Behringer X32 - Audio Media
Behringer X32 - Audio Media
Behringer X32 - Audio Media
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NEWS GAMESOUND<br />
24 November 2012 | audiomedia.com<br />
Halo 4 Massive’s Maestro<br />
Neil Davidge clearly remembers playing the<br />
first Halo game on breaks from writing,<br />
producing, and mixing duties on such<br />
iconic Massive Attack albums as Mezzanine.<br />
A decade later, he was asked to score Halo’s fourth<br />
iteration, developed by 343 Industries...<br />
Davidge reflects on being chosen for the hugely<br />
prestigious gig: “When I first met the team there was<br />
good chemistry, and I think the fact that I’ve been a Halo<br />
fan right from its beginning really helped... I’ve been<br />
working on electronic music for many years but I also<br />
have a pretty authentic touch with emotional music.<br />
There’s a real blend of human and machine and a lot<br />
of sound design – I think that was a big pull for them.<br />
“I’d been listening to Marty O’Donnell’s music<br />
(original Halo series composer) for ten years. If I allowed<br />
myself to think about following on from that, it was<br />
daunting – I mean, he’s the dude – he made game score<br />
into a serious art! Music is probably a third of what<br />
made the game so successful in the first place… I tried<br />
as much as I could to put that out of my mind and just<br />
write from the heart in a progression from what he’s<br />
done, rather than a complete revolution.<br />
Bartschi Nails Hitman<br />
IO Interactive recently shipped the fifth in its<br />
highly successful Hitman franchise, in which<br />
gamers play the now-famed ‘Agent 47’. The<br />
popular series, which has been garlanded<br />
with a number of Bafta nominations and wins,<br />
is noted for top-drawer audio.<br />
Taking a well-earned breather, <strong>Audio</strong><br />
Director Thomas Bartschi spoke to <strong>Audio</strong><br />
<strong>Media</strong>: “Since joining it in 2009, my aim has<br />
been to focus the audio department on sound<br />
as an emotional and communicative element,<br />
and think of interesting ways to use adaptive<br />
audio to support game-play, enhance mood,<br />
and tell the story. Used correctly, sound has<br />
a magical ability to make the player connect<br />
with the experience.”<br />
Hitman: Absolution has been developed<br />
using IO’s own Glacier 2 game engine.<br />
Under the hood FMOD is the base audio<br />
engine embellished with various custom<br />
tools and features to service specific<br />
requirements. <strong>Audio</strong> functionality is<br />
controlled from within ‘G2’ with a special<br />
‘graph view’ enabling designers to work<br />
experimentally, intuitively, and creatively on<br />
complex audio set-ups, connecting audio<br />
functionality with advanced game-play<br />
mechanics. The team created a custom<br />
“Marty<br />
O’Donnell…<br />
he’s the<br />
dude – he<br />
made game<br />
score into a<br />
serious art!”<br />
Neil Davidge<br />
dynamic music system for maximum creative<br />
freedom in integration and implementation.<br />
Gear-wise, the audio department<br />
streamlines its studios for ease of<br />
interchanging projects and templates. All<br />
sound designers have Pro Tools installed<br />
plus an additional DAW of their choice (Live,<br />
Cubase, Nuendo, etc). Bartschi: “Most of my<br />
work is centralised around Ableton Live. I find<br />
it fast and intuitive. I used it in creating more<br />
than 2.5 hours of music and countless SFX –<br />
both in-game and for cut scenes. However<br />
“I think there’s a far more expanded sound palette<br />
in this score – a lot of very original sounds created<br />
specifically for the game, making the music very<br />
individual. I create instruments by a lot of processing,<br />
for instance, I might take the rich orchestral sounds<br />
from our Abbey Road recordings then play around<br />
de-tuning, processing and editing to produce<br />
something unique.”<br />
Davidge’s score runs for some four hours so creating<br />
a soundtrack album (released last month) with ‘a<br />
cohesive and intriguing musical flow’ presented some<br />
tough decision making. Additionally, many stems were<br />
handed out to re-mixers, for the production of a second<br />
Halo 4 music collection.<br />
Davidge’s outlook on being involved in videogames<br />
is positive: “Everyone knows the music industry has<br />
gone through a pretty bad time and it’s still really<br />
struggling. There’s a lot of work and creativity in scoring<br />
games. A lot of the people in games development are<br />
fairly young. They’re excited about doing something<br />
different and there’s a lot of passion for music.<br />
www.halo4soundtrack.com<br />
Pro Tools and Wavelab are my preferences for<br />
working with surround and dialogue, as well<br />
as batch processing.<br />
According to Bartschi, who holds a<br />
Tonmeister degree from Copenhagen’s Royal<br />
Academy of Music and London’s SAE, what<br />
sets Hitman: Absolution’s audio apart from<br />
previous iterations is the overall enhanced<br />
attention to detail and deep integration of<br />
sound and music to create the sense of a<br />
living, breathing world.<br />
http://hitman.com/