” which has become mine and Audio Director Björn’s go-to phrases when we just want to go over the top.

The track I want to share with you today is called Dragon Breath. It starts a bit unorthodox with my favourite ⅞ time signature and most of the instruments panned to the right. But when the Dragon finishes his roar and shows himself the sonic landscape widens to fill all of it.


Next week we will talk about new portraits and graphics changes.
 
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Well, would you enjoy seeing in game a campfire that keeps burning while submerged in water? You know that fire does not burn in the water, it breaks the immersion magic.
Same happens when you hear sounds, that you know, you should not be able to. Sorry.
Actually, it's very complex question, should it be in games and movies or not? I think it breaks immersion (at least it does so for me), but in the same time it's more fun with sounds.
I justify sounds from ships by saying that inside those ships sounds do exist, so we can hear sounds from crew's point of.. hearing.
But should we be able to hear sounds from monsters? If they can transmit RF, maybe yes...
 
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Just to be perfectly clear (I hope people are trolling...), I don't care that it is unrealistic that you can hear the dragon roar. It is a dragon in space... Don't you think that I as the project lead would have objected against that primarily?
 
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That strange chatter was in stuff like old BattleStar Galactica, StarTrek, old games because they were created BEFORE DIGITAL ERA. It's superstupid for starships to use analog signal!

Um, I don't think you understand how communication works. It has nothing to do with it being an analogue or digital signal, and everything to do with being able to de-crypt said signal.

But I digress, since that has nothing to do with battle chatter anyway, and obviously you'd only be able to hear the chatter of your own forces.
 
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The difference is that most of us have been underwater. Very few of us have been into space or experienced the environment of space directly, so frankly when you make it realistic it's more likely to seem off or not make sense to a typical person, because even if you intellectually know how space works it's still odd that it doesn't abide by the rules. I can recall a few science fiction shows and movies which used the lack of sound transmission in space, but they generally did so in order to create a weird feeling or to emphasise the strangeness of the environment and not to create immersion. Your mind is more likely to consciously register when something "should" make a sound and doesn't than when it "shouldn't" make a sound and does.

Fair point, everything we see or hear comes trough our expectations prism.
I remember one time i observed a person, that was pretending to be weird, while actually he was quite normal.
It felt very awkward and unnatural both for him and me. Something about those lines give me the same feeling somehow.
 
I think It's best to have few seconds of cooldown for diplomatic sounds.
Sometimes you need to quick check things and open diplomacy again.
It has a potential of getting on nerves.

Hiya.. Hiya.. Hi...*BANG*
 
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Just to be perfectly clear (I hope people are trolling...), I don't care that it is unrealistic that you can hear the dragon roar. It is a dragon in space... Don't you think that I as the project lead would have objected against that primarily?

People experience cognitive dissonance in space games. For some reason it's okay to have FTL travel, aliens, massive star ships, non-nuclear weapons, other dimensions, but heaven forbid if you add sound in space! Or space creatures! No, that will not do! That will ruin my immersion!
 
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Sound wise, I've always just assumed we are 'hearing' the sounds within the ships creating them. The sounds certainly sound echoed and distorted as if coming through metal bulkheads. So we are more or less hearing what the folk on all the ships are hearing.

Works the same for the dragon... we are hearing what the dragon is hearing. Now as for why the dragon makes a vibration, or can 'hear' its own vibrations... well that's clearly so it can hear the screams of the ships it gnaws on ;)
 
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Just to be perfectly clear (I hope people are trolling...), I don't care that it is unrealistic that you can hear the dragon roar. It is a dragon in space... Don't you think that I as the project lead would have objected against that primarily?

I greatly appreciate your replies Rikard, it is perfectly clear that as a Project Lead, you have much much bigger concerns, and things like those are certainly petty in comparison.
Looking forward to see a playable beta build from you guys. Thanks for the amazing game that Stellaris has become!
 
That strange chatter was in stuff like old BattleStar Galactica, StarTrek, old games because they were created BEFORE DIGITAL ERA. It's superstupid for starships to use analog signal!

Eh? Whether it is encoded digitally or in analogue has nothing to do with it. All battle-chatter is is a representation of what the pilot's/controller's communication system is playing. They are all speaking and recieving on the same frequency, so they hear everything said on that frequency. I think you might need to have another look at the differences between digital and analogue, because modern communication can still have multiple people communicating at the same time.
 
People experience cognitive dissonance in space games. For some reason it's okay to have FTL travel, aliens, massive star ships, non-nuclear weapons, other dimensions, but heaven forbid if you add sound in space! Or space creatures! No, that will not do! That will ruin my immersion!

Sorry, but it is just not the same thing. I would listen to the story about elf sitting near camp fire, even though i know there are no elves in my world, but i can accept that it is a story about some another world. I would object however to the story about elf sitting near campfire under the water, who then drowns later on - story becomes a contradiction to itself, triggering bs sense too much.
 
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Sorry, but it is just not the same thing. I would listen to the story about elf sitting near camp fire, even though i know there are no elves in my world, but i can accept that it is a story about some another world. I would object however to the story about elf sitting near campfire under the water, who then drowns later on - story becomes a contradiction to itself, triggering bs sense too much.

Eh, I see what you're saying, but seriously, sound in space can be explained: it's simulated for the benefit of the player, crew, etc. Also, who says you aren't hearing things from inside the ship? There may be no sound in space, but sound is transmitted through vessels when they fire their cannons, blow up, etc.
 
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You are all assuming the roar is sound. It's roar could be a radiowave filtering int through your com system.
 
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You are all assuming the roar is sound. It's roar could be a radiowave filtering int through your com system.

That is actually a good idea, but it would probably include some electrostatic noise component along with the scream. I'll see if I can mix that in when the patch arrives.
 
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You are all assuming the roar is sound. It's roar could be a radiowave filtering int through your com system.

I like that idea. Or some sort of subspace disturbance as the creature draws power from another dimension, destabilising your ship's FTL core, causing an unsettling roar through the decks.
 
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Wow, these starfish aliens are adorable - aaaand of course they're fanatic militarists.:eek:
 
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