Audio Example - Saints Row 3 - Rain on Car

This clip is used for educational purposes only. All rights and credits belong to Volition Inc.

Excuse the low quality visuals, you can't actually see the rain, but know that it is raining in the game.

Saints Row 3 is a great sounding game! Even beyond the high level of voice acting, music, and music licensing that it usually gets credit for, there is a lot of great stuff going on in the SFX. 

So, I was driving around in my smartcar and it started to rain. I listened and noticed something great! Even in a game this sonically complex, in a genre that has many games like it, Volition managed to surprise me with their detail. It doesn't rain very often for one thing, so having a special event for this was amazing to see.

When you are in a vehicle, the rain drops make a sound for hitting the exterior of the car, in addition to the standard rain on the street, and thunder ambiences we've come to expect. And when I drove the car under the awning of the gas station, I was delighted to discover the game responded in kind, and the rain drops disappeared. So you get this delightful rain on the roof of the car sound, if you are in a car with open air above you. Great little POV detail I wanted to share.

Cheers Volition.


Poll: Audio Plugins

 I asked my twitter network if they could post the 3 plugins they can't live without, regardless of what tasks they perform.  If you are reading this and your name doesn't appear here please do post your own in the comments for the group!

These are the individual responses, and summary at the end.

 Austin Shannon
-Soundtoys Speed
-Waves L3
-PSP85

Alejandro Betancourt
-Ozone 5
-PSP Vintage Warmer
-PSP85
-Waves L3
-Waves EQ10

Sam Hulick
-Ozone 5
-Valhalla Room

Gavin Harrison
-Logic Tape Delay
-Lexicon Reverb
-Waves Puigchild 670

Dren McDonald
-U-he Ubhik-G
-McDSP 6030 comp
-Logic channel EQ

Eric Van Amerongen
-SSL E Channel
-LiquidSonics Reverberate
-GRM Contrast

Alexandre Saba
-Izotope RX
-Cubase Reverence
-Waves R-EQ

Jack Menhorn
-Logic Channel EQ
-Kontakt 5
-Logic Space Designer

David Mason
-Zebra
-2cAudio Breeze
-Waves R-EQ

Cedric (@technicienduson)
-Speakerphone
-Izotope Ozone
-Altiverb

Fred Pearson
-Digi Phasescope
-Altiverb
-DMG Compassion

Samuel Justice
-Trueverb
-DMG Equality
-Waves R-Comp

Matthew Marteinsson
-Waves H-EQ
-Decapitator
-De-verb
-Speed
-Waves R-Comp

Hrishikesh Dani
-MeldaProduction's MEqualizer
-epicVerb
-Roger Nichols' Inspector

Stosh Tuszynski
-altiverb
-Izotope RX
-Waves R-Channel

TIm Prebble
-reverse
-pitch
-convolution verb

Kpow Audio
-Massey Plugins l2007
-DMG Equality
-Valhalla Room

Jordan Fehr
-Izotope RX
-Pro Tools Time Shift
-u-he Uhbik Plugins (G & S mostly)

----------------------------------------------------
Top 3 Plugins
-Izotope RX
-Izotope Ozone 5
-Altiverb

Others with 2+ mentions
-Waves R-EQ
-Waves R-Comp
-PSP85
-Waves L3
-Logic Channel EQ
-Valhalla Room
-DMG EQuality

Helicopter Study

On Sunday, I was sitting in my studio doing some busy work, when a helicopter started circling the house. I didn't think much of it after the first pass, these things happen in a city. But after the second and third passes I whipped out my Zoom H1 in case it was going to be around for a minute. Sure enough it was circling for a good few minutes, and I got probably 5-6 different bys from fairly close. It must have been some sort of news/weather chopper to be circling low. Who knows what they were looking for.

So after I edited and cleaned the original recordings and filed them away in my vehicles folder in my SFX library, I decided to make some sci-fi sounds out of the recordings. A fun way to spend an afternoon. I had recently purchased the Uhbik plugins by u-he and using those and some EQ/Filter/Compressor plugs I made some fun sounds.

Here is a sample of one of the bys and a couple of other sounds I made from other parts of the recording. (mind you this is an .mp3)

Your Game's Elevator Speech

Some tips from a mini-talk at GDC about explaining your game to an asshole:



Data Request: Audio Controls

I have been thinking about audio options (ie, the options menu in the software) in games. Without getting into a discussion about mixing in game audio, which is a whole other beast, I want to talk about getting some data.

I think there are way too many assumptions and generalizations going around, that are not based in actual facts, about what players do with the audio controls that games allow in their options.  I hear things said, and written about what players do and don't do with audio controls (especially music) and why they do them, and I seriously question if they have any basis other than speculation.

When someone says "people usually just mute the music in this type of game and use their own", or "if music is too repetitive, players will just turn it off", where are these things coming from? Logical assumption? Personal experience for the speaker that they are applying broadly? What if I said, "lets mix everything loud, and let the player use the controls to fine tune what they like", what percentage of players would even use the audio menu in the first place?

I have seen plenty of smaller games that track the percentage of players that mute the music, or the sfx(at the bottom of the article) in the options menu and publish that data. This is interesting, but I think we can collect even more useful data.
 
1) I propose that if you have a game coming out, with more specific controls for audio, say a slider or a scale from 1-10 on sfx, music, and potentially dialog, that you track that data and publish it down the line.

2) If you have already done this with a game, and have access to the data, put it out there for the audio community.

3) If you track, or have tracked this kind of player data, is there other data about how the players play your game that you can track, or have tracked, that we can match the audio controls data with, to try to detect play-style trends and how they related to audio? Perhaps there is an interesting crossover that can help the audio community understand what different types of players do with their audio.

Metal Squeaks

Today I recorded this incredible little contraption for some metal squeaks.























It was given to my wife for Xmas for her to hang jewelry from, who knows where her aunt found it. As soon as I layed my hands on it, I knew we would need to have a session together.

I don't know yet if this could end up being a new SFX library that I would put on sale through JordanFehrFX or not, there is a lot of material to go through.

Here is just a short clip of one take of a slower spin, and then it slowed down to 50% and 25% (recording at 96k originally).


Note, this is an mp3 for ease of upload to soundcloud.

Gamasutra's Top 10 Indie Games of the Year

Jamestown clocks in at # 8 and The Binding of Isaac grabs spot # 2

10. Atom Zombie Smasher (Blendo Games) [Windows/Mac/Linux, paid]

9. Dig-N-Rig (DigiPen) [Windows, freeware]

8. Jamestown: Legend of the Lost Colony (Final Form Games) [Windows/Mac/Linux, paid]

7. Bastion (Supergiant Games) [Windows/Xbox Live, paid]

6. Dungeons of Dredmor (Gaslamp Games) [Windows/Mac/Linux, paid]

5. Superbrothers: Sword & Sworcery EP (Superbrothers, Capybara Games) [iOS, paid]

4. Frozen Synapse (Mode 7) [Windows/Mac/Linux (iPad soon), paid]

3. Terraria ( Re-Logic) [Windows, paid]

2. The Binding of Isaac
(Edmund McMillen and Florian Himsl) [Windows/Mac/Linux, paid]

1. SpaceChem (Zachtronics Industries) [Windows/Mac/Linux/iPad, paid]

End of the year lists.

It has begun. I have worked on quite a few games this year, most, if not all of them independent developers, and so in the past you would not expect these lists to have anything to do with me. This is hardly the case anymore. Last year saw a huge number of great indie games make the cut on some mainstream lists, and this year is already proving to be no different, especially for the absolutely wonderful "Bastion". Every person who worked on that game is a fabulous human being, and it was a pleasure to be next to them at PAX '10 with Super Meat Boy.

The Binding of Isaac is up for several awards so far, but this is the first top-whatever list I have spotted it on, taking # 10 in PASTE magazine's top 20 of the year.


Binding of Isaac is up for 2011 VGA award

Best Independent Game

Bastion
Minecraft
Superbrothers: Sword and Sworcery EP
The Binding of Isaac

http://www.spike.com/events/video-game-awards-2011-nominees/voting/best-independent-game

Jamestown DLC Announcement - Gunpowder, Treason & Plot.


We will be rolling out information over the next few days. But the coming out party, and first details are today!


http://www.finalformgames.com/jamestown/treason/

I present a new ship, The Gunpowder:

Remember remember...

































"Remember, remember
The fifth of November
The gunpowder treason and plot.
I know of no reason
Why the gunpowder treason
Should ever be forgot."

Wooden Wick Candle

My wife got this candle with a wide wooden wick in it (say that three times fast!). I can't really have it on while I am working because it is so loud so I decided to record it quickly this morning with my Zoom for everyone to enjoy. It could be used to sweeten all sorts of small fire effects, a cigarette intake, or even spice up a vinyl effect with all the little crackles. One day I will get a better mic on it in a quieter place, the RX2 took some of the meat out of it, but I wanted to make it useful for people so I had to clean it up a little. Enjoy, you can download the file from soundcloud.

Candle, Fire, Crackle, Wood, Wick, Cigarette, Pops by JFehr



The Binding of Isaac release day!


Binding of Isaac comes out today on Steam for PC and Mac. It is only 5$ (cheap!) and we hope everyone enjoys it. The game started off as a prototype Edmund McMillen was working on to take a break after Super Meat Boy and toss around some ideas he had for Team Meat's next game. He realized he had something and hooked up with former colleague Florian Himsl to start making Isaac. Through out its few months of development the game got much bigger than anyone intended because adding more content was what really made it shine. The game is short and hard, and meant to be played over and over and over again. The more you play, the more content gets unlocked and added to the random pools of loot, and bosses. The dungeon is randomly generated every time you play, and two playthroughs are never the same.

I was lucky enough to get my good friend Michelle to do the voiceover for Isaac's Mom, which came out perfectly and is terrifying. She is a wonderful actress here in Columbus and and fellow company member of Available Light Theatre with me.

The sound design is mostly organic and a good deal of it is pretty gross. I have to keep pace with Edmund's crazy art. The game's scale kind of ballooned past it's budget in terms of content and assets, and I do wish I had a little more time and resources for the sound design, but I am pretty happy with the results. The monster vocalizations were fun to make with demon processing chains, and as I said I am very proud of the voice of Isaac's mom (you can catch at glimpse at the end of the launch trailer). DannyB provided the music and, as always, gave Edmund exactly what he wanted and more.

BUY THE SOUNDTRACK HERE: http://www.BindingIsaacMusic.com

The game is really fun to play, and Edmund learned a good deal about this type of design. Check out his series of blogs about the game design over here:  http://edmundmcmillen.blogspot.com/