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Sounding Out! Podcast #31: Game Audio Notes III: The Nature of Sound in Vessel

Sound and Pleasure2This post continues our summer Sound and Pleasure series, as the third and final podcast in a three part series by Leonard J. Paul. What is the connection between sound and enjoyment, and how are pleasing sounds designed? Pleasure is, after all, what brings y’all back to Sounding Out! weekly, is it not?

Part of the goal of this series of podcasts has been to reveal the interesting and invisible labor practices which are involved in sound design. In this final entry Leonard J. Paul breaks down his process in designing living sounds for the game Vessel. How does one design empathetic or aggressive sounds? If you need to catch up read Leonard’s last entry where he breaks down the vintage sounds of Retro City Rampage. Also, be sure to be sure to check out last week’s edition where Leonard breaks down his process in designing sound for Sim Cell. But first, listen to this! -AT, Multimedia Editor

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Game Audio Notes III: The Nature of Sound in Vessel

Strange Loop Game’s Vessel is set in an alternate world history where a servant class of liquid automatons (called fluros) has gone out of control. The player explores the world and solves puzzles in an effort to restore order. While working on Vessel, I personally recorded all of the sounds so that I could have full control over the soundscape. I recorded all of the game’s samples with a Zoom H4n portable recorder. My emphasis on real sounds was intended to focus the player’s experience of immersion in the game.

This realistic soundscape was supplemented with a variety of techniques that produced sounds that dynamically responded to the changes in the physics engine. Water and other fluids in the game were  difficult to model with both the physics engine and the audio engine (FMOD Designer). Because fluids are fundamentally connected to the game’s physics engine, they takes on a variety of different dynamic forms as players interact with the fluid in different ways. In order to address this Kieran Lord, the audio coder, and I considered factors like the amount of liquid in a collision with anything, the hardness of the surface that it was colliding with, the type of liquid in motion, whether the player is experiencing an extreme form of that sound because it is colliding with their head, and, of course, how fast the liquid is travelling.

Although there was a musical score, I designed the effects to be played without music. Each element of the game, for instance a lava fluro’s (one of the game’s rebellious automatons) footsteps, entailed required layers of sound. The footsteps were composed of water sizzling on a hot pan, a gloopy slap of oatmeal and a wet rag hitting the ground. Finding the correct emotional balance to support the game’s story was fundamental to my work as a sound designer. The game’s sound effects were constantly competing with the adaptive music (which is also contingent on player action) that plays throughout the game, so it was important to provide an informative quality to them. The sound effects inform you about the environment while the music sets the emotional underscore of the gameplay and helps guide you in the puzzles.

The lava fluro foosteps in FMOD Designer.

The lava fluro foosteps in FMOD Designer. Used with permission (c) 2014 Strange Loop Games

Defining the character of the fluros was difficult because I wanted players to have empathy for them. This was important to me because there is often no way to avoid destroying them when solving the game’s puzzles. While recording sounds in the back of an antique shop, I came across a vintage Dick Tracey gun that made a fantastic clanking sound when making a siren sound. Since the gun allowed me to control how quickly the siren rose and fell, it was a great way to produce vocalizations for the fluros. I simply recorded the gun’s siren sound, chopped the recording into smaller pieces, and then played back different segments randomly. The metal clanking gave a mechanical feel and the siren’s tone gave a vocal quality to the resulting sound that was perfect for the fluros. I could make the fluros sound excited by choosing a higher pitch range from the sample grains and inform the player when they approached their goal.

I wanted a fluid-based scream to announce a fluro’s death. I tried screaming underwater, screaming into a glass of water, and a few other things, but nothing worked. Eventually, when recording a rubber ear syringe, I found squeezing the water out quickly lent a real shriek while it spit out the last of the water. Not only did this sound really cut through the din of the gears clanking in the mix, but it also bonded a watery yell with the sense of being crushed and running out of breath.

Vessel-LavaBoss

Vessel’s Lava boss with audio debug output. Used with permission (c) 2014 Strange Loop Games

For the final boss, I tried many combinations of glurpy sounds to signify its lava form. Eventually I recorded a nail in a board being dragged across a large rusty metal sheet. Though it was quite excruciating to listen to, I pitched down the recording and combined it with a pitched down and granulated recording of myself growling into a cup of water. This sound perfectly captured the emotion I wanted to feel when encountering a final boss.  Although it can take a long time to arrive at the “obvious” sound, simplicity is often the key.

Anticipation is fundamental to a player’s sense of immersion. It carves a larger space for tension to build, for instance a small crescendo of a creaking sound can develop a tension that builds to a sudden and large impact. A whoosh before a punch lands adds extra weight to the force of the punch. These cues are often naturally present in real-world sounds, such as a rush of air sweeping in before a door slams. A small pause might be included just for added suspense and helps to intensify the effect of the door slamming. Dreading the impact is half of the emotion of a large hit .

Vessel-ClockRecording

Recording inside of a clock tower with my H4n recorder for Vessel. Used with permission by the author.

Recording all of the sounds for Vessel was a large undertaking but since I viewed each recording as a performance, I was able to make the feeling of the world very cohesive. Each sound was designed to immerse the player in the soundscape, but also to allow players enough time to solve puzzles without becoming annoyed with the audio. All sounds have a life of their own and a resonance of memory and time that stays with the them during each playthrough of a game. In Retro City Rampage I left a sonic space for the player to wax nostalgic. In Sim Cell, I worked to breathe life into a set of sterile and synthesized sounds. Each recorded sound in Vessel is alive in comparison, telling stories of time, place and recording with them, that are all their own.

The common theme of my audio work on Retro City Rampage, Sim Cell and Vessel, is that I enjoy putting constraints on myself to inspire my creativity. I focus on what works and removing non-essential elements. Exploring the limits of constraints often provokes interesting and unpredictable results. I like “sculpting” sounds and will often proceed from a rough sketch, polishing and reducing elements until I like what I hear. Typically I remove layers that don’t add an emotive aspect to the sound design. In games there are often many sounds that can play at once, so clarity and focus are necessary when preventing sounds from getting lost in a sonic goo.

CherryBlossoms

Cherry blossoms for new beginnings. Used with permission by the author.

In this post I have shown how play and experimentation are fundamental to my creative process. For an aspiring sound artist, spending time with Pure Data, FMOD Studio or Wwise and a personal recorder is a great way to improve their skill with game audio. This series of articles has aimed to reveal the tacit decisions behind the production of game audio that get obscured by the fun of the creative process. Plus, I hope they offer a bit of inspiration to those creating their own sounds in the future.

Additional Resources:

Leonard J. Paul attained his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has a twenty year history in composing, sound design and coding for games. He has worked on over twenty major game titles totalling over 6.4 million units sold since 1994, including award-winning AAA titles such as EA’s NBA Jam 2010NHL11Need for Speed: Hot Pursuit 2NBA Live ’95 as well as the indie award-winning title Retro City Rampage.

He is the co-founder of the School of Video Game Audio and has taught game audio students from over thirty different countries online since 2012. His new media works has been exhibited in cities including Surrey, Banff, Victoria, São Paulo, Zürich and San Jose. As a documentary film composer, he had the good fortune of scoring the original music for multi-awarding winning documentary The Corporation which remains the highest-grossing Canadian documentary in history to date. He has performed live electronic music in cities such as Osaka, Berlin, San Francisco, Brooklyn and Amsterdam under the name Freaky DNA.

He is an internationally renowned speaker on the topic of video game audio and has been invited to speak in Vancouver, Lyon, Berlin, Bogotá, London, Banff, San Francisco, San Jose, Porto, Angoulême and other locations around the world.

His writings and presentations are available at http://VideoGameAudio.com

Featured image: Courtesy of Vblank Entertainment (c)2014 – Artwork by Maxime Trépanier.

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From Kitschy to Classy: Reviving the TR-808

Before Roland’s new TR-8 Rhythm Performer, a contemporary drum machine, was unveiled this year, the company released a series of promotional videos in which the machine’s designers sought out the original schematics and behavior of its predecessor the TR-808, an iconic analog drum machine from the early 1980s. The TR-808 holds cultural cache–most recently due to its use by Outkast, Baauer, and Kanye West–that Roland is interested in exploiting for the Rhythm Performer. The video features engineers closely examining the TR-808’s sound with an oscilloscope, trying to glean every last detail of the original’s personality.

"Roland TR-808" by Flickr user Ethan Hein, CC BY 2.0

“Roland TR-808” by Flickr user Ethan Hein, CC BY 2.0

Things were not always this way. Upon its initial release, the TR-808 was widely dismissed. Because it did not sound like “normal” acoustic drums, many established musicians questioned its utility and many ultimately disregarded it.  However, its “cheap” circuit-produced sounds became bargain-bin treasures for emerging artists. Since its sounds now play such a large part in the landscape of electronic music, this essay takes a historical perspective on the TR-808 Rhythm Composer’s use and circulation. By analyzing how Juan Atkins  and Marvin Gaye used the TR-808 in the early 1980s, I show how the TR-808 created a sonic space for drum machines in popular music.

Drum machines, though commonplace today, were once seen as kitschy tools for broke amateur musicians. As audio engineer Mitchell Sigman explains, the 808’s low, subsonic kick drum and “tick” snare characterized a departure from the realistic, sampled drum sounds produced by high-end drum machines in the early 1980s. The 808 uses analog oscillators and white noise generators to make sounds resembling the components of a drum set (kick, snare, hi-hats, etc.) And, although these sounds are now commonplace, most contemporary artists use them precisely because they sound robotic, not because they sound like drums.  Even though the 808 at first seemed a failed imitation of “real” drums, the comparatively low cost of the 808, which originally retailed around $1,195, attracted musicians who were unable to afford other similar machines such as the LinnDrum that retailed at more than twice that price. Roland advertised the machine as a “studio” for musicians on a budget and even as they began to disinvest from the 808–as testified by the company’s decision to invest in marketing and research for other products–the 808’s so-called noises began their movement into mainstream American popular culture. In Detroit, electronic musician Juan Atkins, now known as one of the innovators of Detroit Techno, began experimenting with the machine’s sonic capabilities as early as 1981, while other artists such as Afrika Bambaataa were also using it in the Bronx by 1982.

"Industrial Records Studio 1980" by Flickr user Chris Carter, CC BY-NC-ND 2.0

“Industrial Records Studio 1980” by Flickr user Chris Carter, CC BY-NC-ND 2.0

A landmark year for the 808, 1982 saw the release of Juan Atkins’ “Clear” and Marvin Gaye’s “Sexual Healing,” tracks that illuminate the key features each musician realized in the 808.  For Atkins, the machine was something he felt could embody his early career; Atkins’ use of the 808 represented a pivotal moment in the American musical landscape, in which the futurism of the sound of synthesizers echoed other segments of the nation’s sonic imagination.  Gaye’s use of the 808 was a clear departure from his body of Motown work.  Although the instrument enabled different sorts of experimentation for the two, the new sorts of sounds the machine produced allowed them both to explore new possibilities for musical meaning.  Just as Trevor Pinch and Frank Trocco argue in Analog Days that analog synthesizers required validation by musicians such as Geoff Downes and Keith Emerson a decade before, the 808 broke into the mainstream through artistic experimentation.

Juan Atkins

In the early ‘80s, Juan Atkins was learning all he could about electronic music. As an able musician and the son of a concert promoter, Atkins was poised to couple his musical knowledge with a new breed of electronic musical instruments such as the 808. Together with a tightly knit group from Detroit, Atkins succeeded in promoting techno from a subculture to part of a global dance music scene. According to Atkins, the popularity of Detroit Techno came from its adoption in European urban centers like London and Berlin, which lent the music additional meaning stateside. In an interview with Dollop UK, Atkins emphasizes that the 808 was central to this musical development, as he calls the 808 (among other machines) “the foundation[s] of electronic dance music.”

"Cybotron-Clear" by Flickr user Alan Read, CC BY-NC-SA 2.0

“Cybotron-Clear” by Flickr user Alan Read, CC BY-NC-SA 2.0

Under the moniker of Cybotron, Atkins released the song “Clear” in 1982. “Clear”’s proto-techno soundscape pushes the 808 to the front of his mix, and provides the track’s backbone. The solid, resonant kick, swishy open high hat, and the piercing snare are decidedly machinic, departing from most rhythmic trends in popular music to date, since, as music scholar John Mowitt points out, a sense of “human feeling” comes hand-in-hand with drumming.

Atkins embraced these machine sounds and considered the 808 his “secret weapon.” Its ability to be programmed, manipulated, and warped on the fly lent it a very particular kind of performance and music making that Atkins exploited. Rather than rely on the breaks that DJs could find on records, the 808 allowed Atkins to create beats to his own liking, placing kick, snare, and hi-hat hits where he found them to be most effective. Because of this flexibility, the kitsch of the 808’s sounds empowered the difference between his music and other artists’ creations. The breaks Atkins produced on the 808, for example, were obviously impossible to find on vinyl.

"Juan Atkins" by Flickr user Rene Passet, CC BY-NC-ND 2.0

“Juan Atkins” by Flickr user Rene Passet, CC BY-NC-ND 2.0

As Bleep43, an online EDM collective, notes, Atkins’ vision for electronic music would eventually pick up in London, where he relocated in the late eighties. Although Detroit Techno had achieved regional success in the US, record sales and performance dates in London signaled techno had found a larger audience abroad.  Although Atkins considers himself an eclectically “Detroit” artist,  he recognizes the impact of his work globally, and thinks of the modern Berlin flavor of minimal techno as a notably clever offshoot.

Marvin Gaye

Marvin Gaye’s struggle with depression, drug use and relationship issues were the context for the subtle and understated 808 rhythmic backing he used in “Sexual Healing.” Gaye’s use of the 808 in “Sexual Healing” differs vastly from Watkins’ in “Clear,” operating as a tool of texture and punctuation from the noticeable timbric changes to the clever placement of  handclaps and clave in the composition.  While Gaye recovered from his personal crises in Belgium, Colombia Records sent him an 808 because it was more portable than a studio drummer. It also offered sonic capabilities new and exciting to Gaye’s seasoned ears.

“Synths of Yesteryear 5/5” by Flickr user Jochen Wolters, CC BY-NC-ND 2.0

The drum machine’s prevalence in “Sexual Healing” shows how culturally marginal sounds move into mainstream musical culture. Gaye and his producers, already squarely in the center of popular American music, experimented with the sound of the 808 not in an attempt to break through, but rather to exercise musical flexibility. Since he was already an extremely successful pop artist, Gaye’s use of the 808 marks him as a sonic risk-taker and innovator, weaving the machine sounds of the 808 seamlessly but noticeably into R and B.

The machine’s normally powerful snare is invoked only at the quietest of velocities, often being replaced by the now iconic handclap. Unlike many contexts in which the 808 is heard such as “Clear” and Afrika Bambaataa’s “Planet Rock,” “Sexual Healing manages to keep everything low key. Matching the lyrics that espouse peace, harmony, and sense of internal struggle (Whenever blue tear drops are falling/And my emotional stability is leaving me/Honey I know you’ll be there to relieve me/The love you give to me will free me), Gaye uses the 808 to evoke a surprisingly contemplative and serene atmosphere. It is this use that best shows the machine’s strange versatility, as both a harbinger of radically innovative musical genres and its ability to produce tranquil rhythmic textures for popular music.

Transformation

"Roland TR 909 Drum Machine Classic" by Flickr user Juliana Luz, CC BY-NC 2.0

“Roland TR 909 Drum Machine Classic” by Flickr user Juliana Luz, CC BY-NC 2.0

Although Atkins and Gaye’s work exemplify the TR-808’s early adoption, a long road toward mainstream popularity remained because of Roger Linn’s more “realistic”  sampled drums sounds included in his high-end machines. The LM-1 and its successors (famous for hit singles like Billy Idol’s “White Wedding”, Hall and Oate’s “Maneater,” and Don Henley’s “Dirty Laundry”) made sampled drums the gold standard of computerized rhythmic backing. In fact, Roland’s next drum machine, the TR-909, implemented samples alongside synthesis.  As a result, 808s couldn’t be given away until musical innovators gave its sounds gravitas (Sigman, 2011, 46).

The 808’s shift from sonically trashy and undesirable to ostensibly hip signifies a culturally important moment within the history of music technology. As shown in the examples above, subtle moments of economic, emotional, and geographic necessity seeded the popular music industry for the eventual 808 boom today. When techno eventually broke through to global popularity, the 808 was so fundamental to the canon of the genre that it has managed to retain a place of fundamental sonic importance for musicians and producers.

 11:40, 6/11/14: This essay was re-edited for clarity, grammar, and flow by Jennifer Stoever.

Ian Dunham is a musician and music scholar originally from northeast Ohio. He earned a B.S. from Middle Tennessee State University in the Recording Industry within the College of Mass Communications, and then worked as a recording engineer in Nashville and Germany. Afterward, he earned an M.M. in Ethnomusicology from the University of Texas at Austin, where he also operated a home recording studio. He will start a PhD in Media Studies at Rutgers in the fall, where he will pursue research related to music and copyright.

Featured image: “1980 Roland TR-808” by Flickr user Joseph Holmes, CC BY-NC-ND 2.0

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