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Hey everyone, Unyshek here and
welcome to another #Ask343 episode.
Today we're joined by the Audio Team and
they're answering your community questions
that you asked on Twitter using hashtag
Ask343 before we dive into the questions,
I'll let them introduce themselves and tell
you about what they do here at the studio.
Hey John, yeah, thanks.
It's an honor to be here.
I'm excited to answer some questions
from the community and Chase Thompson.
I'm the Lead Audio Technical Designer
on the team here and what that means
is that I do a lot of our audio
systems design and tools design.
And so you know,
similar to the sound designers,
where they are responsible
for making things sound cool.
I'm responsible for making everything
work in the game and play back
the way that it should.
Hey, I'm Joel Yarger and I'm the Music Supervisor
for Halo infinite.
I've been with the team little over two
years and previously I worked at
PlayStation on the God of War franchise,
Uncharted franchise, Last of Us,
that type of first party.
First party work.
Hi! My name is Kyle Fraser and I'm the Lead Sound Designer
here at 343 Industries.
My day-to-day responsibilities
are kind of just overseeing the
overall sound design for the game.
Also just kind of involves just a lot of
content creation for many different areas.
And you know doing my best to try to make
the game sound is best possible for you guys.
Great to have you here today,
excited to dive into some
community questions.
This question from the community
is with the new acoustic system.
Does it allow players immediately on
either side of the same wall with
no portals to hear each other's
location similar to other games?
Or does the room and portal
pathfinding completely take precedent?
Yeah, that's a great question.
Sounds on either side of a wall are
never going to be completely muted
because of the acoustic system.
It should sound natural,
so that's the whole goal of this.
Of this system is to make the audio
feel as natural as possible so
you know if a gunshot was on the
other side of the wall,
even if that wall was
completely closed off from you,
you would still hear it,
and so that's the goal of this
system is to make sure that you can.
It feels natural,
and when those sounds are in other rooms,
they'll be appropriately muffled
or turn down based on.
On how occluded or obstructed the sound is.
So if there is a portal there,
it'll be clearer an if there's not,
it'll be muffled,
but you'll still be able to hear it.
Awesome, that's super cool to hear,
and I'm glad we're taking that more
realistic approach with that audio design.
This question from Twitter is
I'm all for the direction of
the soundtrack in infinite,
but my question is,
will there be some somber emotional tracks?
Example heavy price paid,
made me feel the emotions of
betrayal or arbiter.
Thanks for that question.
The short answer is yes.
We have a lot that we haven't
been able to share yet,
but we have emotional and character
arcs that involve spoilers.
That can't wait for you to play the game,
and here the highs and
lows of the entire score,
not just what we've shared so far.
I think 2 characters that we do know
about, the Pilot and Escharum, are part of that,
so you can hear hints of of where those
characters will be going on their journey.
And musically, it's pretty wide.
And when you say highs and lows,
you mean emotional highs,
emotional emotional highs and emotional lows.
Dynamics of that.
It's not all bright,
it's just we wanted to recapture
what made early Halos feel special.
In that regard.
Gotcha, thank you for diving into that one.
I love the music so very excited to let
fans here more as they play the game.
This question is about some weapon sounds.
Will we see the classic overcharge hum?
With the plasma pistol back
for Halo Infinite,
it's really cool seeing the studio
embracing the two decades of Halo
Audio and trying to weave legacy
into the soundscape of the game.
Yeah, we kind of like initially sat down
or trying to kind of brainstorm
different sounds that we could bring
back from the original trilogy.
This was definitely kind of high on the list,
but the sound is just, you know,
it has a lot of character,
has a really strong sense Anastasia.
And so yeah,
we definitely decided to kind of
weave it into our aesthetic into our
designs now worked out really well.
It didn't feel kind of jarring.
It didn't feel forced in any manner,
and So what you kind of have is when you
charge up the fire of the plasma pistol.
Get kind of a nice satisfying like high
tech line up then before it's fully charged,
you'll get the kind of swell at
the home that goes into this home
loop and you kind of get some nice
like ********* plasma and whatnot.
But yeah, I think you guys will dig it.
It's a nice iteration on the plasma
pistol that's that is awesome to hear.
And I love how you were able to
describe it in such depth, right?
The different phases of charging
up that plasma pistol.
This next question from Twitter is will
enemies shooting at your friendlies
still be loud for you or is it just the
thing when you are personally targeted?
I worry for the situational
awareness up close.
How quiet are we talking here?
That's a great question.
So the the threat priority
system uses a bucketing system
where the highest threat to the
player is going to be turned up,
and the next level of enemies is going
to be turned down just a little bit,
and then any friendly characters
and weapons in the game are going
to be turned down the most,
and the great thing about that
is that a lot of the time,
especially in multiplayer,
you're going to be playing really
close with your teammates.
You're going to be running around the
map together and trying to stay close,
so in past games, your teammates weapon
fire would be the loudest thing in the mix.
And what this system does is it?
It brings those down so that you can
really hear the most threatening enemy,
and then right under that will be
the other enemies that are nearby.
So it's not going to make those
completely inaudible. In fact,
it will help bring those up in the mix,
because your teammates won't be
quite so loud anymore.
Touch it, that's super cool.
I actually didn't know that we had such
like an incredibly detailed stack ranked
list of Brett prioritization there.
That's super cool.
This next question is will the music be
adaptive like it was in earlier Halo titles?
Well, the tracks play out differently
depending on the gameplay state.
Absolutely yes, you know,
it's hard to even put music in a
game nowadays that isn't adaptive.
In some ways we're utilizing some
technology like Wis for engine along
with some custom developed tools
and music systems to help track.
What the player is doing,
what the enemy AI is doing at
anyone given time and also we take
into account a lot of what we
consider to be a player intention,
what a player might be doing next,
or how we could react to what
a player might be doing next.
Whereas you know are they going
full on into battle or they.
Keeping back and sniping?
Or are they just passing through
and walking to the next experience?
Well, sort of, just, you know, not really.
Even fully engaging in the experience
that there is unfolding in front of them.
So all of that is taken into account
and it's constantly improving that too.
You might be walking through the
world and get a piece of music
while you're just exploring that.
Carries over into combat engagement,
whereas if you just walked into
the combat engagement without
that piece of music playing,
you get something else.
So it is very adaptive,
based on what you're doing
very where you're at.
Yes,
very adapted based on where you're at,
what you're doing,
where you're at in the story,
even what music is chosen is kind
of indicative of what you've
already accomplished in this story,
so we can kind of keep things
fresh and keep things moving.
So what I look really look forward
to is we have a pretty tech techie
music team here on site that we
put a lot of thought and care into
how the music plays out and think
once the game comes out and you can
experience it will be able to start
talking and releasing more details
about the underlying technical stuff
again without giving away spoilers now.
So not just say yes,
but a strong emphatic.
Yes, we will have this definitely.
Yes, awesome yeah,
thank you for diving into that one.
Alright, so our next question from the
community is what's the toughest sound
effect to design or implement that
you're allowed to talk about and why?
Yeah, I think kind of every area
of sound design kind of has its
own unique set of challenges,
and it's definitely from
a content perspective.
You know, it can be kind of difficult
to conceptualize something that
doesn't exist in the real world.
But I'd probably have to say
that creating vocalizations for
creatures and characters that
don't have any like actual verbal
language is always really extensive,
and it's mostly just because you have
to create a huge amount of content,
usually have to cover anywhere
from like 15 to 30 behavioral
sets an you have to have,
you know,
a good set of variations for all those,
and then you have to kind of make sure that.
It all sounds coherent in it
sounds like 1 character across
all those behaviors and so you
ended up in a pattern bringing
like tons of content from lots of
different like animal recordings.
You end up recording yourself.
You find yourself recording like your
household pets and stuff like that,
finding various objects
that you could kind of get.
Just interesting textures that you could,
like.
You know meld in there,
but it gets really complicated
because since you're taking all these
different sources from all these
different things have been recorded at
different times in different places.
It can be really challenging to kind
of get it to be like one coherent
single source and not sound like it's
multiple things playing at the same time,
so it just takes a lot of finesse and
just a lot of time and patience an.
Yeah, it's definitely.
I call it kind of like the
gauntlet of sound design overall.
Probably from like an
implementation standpoint.
Probably have to say vehicles are
probably the most challenging,
especially like in the realm of
Halo because we don't have like
a combustion engine simulator.
This isn't like Forza,
so everything has to be fake.
And So what we have to do is we have
to take in all this like raw data and
then basically interpolate it into
something meaningful and something useful.
And it was definitely
challenging in previous games.
But now,
with like the improvements of our
tools and the slipspace engine
were able to have basically object
oriented programming and we could
like feed any parameters that we need
and we can be able to control that,
and we can control the speed or
control the limit of those parameters
and feed that into our game.
Middleware and that controls
like how the audio behaves,
and so it's definitely kind
of come along way,
and I think you guys will see like
a really nice improvement in the
vehicles and how they behave and
just kind of gives a more dynamic,
realistic experience.
So wildlife and vehicles.
Yeah, yeah, essentially
two very unique challenges.
That's very cool.
Thank you for diving into that one.
Yeah my pleasure,
our next question from the community
is differences in teammates audio
when shooting compared to enemies.
Awesome and we expect the same for footsteps.
And does this apply to yourself as well?
Yeah, actually in Halo Infinite
will have three different types
of footsteps in multiplayer where
you'll have your own personal player,
footsteps as well as footsteps for
your enemies and for your teammates.
And so we're with this game.
We're super excited to really enhance the
situational awareness in the multiplayer.
So alongside of those footsteps,
we've also got 3D mode audio that
we've added to the multiplayer
modes for things like.
Capture the flag where the
sounds of returning the flag are
actually going to come in 3D from
the position of the flag object,
so you'll have a lot more situational
awareness of where your enemies where the
mode objects and the objectives in that mode.
So we're super excited to see how people
react to that and how the fans like it.
Yeah, and I know from my own personal
experience in gameplay,
having the different enemy audio
is always extremely helpful.
Our next question from the community is,
are the tracks from the E 320 eighteen
announcement trailer and the Discover
Hope trailer from the following year
going to be part of the three to
four hours of Infinite Soundtrack?
Love those tracks, yeah,
when we set out on both of those trailers,
they had a specific goal in mind,
so for 2018.
Music,
a lot of what you saw and heard
was part of more of a tech demo
or the new engine and sort of
also embracing our initial toe in
the water of music direction.
So 2018 assets are not necessarily
part of infinite.
However RE 320 nineteen Discover Hope
trailer is literally the cinematic
opening to the game like you will
experience experience that in real time.
And even be able to,
you know, play portions of it.
Nice so 2019 yes 2018 probably not at.
Yeah, that's correct cool,
thank you our next question from
Twitter is what's the weirdest
sound you've recorded for Halo
that transformed itself into
something completely different?
It's a good question.
It's kind of really hard to
pinpoint one particular thing,
because I feel like that's kind of
what we do day in and day out is,
you know,
we're always just taking in the
mundane and kind of transforming it
into something completely different.
And it's also kind of challenging
question because I.
Feel like a lot of times we go into
recording of a very particular thing in mine,
but of course, while we're doing that,
we'll hear something and be like,
oh, snap.
That would be like really perfect
or this thing, or or XY or Z.
But yeah,
it is always fun.
It's always interesting to
find the record sounds that.
You would probably not typically drawn to
like one of my favorite things is moving.
Essentially, I love moving in new places like
I don't buy essentially for that reason,
because every place I end up renting
is always these like unique quirks or
different sounds that I can find and record.
I'm always able to like incorporate those
in interesting ways into my sound design,
so and that's why I've kind of
always keep a recorder like on my
side and always got it in my bag.
So that way, like you know,
if I hear something that's just kind of like.
Pics piques my interest, you know,
I'll just bust it out and start
recording and you never know what you'll
end up using that for in the future.
So you really live that that audio life,
yeah agree.
I mean, it's definitely assumes
quite a bit of our thinking space.
And so I write.
First thing, you know,
we're kind of think about when we wake
up and the last thing we think about
when we go to bed is usually sound.
That's very cool.
Alright, our next question here is,
does bigger mean louder in terms of
the awesome threat priority system when
it comes to vehicles out as objects?
Source size play into both design
and threat priority.
Yeah, we actually went back and forth a lot.
We iterated like crazy on this
system and we built the system in
such a way that we could iterate
like that really rapidly.
So we actually built a lot of
different types of threats that.
Tribute to the threat system.
So the way that it works is each buy pet.
In the game, each character in the game.
Has various different types of
threats that we're tracking,
so some of them are who they're
targeting where they're aiming,
how far away they are,
and one of those types of threats
that we that we tried out was just
the inherent scariness of that object.
So things like what type of character is it?
What type of weapon? Do they have?
What type of vehicle are they in?
And we tried that out and it actually
didn't quite achieve the goals
that we were looking for.
So what we determined was in play
testing and iterating back and forth
a lot over a long time was that
the most important factor was just
who's about to deal damage to you?
Who's got the most?
Capacity for damage at that exact moment,
and that's what we're highlighting.
So we we tried it and determined that it
didn't actually quite achieve the goals,
and it wasn't quite prioritizing
the right threats.
And so we took that out and went
with the system that we have today.
Very cool.
Thank you for diving into a little
bit of trial and error.
That is game development there.
I'm sure whoever asked that question.
Will appreciate the extra insight there.
This next question from Twitter is
in the last sandbox inside Infinite,
the team mentioned a new interactive
image tracking feature for vehicles.
How did the audio team integrate
sound design into the system to
enhance the player experience?
Yeah, this will be really cool system that
we're introducing an infinite for audio.
What we do is kind of an additive
approach and we kind of piggyback off
with design and effects are doing
so as you're kind of taking damage
will start introducing like the
audio of like Sparks and Steam and.
Flames and whatnot.
One like the tires get blown out,
will switch out the surface sounds.
That kind of give you a more like
uneven wobblie kind of texture
and then like before the actual
vehicle is going to explode.
We bring in this like doom state
alarm and it's really efficient and
like letting you know how much time
you have until you need to bail out.
So that's kind of the gist of
the overall damage system,
but it's definitely really effective and
giving you the appropriate feedback you need.
It's awesome.
And yeah, I love the doom state.
It's like I need to get out
of this vehicle now.
Before it blows up,
definitely it's really apparent
this time around.
Alright,
thank you for answering that
one our next question here is
actually about multiplayer.
It was mentioned that you were keeping music
minimal in the multiplayer match itself.
Does this mean music plays
during the whole match or only
in the beginning near the end?
It's a great question to add to that.
So what we mean by minimal is mostly
emphasizing bigger moments and areas where
we feel like you've achieved something.
So, for instance, yeah,
the intro before the match,
trying to hype things up.
Also,
the end of match.
End of round and even moments
that lead up to the end of round
where you could be in a scoring
situation that could potentially
end a match and we want to sort of.
I pipe that up,
but typically we're trying to stay
out of the way and leave a very
clean and clear audio experience,
especially when it comes to
competitive multiplayer,
so you're not going to hear
constant music by any means.
In fact,
it's going to be going to be
far less than you might expect,
but it's going to.
Have impact where it lands.
Patches so very specific,
impactful moments and that's it very much.
And and this is something where
we're excited to share more when
we get to actually just share
more multiplayer in general,
'cause I think we've.
We've kind of taken things in
a new direction.
Stylistically, that you feel really
still fits in the Halo universe,
and that's exciting, awesome.
Thank you for answering that one.
So our next question here is,
well,
any of the existing sound
design we've heard in the 2020
gameplay demo be adjusted?
Or will that be left intact?
Yes, that demo is cut.
You know, almost like a year ago,
so we definitely you know.
I've been polishing and tightening things up.
You know, at that time it
was a work in progress.
We've definitely.
We've just kind of improved and kind of
flushed out the overall mix a bit better.
We've even done some, like you know,
more in depth redesigns.
For example, we did another pass,
unlike the Mangler and the Rabinger.
There's quite a bit of other pieces,
you know.
We kind of readdressed then yeah,
I definitely think it's you know it's
going to be a lot more refined experience
when you when you lay it in the fall,
but I want to expect anything
like drastically different,
but I would definitely expect
the overall improvement.
Awesome, that's great to hear.
Yeah, this next question from the community
is I really enjoyed the different
firefight voices in Halo three ODST
and reach and I also really like the
different multiplayer announcers from
the voices of war announcer Pack in Halo 5.
Well,
anything like this be available
in Halo Infinite.
I was actually really involved
in the voices of war,
so it's awesome that you like
that and that you brought it up.
I actually came out of a hackathon
that I helped lead so this is a really.
A topic that I'm really passionate about,
and while we won't have custom announcer
voices like we did in the voices of war pack.
Very really excited and passionate
about being able to customize the player
experience and so I can't say much today,
but what I can say is we have some
stuff that we're working on that
I think the fans will be excited
about and that you'll really enjoy.
Also hint at it,
but the no confirmations of anything yet.
I appreciate that.
So thank you for that one, chase.
Our next question here is about
music and content creation.
Well,
all the music in the game be dmci free,
so it's able to be played on
stream or what we need to mute
the music in order to be safe.
While I personally can't
make any promises here,
it is our intention or streamers and
content creators to be able to use the
music of Halo Infinite in their content.
That's awesome to hear.
I'm very excited for players to
get the experience it fully while
they're making that content. Same.
Alright, here's our next question.
I really,
really love the fact that wildlife in
this game already sound like really cool.
Site ambience.
I'm interested to know how you went
about making the sounds or the wild.
Cool, yeah,
I'm glad you guys are kind of
picking that out and enjoying it.
The first thing we usually do is we
try to pinpoint what exactly are
the state behaviors for them so
that we cover things like threatened
or attack or idle or death.
And then we'll we'll just start
acquiring all
the different source material we need.
Since there's quite a bit of
diverse wildlife, you know,
we need a bunch of different
stuff from different different
areas of like the animal Kingdom.
And so we were always kind of,
you know, recording different animal
sounds and different nature sounds,
but will also record people's personal pets.
You know, we ended up utilizing
some of the Pug recordings that
we did and those kind of got used
for the digger creatures and.
Yeah, it's definitely a lot of material
that we're just kind of pulling from,
just like the whole animal Kingdom.
We've also, you know,
we had some really create content
partners that are also able to provide
some really exotic content from,
you know, really unique places from
the globe and stuff like that.
And so yeah,
I think you guys will kind of really
enjoy this kind of little extra.
Ambient side detail that you'll
kind of get in the game.
Nice so hold on sounds from all sorts
of animals all over the world right
to make the wildlife totally yeah.
Awesome, thanks for diving into that one too.
Our next question is actually a
pretty popular one in the Community,
so let's dive into it.
The forerunner, interior, sound epic.
I can't wait to explore the
insides of Zeta Halo,
but is Jeff Steitzer making a
return to the multiplayer announcer?
This voice is the true sounds of Halo.
I couldn't agree more.
There's nothing better than hearing
a classic double kill from the
announcer and I can confirm that.
Yes,
Jeff Steitzer will be back and we're
super excited to see how fans enjoy the
new video for the multiplayer experience,
but thank you for confirming that.
I love hearing deaths.
Voice in any Halo game and
especially in infinite.
Our next question here from the community
is when can we expect to hear another
song from the Halo Infinite soundtrack?
Just like you,
we have been very excited and
would love to share more.
But we're also aware of the story
arc and a lot of other details
that are part of the game itself,
and so we really would love for you to
hear the rest of the music in context.
That said,
we have our previous three tracks
from last summer or now on Spotify,
Apple Music, Amazon,
and several other streaming websites
for you to check out Gotcha.
So nothing yet.
We want you to experience it in game.
Get that full experience, right?
Yes, yeah.
And you know,
obviously we're avoiding spoilers.
There's a lot of the music is in
context of some, frankly, really,
really awesome story storyline that I
think a lot of people won't be expecting.
Yeah, so, save those powerful moment,
powerful pieces for the powerful
moments in campaign.
Yes,
cool.
Even trying to come up with a name for
tracks becomes an effort not to spoil.
This is something that's very true.
I've seen a few soundtracks
that have rise of this
person fall of this person and you're like,
dude, why would you put that in the.
I love the soundtrack,
who even was that person?
But you never talked about
that person before, so yeah.
Yeah, you gotta have some surprise.
Cool, well thank you for
diving into that one there.
Alright, our next question here
is about the battle rifle.
Is there a certain VR?
The Halo Infinite version is based
off of and what weapon was used to
record the newbie are, let's say,
inspiration behind the bar was.
The Halo 2B are like kind of used that
as reference when designing the sound.
The actual content was probably
derived from multiple gun
recordings that we did in the past,
probably the main one was the FN
Scar battle rifle and also the FN.
And two forty P machine gun.
I was able to kind of take different
microphone recordings textures from
there and kind of combine them and
then the actual like kind of punch
and base that was from a recording.
I think we just did in here
in a Foley studio.
We have this device that will pressurize
air into like a two liter bottle
essentially and then if you puncture
it with a projectile of like a certain
velocity will create Sonic boom.
Very low energy because the bottle.
Rips at supersonic speed and so you
kind of just get this really tight like.
You know,
very dynamic impulse that comes out of it,
and so if you kind of put that around
different like resonant spaces,
you just get some like really nice,
punchy impacts that you can
incorporate into your designs,
and then for the actual tales
and stuff like that,
those are usually constructed from
like many different recordings that
we do will record in like different
fields and just different locations.
That kind of just get really interesting
reflections and then we just kind
of combine those all just make
something really convincing and satisfying.
That is awesome to hear that it's the Halo
2B are kind of served as your inspiration.
No idea that you had so much depth
go into just like that bar sound,
right?
You mentioned at least two different
weapons and another thing you
recorded in the Foley Studio,
so a lot of work just going into one
weapon sound. Oh yeah, for sure.
I mean,
I know how much people love the
battle rifle and so you know it's
not more important to me than just
try to do that justice for everyone.
Well, I'm sure people appreciate it.
We saw nothing but praise for
it online after we put it in the
latest Inside Infinite Blog.
So it's good to see people love it.
Yeah, I'm glad to hear that.
Alright, thank you so much for all of
your answers today gentlemen.
Appreciate you taking time out of
your day to answer these community
questions that we got from Twitter.
Before we go.
Do you have any closing words that
you'd like to tell our community
before they go hands on this fall?
Yeah, thanks John.
It's such an honor to be able
to answer these questions and.
Part of what makes my job so great is
knowing that there's an awesome community
out there who is just as passionate
as I am about the audio in this game,
and so I can't wait to play the game
later this year with everybody and hear
what people think about the audio.
I just want to say thank you for giving
me the opportunity to speak with you guys.
It's always a pleasure and you know,
I'm just really excited for you guys
to get your hands on this in the fall
and experience all the hard work that
we've been putting into this over the years.
And I just also just really
want to thank my team.
I mean, this has been such a
huge collaborative process.
You know,
I'd probably say you know we have
people from all areas of the globe
working on this and it's just
been such a pleasure to work with
such a passionate group.
People that literally all we want
to do is just make the best Halo
experience possible for you guys.
Yeah, just thank you so much.
We're here doing this for you.
And honestly,
I've been waiting for you to get
this game in your hands and play it.
We're going to have a pretty big
soundtrack release along with the game.
And I just want it to be out there
as much as you,
and I'm just looking forward to that
day so that wraps up today's S 343
with the audio team here at the studio.
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You guys went supersonic in the Foley room.
Yeah, it's really interesting.
I mean,
it's like it's supersonic,
but it's like it's such a low energy.
I mean,
you could literally set it off right
next to you and you feel nothing really,
yeah.