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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/

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