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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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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.
Exactly not much reason why a creature evolved to live in vacuum would roar using soundwaves.
 
Sound is definitely capable of traveling through space. It's just that soon after anybody hears any sound in space, they're devoured by the creature that emanated it.
 
Sound is definitely capable of traveling through space. It's just that soon after anybody hears any sound in space, they're devoured by the creature that emanated it.

Space Grues are scientifically proven to travel by sound waves. So by making sound you are more likely to be eaten by a Grue.
 
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RE: Music

Love the new sounds and audio - I was curious to know though if you guys had considered making certain music tracks play dependent depending on what was going on in game? For example, you would have calmer music when surrounded by allies, or tense music when neighbouring a potential threat? It would also be cool if say a galactic event or discovery of a guardian would trigger a particular type of music. I think this would be a nice feature to include (but of course with not so much urgency)
 
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Why do people think sound do not travel in space, geeze.

If that's the case what did the pickup with that Hugh horn years back? The Big Bang.
They also analysis black hole sounds..
Not sure if joking...

Seeing as Zoft is a developer, what you quoted was sarcasm.
In translation: we REALLY don't care that there is no sound in space. Games and movies always make it "What it would sound like if there was sound" because humans like listening to sounds and it feels more natural from our perspective. Realism is dwarfed by many things in the game media, and this is another one.
Actually, some games/movies have an explanation for that, for example in Star Wars.

I think that the problem of realism is a false problem here. According to current technology and our own definitions, we shopuldn't hear space dragons and they shouldn't breath. But I'm sure that with a bit of effort and talent we can come with good sci fi explanations for everything. So instead of
Magic ! :p
I'd say :
Science Fiction ! :p

If you don't have enough imagination to come up with an explanation, google it, or start a new thread. I've already seen a buch of explanations for why we hear sound in space in sci fi movies, I'm sure we can find some for breathing and roaring space dragons.
 
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To think of the allmighty power behind that roar which causes all 300 atoms in a liter of outer space to resonate in the ships hull and creating this boneshaking sound... I realy would'nt want to meet one of these ancient beeings in a tiny spacecraft. In the game on the other hand, I'm looking forward to it.
 
Space dragons are cool.
Space dragons that roar are downright awesome.
Awesomeness > realism
Thus there is no sane reason to not have space dragons that roar in Stellaris.
 
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Not sure if joking...


Actually, some games/movies have an explanation for that, for example in Star Wars.

I think that the problem of realism is a false problem here. According to current technology and our own definitions, we shopuldn't hear space dragons and they shouldn't breath. But I'm sure that with a bit of effort and talent we can come with good sci fi explanations for everything. So instead of
Magic ! :p
I'd say :
Science Fiction ! :p

If you don't have enough imagination to come up with an explanation, google it, or start a new thread. I've already seen a buch of explanations for why we hear sound in space in sci fi movies, I'm sure we can find some for breathing and roaring space dragons.


Sorry but that StarWars explanation sounds like bullshit to me.

Any explanation for sound in space will always sound like a bit of a stretch at best and Star Trek level technobabble at worst.
 
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Audio Director Björn
That sounds like the name of a ruler in Stellaris :D

Since sound doesn't travel in space, it feels strange to hear roaring

EDIT:
Ah, we already have all the combat sound...
There is no sound transfer medium in space, there is no air, we should not be able to hear that roar.
It's because Vir is actually programmed to simulate all the sounds so you, as the ruler of your space empire, can get additional information by sound. The roar for example is hearable so the ruler can decide wether or not it's a bad idea to attack that space dragon.
 
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Well, I've been lurking around for months but after seeing this, I had to go through the trouble of making an account. Excellent new track and great job on the new sound effects. I love the Stellaris soundtrack. I'm just waiting for the new patch and I'll probably buy anything you develop for this. As a huge sci-fi fan, I hope this universe keeps evolving into a grand space opera. Thanks for the awesome game.
 
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The more consistent input our brains get, the more trustworthy it evaluates the impression. That's the maximum, later running logic filters (like the fire under water) can only reduce this value. Inconsistent input works the other way around, that is the problem with adding smells to an experience, it is hard to clear them in time.
So in terms of immersion it would be not advisable to not use sound to begin with.
 
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Old battle SFX were fine (except for kinetics maybe, which I felt didn't do justice to mighty space cannons), but the new ones blow them out of the water. Arrrrgh, I can't wait for Heinlein.

I hope one day you'll consider adding in battle chatter.
It'd require quite a lot of work, since if they were to make it really immersive, they'd have to do custom chatter at least for each individual phenotype, but I would definitely LOVE to hear radio traffic during battles. It'd add so much to the mood. I'd be perfectly fine with a paid DLC.
 
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I love the new weapon sounds. So much more variety and depth. This game is much faster shaping up than I expected.
Remaining wishlist for future expansions:
- Living systems
- Trade routes
- Espionage
- Stricter fleet sizing
- Expensive tile improvements, more decision making
- More uniqueness for races
 
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i can even imagine some sound ..transducer device on board, so the crew can understand and aware what they dealing with, creatures or enemy fireshots whatnot

but for what da hell this thing needed its teeths for?? to chew what? ) to tear of a leg of space mutant floating casually? idk )

new combat sounds are very cool though
 
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