Immersive Sounds of Azeroth

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Topic/Postby Haggle » 03 Nov 2018, 19:00

Immersive Sounds of Azeroth

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Immersive Sounds of Azeroth Panel

  • The panel started out with David Arkenstone and a band playing Kul Tiran music.
  • Music often provides emotional guideposts in a story and can act as an anchor in a story arc.
  • David Rovin took over as sound supervisor for WoW a year ago. He says WoW has been a legend in the industry for some time.
  • Sound design should:

    • Make the player feel awesome by having their sounds be the loudest.
    • Help the player play the game by having audio cues such as aggro sounds.
    • Be immersive.
  • Audio on screen that is not directly in front of you is lowered to help you focus on what is right there in front of you.
  • Drustvar is a good example of sound design as work in game.
  • David Rovin leads a team of 6 sound designers for WoW.
  • Building an Ambience in 2004

    • Avoid sounds that create a noticeable loop.
    • Minimize disc space through sharing.
  • WoW Ambience Today

    • Simplified base layer.
    • Variation through one-shot randomization.
    • Content specific sounds.
    • More personality.
  • Drustvar purposely has some spooky sounds that are tied to the effigies in the trees.
  • Every creature has an aggro sound, attack sounds, and a death sound.
  • The team also adds creature ambient sounds to make them more alive.

    • Idle vocalizations
    • Iconic performance
    • Distant flavor kits
    • Weighs as much as a duck
  • Drustvar witch drust magic purposely has its own sound effects that differ from player magic sounds.
  • Certain areas in Drustvar purposely have different sounds, most of which are even creepier than the rest of the zone, such as the graveyard and throughout the Crimson Forest.
  • Music has a similar role as sound design in setting up a narrative or tone of a zone.
  • Abby Lewis Inspired Music of Drustvar.

    • Child-like and mysterious.
    • Classic horror, not jump scare.
    • A sense of history, twisted fairy tale.
    • Starting point, leaving room to develop.
  • Fallhaven - Tension Builder

    • Darker as you start to encounter bad things.
    • Drawing on orchestra techniques to sell tension.
  • Glenbrook Wood

    • Strong melody introduced early.
    • Reinforced though question experience leading to dungeon capper and central piece of the zone, Waycrest Manor.
  • Waycrest Manor

    • The pipe organ was used outside Waycrest Manor and the music becomes more muted.
    • Inside, the music is stronger.
    • Waycrest Manor was the most intense sound design that the team has ever created in WoW.
    • The organ becomes a character in itself.
    • It was interesting creating sound for a boss that had an actual organ involved in the fight.
    • When you kill a witch in the dungeon, you can actually hear the music play a cord that sounds as if Lady Waycrest is slamming her hands on the keys in anger.
    • Encounter logic for creature spawning is utilized in changing the music as well.
    • Dynamic Boss Encounter

      • Paying It All Off

        • Music changes by phase
        • Organ based spells
        • Final visit to musical themes
        • When Lady Waycrest joins the fight, the emitters turn off and the dungeon music raises. When she dies, the music ends for the dungeon.
    • Diegetic Audio

      • From "wallpaper music" to emanating in the world.
      • Responsive to players' actions.
    • "Lady Waycrest has offered tribute and is waiting for you to find a little musical surprise." Possible hint at secret in game?
    • There are some immersive sound changes coming to when you are mounted.




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Haggle
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