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Sonnox - Audio Media

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John Broomhall talks to <strong>Audio</strong><br />

Director, Stefan Strandberg,<br />

about his team’s awardwinning<br />

work on DICE’s<br />

acclaimed military firstperson<br />

shooter<br />

Strandberg: “We were really, really nervous about recordings we make during the military exercises that take<br />

getting up on that stage! But it was such a big honour place around Stockholm periodically. Running around the<br />

– we got this final approval from the upper echelons of forest with shotgun mics ‘recording from the hip’ also yields<br />

the game audio community – and that feels really great. some fantastic assets…<br />

We’ve been thinking that we’ve been doing something right “You get back and update your libraries and find stuff<br />

but when someone says it officially like that… It was a big you just love – and you think, ‘This one sound changes<br />

deal for us and it’s resonated well within the company too, everything!’ Then you adapt other audio to work with that<br />

strengthening our way of looking at and hearing things. sound – it’s like you’ve found the Rosetta Stone. For instance,<br />

We humbly accepted the BAFTA award and we’re very proud we got a much bassier recording of a machine gun and used<br />

of it.”<br />

it at different pitches to homogenise a lot of the weapons.<br />

It really helps to create iconical differences between assault<br />

A Mere Decade Ago…<br />

rifles and machine guns. In fact, we’ve worked very closely<br />

Rewind ten years, and Strandberg was working with fellow with design to make sure there are small sonically unique<br />

veteran DICE colleague, David Mollerstedt, at a local music identifiers for everything in the game providing important<br />

studio. However, his spare time was frequently occupied with audio cues which will improve you as a soldier. Though<br />

they’re not mentioned in the manual, it’s cool how people<br />

pick up on them – it’s all part of the gameplay depth.”<br />

Battlefield<br />

Bad Company 2<br />

‘And the BAFTA for ‘Use Of <strong>Audio</strong>’ goes to…’<br />

Developer/Publisher<br />

DICE/Electronic Arts<br />

The <strong>Audio</strong> Team<br />

<strong>Audio</strong> Director<br />

Stefan Strandberg<br />

Sound Design<br />

Bence Pajor<br />

Mari Saastamoinen<br />

Ben Minto<br />

Stefan Strandberg<br />

Olof Strömqvist<br />

Original Music<br />

Mikael Karlsson<br />

Dialogue Direction<br />

Olof Strömqvist<br />

<strong>Audio</strong> Programming<br />

Jonatan Blomster<br />

Björn Hedberg<br />

customising the audio content of his favourite computer<br />

games – so-called modding. It was a pastime that was to<br />

prove a useful testing ground, as he explains: “Even in those<br />

days the thing I cherished more than anything else was the<br />

right source sound – I’m not a sound designer in the sense<br />

of sound manipulation. This ‘right source’ principle carries<br />

right through to what we do in DICE nowadays. There are<br />

two sides to our production: first, we are fortunate to work<br />

with fantastic sound engine technology and accompanying<br />

technical sound design talent that totally supports the ethos.<br />

Second, we are provided with great source audio and have<br />

a finely-attuned selective ear. This encapsulates the DICE<br />

approach to game audio – our collective mindset. We’re not<br />

manipulating as much as people might think. Perhaps if we<br />

were making a role-playing game with spells and magic it<br />

might be different, but I’ve always worked with real stuff like<br />

cars and guns and soldiers.”<br />

When it came to collecting the right source material<br />

for weapons, the team were able to take advantage<br />

of a quite extraordinary gun wrangling and recording<br />

session in LA and Fort Irwin (complete with mocked-up<br />

Iraqi village). “I think it’s the biggest gun recording ever<br />

attempted – a joint venture with the Medal Of Honour<br />

team. For two days we had movie guys Jean Paul Fasal<br />

and Brian Watkins there with an 80 microphone set-up<br />

capturing every weapon sound you can imagine to both<br />

computer and analogue tape recorders. We even had<br />

people sync-recording in the mountains 5km away. The<br />

resulting Pro Tools sessions allow you to create any kind<br />

of weapon sound you like, though the portrait of the tail<br />

is a constant, which is why we still like to use ‘guerrilla’<br />

Strength In Battle<br />

One of Battlefield’s obvious strengths is its use of acclaimed<br />

dynamic mixing system ‘HDR’ (high dynamic range) which<br />

automatically and ‘intelligently’ governs playback of the<br />

myriad sound triggers occurring in a complex gameplay<br />

scene. Just because a 3D sound is calculated as scientifically<br />

or theoretically within hearing range of the player’s ‘listener’<br />

position, does not necessarily mean it’s appropriate or<br />

desirable that it should actually be heard. Context must<br />

be considered. In fact, other sound-dense games with a<br />

relatively thoughtless mixing methodology have frequently<br />

suffered from fatiguing cacophony – ‘everything, all the<br />

time’. HDR on the other hand can, for example, use a 20dB<br />

‘window’ which is moving forward in time reacting to sound<br />

triggers. A 150dB explosion being triggered will cause the<br />

‘window’ to pop up to say a 150-130dB range and all sounds<br />

below will be culled. As the explosion rolls<br />

><br />

36<br />

AUDIO MEDIA MAY 2011

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