Takahiro Izutani

Blog

Dugoのニューシングル"Embrace"がリリースされました。

約一年ぶりにDugoの新曲「Embrace」をリリースしました。歳を重ねるごとに自分の中の悪い完璧主義が強まっており、一曲を完成まで持っていけるスピードが落ちています(実は制作途中の膨大なストックがあります)もともとDugoはアコースティックギターのリフとブレイクビーツ、エレクトロニックなサウンドを融合させた音楽スタイルをコンセプトとして始めたプロジェクトですが、そういったことにばかりこだわっているとなかなか面白いものが生まれず、今後はもっと色々な形で自分の頭の中に浮かんだ音のスケッチのようなものを発信できるようにしていこうと考えています。

トレーラーのビデオに写っている自分は、昨年夏、日本最北端の島、利尻島の標高1700メートルの利尻山に登ったときの映像です。この時も新しい音楽のアイデアがなかなか浮かばず、ふと思い立って10日ほど、利尻島と礼文島にフィールドレコーディングの旅に出かけたときに録画した映像です。登り6時間、下り5時間の合計11時間に及ぶ登山時の記憶やイメージ、また実際に録音したフィールドレコーディングのサウンドも楽曲に含めながら、ようやく今の時期になって結実したという感じです。

以前のDugoに比べるとエレクトロニックなサウンドの比率が増え、また曲調もかなり明るくポジティブな感じになりました。こんな感じで自分が経験したことに対するその時々の記憶を楽曲にまとめていくのが楽しくなってきました。皆さんにも同様に楽しんでいただけたら幸いです。

P.S.
今回のブログの文章は全てiPhoneの音声入力で書き、ChatGPTで校正して作りました。作成時間数分ほど。今後の文章作成は全部これでいけそうです。

ホラーサウンド制作用の特殊楽器(Apprehension Engine)を導入しました。

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現在取り組んでいるプロジェクトでのサウンドメイキングのためにApprehension Engineと呼ばれる完全ハンドメイドのホラーサウンド生成楽器を導入しました。この楽器については昨年のGDCに参加した際にCalisto Protocolというホラーゲームの音楽制作で知られるコンポーザーチーム、Finishing Move Inc.のBrian Lee White氏にインタビューを行った際のブログに詳しく書きました。以来入手する機会をうかがってきており、今回ついに入手することができました。

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元々この楽器は映画「Cube」の音楽を担当したカナダの作曲家Mark Korven氏が考案したものですが、自分はネットを介してポーランドのビルダーと交渉して購入しました。中にはスプリングリヴァーブ、4個のピエゾピックアップと2台のプリアンプ、そしてギターにもピックアップがあり、このマシンから出せる全ての音はノイズレスのスーパークリーンな状態でアウトプットできます。また追加のピエゾを入力できるインプットも2箇所設置されています。演奏はヤスリで削ったスーパーボール、バイオリンの弓、E-Bow、音叉、スライドバーなどなど工夫次第で驚くほど多様なサウンドが作れます。現在、独自のサウンドを作り出すために積極的に実験を行っています。



まだまだ練習中ですが動画を撮ってみました。

サンレコフェス2023

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サウンド&レコーディング・マガジン主催のサンレコフェス2023に行ってきました。今回の注目イベントはSonyが開発した360 Virtual Mixing Environment(360VME)を直に体験できる特設ルームで、これは複数のスピーカーで構成された立体音響スタジオの音場を、独自の測定技術によりヘッドホンで正確に再現する技術です。一度スタジオで測定すると、立体音響制作に最適な環境をヘッドホンと360VMEソフトウェアでどこへでも持ち運ぶことが可能になるとのことです。

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早速受付をすませ、特設ルームで説明を受けながら測定をしていきます。ワイヤーが渦巻き上になった形状の小型マイクを耳に仕込み、まずはその状態で各スピーカーから個別にピンクノイズとスウィープ音を出して、その聞こえ方を測定していきます。そして次に今度がその上からヘッドフォンSONY MDR-MV1を装着して同様に測定します。各スピーカーからの再生は一回だけで、測定にかかった時間は装着まで入れても5分程度でした。

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そして今度はリファレンス用の音楽をスピーカーとヘッドフォンの両方から再生していきその違いを比べるのですが、正直自分の聴覚が麻痺してしまったのかと思うくらいに違いがわからなかったです。最初にヘッドフォンをした状態で音楽を再生された時のなんとも言えない違和感、ヘッドフォンで聴いているのに完全にサラウンドで広い空間で聴いているかの様な錯覚は衝撃的でした。MDR-MV1が開放型のヘッドフォンというのもこの感覚を作るのにかなり大きく貢献していると思います。このあとMDR-MV1を普通の再生環境で視聴することもできたのですが、非常にバランスの良い、色付けのないヘッドフォンでした。悪く言ってしまうと特徴がないということになってしまうんですが、立体音響でのリスニングを前提とした製品ということでしょうね。

そのあとは「IK Multimedia × UNIVERSAL AUDIOで組む"手が届く"イマーシブ環境」というセミナーに参加しました。こちらはIK MultimediモニタースピーカーiLoud MTMを11本セットにしたImmersive Bundleと、イマーシブ用のモニターコントロール機能をアップデートで追加したUniversal Audio Apollo x16を併せて構築した環境で体験リスニングができ、またエンジニアのニラジ・カジャンチ氏によるお話も聞くことができました。ニラジさんのお話はレクチャーと言うより「いかにAtmosにハマっていったか」の雑談でメチャメチャおもしろく、あっという間に30分以上が過ぎてしまいました。自分が特に気になったポイントは

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・5.1に見向きもしなかったUSのエンジニア達が、最近は会う度にスピーカーの数を増やしている
・Atmosミックスの正式に依頼をされるようになるまでUSのエンジニアは5年間無償でAtmosミックスをクライアントにサプライズで聞かせ続けてきた。
・Atmosミックスされた作品を分析しまくる際に最重要なのは各スピーカーを個別にミュートできること。
・今はちょっと聞くだけでAtmos作品がヘッドフォンミックス、スピーカーミックスどちらなのか識別できるようになった。
・USではエンジニアが通常のステレオミックスに加えてAtmosミックスをあわせて納品するのがデフォルト化している。

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などなど、他にも興味深いお話がたくさんありました。セミナーのあとニラジさんと直接少しだけ歓談させていただき、その際にソニーの360VMEについてどう思われているかをお聞きしたのですが、ニラジさんにとってはイマーシブ環境はAtmos一択で、なぜならこの趨勢はかつてのビデオカセットのプラットフォーム競争の様なもので、現在音楽シーンに限って言えばDolby Atmos+Apple MusicでAtmosミックスがこれほどまでに手軽に楽しめる状況は圧倒的に強力だからだとのことでした。ニラジさんはすでに242曲ものAtmosミックスを手掛けているそうですが、かつての5.1サラウンドでは担当された曲は一曲だけしかないとのことです。お金をかけてわざわざ5.1のリスニング環境を作らないと楽しめない状況には未来はないと思ったんだそうです。






追悼:坂本龍一氏の楽曲を振り返ってみました。

教授がお隠れになったとのことですので、あらためて自分にとって重要な意味を持っていた教授の曲を振り返ってみました。

Happy End (Orchestral version)


これは中学生の時発売日に学校をサボってまでレコード店の開店時間にあわせて買いに行った"BGM"に収録されていたバージョンを聴いたのが最初でした。BGMはYMOがバカ売れして以降初のフルオリジナル・アルバムで奇妙なテレビCMもバンバン流されていて、誰もがソリッド・ステイト・サヴァイヴァーを超えるインテリかつヤンキーにもわかるポップなテクノミュージックを期待されている中リリースされた激コアなインダストリアルテクノのアルバムでした。この曲はその中でもひときわ異様なトラックで最初から最後までフランジャーがかかっていてなんだかわからず、聞きながらポカーンとしつつガッカリを通り越して怒りすら湧いたのを思い出します。実はこのバージョンは教授が中二病を発症して細野さんへのあてつけでそもそも素晴らしかった楽曲をグチャグチャにしたものでした。後に様々なアレンジで再発されたりライブで披露されましたが、自分はこのオーケストラバージョンを聴いて初めてこの曲の全貌を知り、救われたと同時に「今さら!」という感情を抑えきれなかったといういわくつきの曲です。

20210310 (from "12")


教授のラストアルバムより。日記のごとく思いつくままに晩年の記録として制作されたそうですが、どの曲もシンプルなサウンドとアレンジながら丁寧に創られていることが一聴してわかります。なかでもこのアルバム一曲目はアンビエント・ミュージックとしてのひとつの完成形、到達点とすら思えるもので、シンプルなストーリー性にも関わらず何度聴いても発見があります。

The Revenant Main Theme (from "The Revenant OST")

シェルタリング・スカイ系の教授の映画音楽の発展型ですが、The Revenantのサントラはどの曲も実に教授らしく、それでいて奇をてらうことなく作品性とクォリティを一段上に押し上げた様な出来になっています。個人的にはミックスの方向性がもっとワイドな定位で仕上がっていたらもっと聞き込みたいと思える作品でした。

Technopolis (from "Solid State Survivor")


自分はYMOといったらテクノポリス、YMOの教授といったらテクノポリスというくらいこの曲の持つレトロフューチャー的な世界観が大好きなのですが、実は教授本人は売れる曲を作るために筒美京平の曲を研究してピンクレディーのウォンテッドのカウンターとして作ったとのことです。よく比べて聴いてみると確かに曲展開やベースラインなど共通する部分が多々あります。手弾きのアルペジオフレーズとブレイクで解決するところのコード進行のかっこよさは教授が天才であることを確信させてくれます。

Difference (from "B2-Unit")

デニス・ボーヴェルによるミックスやXTCのアンディ・パートリッジが参加したということで有名なアルバムの一曲目です。リアルタイムで聴いた時はなんともつまらんトラックだなと全く興味がわかなかったのですが、後にXTCを知り「Go 2」を聴いてこのアルバムのコンセプトを理解したり、またさらにその後に90年代にテクノが再ブームになった時にリズムとミックスの観点から再評価するきっかけになったりと、シンプルなサウンドながら奥の深い音楽性でした。ちなみにこの曲のドラムは教授本人が叩いているとか。BGMのCueでも教授は自分でドラムを叩いてライブでも披露していましたが、この曲を叩いてる教授の姿を見てみたかったですね。

GDC 2023 - Sound Production for "The Callisto Protocol"

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GDC 2023 - Sound production for "The Callisto Protocol"
 Interview with Brian Lee White (Finishing Move Inc.) @ 3/23 Moscone West 3F

The Callisto Protocol is a horror game developed by US-based Striking Distance. At the GDC 2023 awards ceremony for sound-related categories, G.A.N.G Award, the game was nominated in several categories and won Best New Original IP Audio. While there was no audio-related session for the game at this year's GDC, I had the opportunity to interview Brian Lee White, the founder who was present at the event, as I have had some interaction with the composer team Finishing Move since 2019.

Q: First, I'd like to ask about the basic sound concept of The Callisto Protocol. I think there is a deep connection between the sound concept and the image or visual impact of the title and story, but how did you construct it?

BW: One of the big elements we drew inspiration from was the idea of "infection" or "disease". In the game, people are tested with some kind of mysterious "Goo Injection" and become infected with a zombie-like disease, leading to a chaotic situation. Initially, Glen (Glen A. Schofield, Director, CEO) wanted to create a very organic orchestral sound, but at the same time, it had to be a "super scary sound". So, we started to think about how much we could bend, break, twist, and distort the original sound source to the point where it couldn't be recognized. We tried the idea of gradually developing "infected organic sounds" into rough and dissonant ones.

Q: The Apprehension Engine, which was introduced in a video on YouTube and is used to create sound effects that stimulate fear, was very unique and interesting.

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Making of - The Callisto Protocol [Behind the Scenes]

BW: Well, yes, but I wanted another one of those special sounds that could be a big feature apart from the Apprehension Engine, so I used a lot of magic to create them. I can make a lot of different sounds with what's inside that box, and the sounds that come out are different every time. However, they're not actually ready to be used as materials. Even if I stand next to it and play it, it just sounds like I'm hitting things in a tool shed, so I have to process them. Actually, I got a lot of sources from there and processed them a lot.

BW: In the end, we created a lot of one-shots and sound kits and used them to create a world of sound. We also produced a lot of music cues, which amounted to about four hours, but we also provided a lot of small one-shots for jump scares and such. Every time I played the Apprehension Engine, I tried it in a different way. It's fun to figure out how to play it by actually playing it. No one knows how to play it, so you don't know until you actually pick it up and try it. You have to handle it experimentally. We also made some other instruments. One of them is the Daxophone.

Q: What is that instrument?

BW: Hmm, it's hard to explain. It's a small wooden one, let me show you a picture.

BW: This is a rather unusual instrument, you play it with a bow and it's quite difficult to play, especially if you want to get consistent pitches out of it. Depending on where you play the bow and how you move it, the pitch changes and it sounds like a monkey's voice or sometimes even a human voice. It's a very interesting instrument, however, it required a lot of post processing to make something useful for a horror context.


Q: Is this a traditional instrument or something you made yourself?

BW: These are actually existing instruments made by instrument makers. You can also call them experimental instruments. I don't really want to do it myself, haha.

Q: Can I take a picture of that screen?

BW: Sure.

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Q: Thank you very much.

BW: We also made sculptures of metal wings. We cut out large metal plates at a metal workshop and inserted different lengths of wire into them, which could produce different pitches when played with a bow. And when closed, it produced a very metallic sound. We were inspired by the way Hans Zimmer created some instruments using metal spheres in "Man of Steel". We thought, "Oh, this is really cool," and decided to do the same thing. We found a shop that worked with metal and had them make it for us.


Sculptural Percussion by Chas Smith

BW: So we sampled multiple times, and we brought in a double bass player from Germany who was very experimental in terms of extended techniques, microphone placement, instrument setups, and very experienced. We basically gave him a list of articulations, one-shots, bends, etc., that we wanted him to play and gave him the freedom to interpret them. That's because much of the music in this piece is kind of alien-like that we couldn't notate effectively. We're not great at orchestrating aleatoric music on paper, so it was more like, "Try bending it this way, this is the reference audio."

Q: So, did you also have a score to explain "How to Play" to the double bass player?

BW: Yes, we gave a lot of specific examples of the audio we were looking for. We also provided a lot of texts, like John Cage's writings, that were kind of like explanations of how to play. And during the pandemic, he recorded his playing remotely and sent it back to us. When you put it under the MIDI virtual orchestra, the double bass breathes, and the bow makes really good sound, so it feels like it's alive. There are also textural elements.

Q: And sometimes, unexpected sounds can happen, like mistakes or something?

BW: Exactly! Another big event was that we were initially supposed to record in Vienna, but due to the pandemic and the game's schedule, plans changed and it was canceled.

Q: So, something that could have had an impact on the whole music production was canceled?

BW: Yes.

Q: It's strange to say, but thanks to that, were you able to conduct various experiments in your own studio?

BW: Yes, that's exactly what we did. There were four of us working on the finishing process. We were all in our own studios a lot, and we asked people who could work remotely to do experimental sessions for us. We gathered everything we could play with different instruments such as cello and double bass, and selected only those that might be used. In other words...

Q: Um, wait a minute. You said there were four people, but isn't Finishing Move a duo? But in a video on YouTube, I saw three people on stage with the Apprehension Engine. How many members are in the team actually?

BW: Brian Trifon and I are the team founders. And two team members, J and Alex, who are assistants, are also composing with us full-time.

Q: That's a powerful team, isn't it?

BW: Yes, and also, the so-called standard Apprehension Engine was invented by composer Mark Korven (known for composing the music for the movie Cube). He's known as a horror movie composer (most recently for Netflix's The Witch) and he invented this instrument, came up with the concept and had a luthier (stringed instrument maker) in Canada build it. We commissioned the same luthier for our version, but ours was very expensive and cost around $10,000. It took about 6-8 months to complete, I think. The project team really wanted to do this and was very open to doing strange and experimental things.

Q: In the video of the Apprehension Engine uploaded on YouTube, there is another interesting thing, the reverb sound is distinctive and sounds great. Did you add any plugin reverb or something like that?

BW: Are you talking about the footage of us playing?

Q: Yes.

BW: I don't know exactly how the people who uploaded it to YouTube edited it or what they did, but originally it was from a data patch programmed into a pedal reverb. That particular reverb, what was it called again...?

Q: What was the color and shape like?

BW: It's a dual reverb, which means you can layer two of them together. So you can go from a Hall to a Shimmer, create crazy pitches, or shift the line to something else using pitch shift. When I get home, I'll message you the exact panel. Basically, it's a combination of several signals. (A later message from him said it was a Ventris Reverb from Source Audio.) I'm not really fond of the sound of spring reverb. I prefer the type of sound that has a more complex resonance, so I don't use spring reverb that is immediately recognizable as such.

BW: Much of our sound is heavily processed with things like reverb, distortion, delay, EQ, and so on. It's not necessarily something that's incredibly interesting or ear-piercing, and in fact, even the louder sounds aren't that big. The apprehension engine uses a piezo pickup and we connect that through guitar pedals to create more interesting sounds. That's what we usually do. Alternatively, we also record the Apprehension Engine with a microphone and process them using a lot of plugins on the computer.

Q: I see, that's very interesting. It seems like a tremendous amount of terrifying sounds were created that way, but they are basically sound effects, right? However, in The Callisto Protocol, it seems like music also functions to achieve a similar texture and effect as those sound effects. How does the team differentiate between the two?

BW: Actually, Glenn, who is the studio head, didn't want us to make a distinction between "is this music or sound design?" It was more like giving us the freedom to "design non-musical music." It's music that doesn't sound like music and pushes the boundaries of "is this music?" Apart from cutscenes, there isn't much consonant harmony material. So it's about what sound design is and what we really wanted to do in music. For example, when you're experiencing some unusual exploration, you might hear something around the corner. At that moment, we wanted to create a feeling of uncertainty, like "Huh? Is that creature-like sound coming from behind or around the corner a part of the sound of the space I'm in, or is it music?"

BW: The impact and emotions that it gives to the player, regardless of whether the sound is music or sound effect, is very important. What Glenn has always been saying is that when a cue is made, "No, this sounds too much like music." So his feedback was not like what composers usually receive, such as "This sound has too many notes." It was very experimental. In horror, people are looking for those otherworldly things. In music, horror is one of the few genres where sound design can push its limits.

BW: So, in this game, you won't be able to distinguish between music and sound effects. It's like this - you're living in a world where you're just feeling scared. The protagonist isn't a superhero. They don't have any superpowers. They're just someone who's in really bad circumstances. And they're just trying to survive. Trying to prove that they exist. They've been put in prison. They're thinking, "How did I end up like this?" Suddenly, they're in this situation and they're feeling anxious and desperate. We want to make the players feel suffocated and anxious. This game isn't a fun "Campy Horror" game, so be aware.

Q: So, how much time did it actually take for the real-life performance and editing? And I assume you had to try and learn a lot to create good sound using this complex Apprehension engine, so it must have taken a considerable amount of time, right?

BW: This is something we do for all projects, but we like to do the toolkit work upfront. That means we imagine what projects we'll be working on in the future. We create custom sound libraries, custom instrument libraries, like Kontakt instruments or UVI Falcon instruments, and make a lot of fully designed sources that we can quickly pull out when making cues. So, it's like concept art where we do a lot of work upfront and get ideas. We don't know exactly how we'll use it, but we prepare for a custom music sound library for the project. So instead of pulling from existing commercial libraries, we made custom sounds for the IP (Intellectual Property) ourselves. It's common in games, and we always do it, but sometimes something goes online very late, and we need to finish it quickly. Especially for cinematic ones. So, we do a lot of R&D (Research and Development) and make a lot of content and materials to work with, so we can combine them and work more quickly. It's like doing prep work for cooking at the beginning of the week, so you can just cook the food with fire for the rest of the week, right? That's how it is.

Q: I see. If The Callisto Protocol were a dish, it would be very difficult to choose the ingredients. It seems like it could result in a somewhat grotesque dish. (laughs)

BW: Hahaha! Yeah, that's right. Anyway, I've spent a lot of time just experimenting. Takahiro, you've probably done a tremendous amount of sound experiments too, right? Some of them you just have to throw away because they're terrible. That's why you need time to play. Not all sounds you come up with on a whim will sound cool, and not all sounds from an instrument you don't know how to play will sound cool either. So, you just have to play around, record a lot, process it, and you need to give and take even more. For example, let's say you just sit down and write an orchestral piece. This is the template and this is the melody. You already know that, right? Well, what if you do this? What if you try that? Oh, but what if you process it this way? Oh, this is really cool, and that's how you come up with experimental and wild sounds. You might even forget what you were originally thinking and just want to do cool things.

Q: I see, it's a really passionate story. By the way, I think there was experimental electronic music in your early career background, does that lead to that challenging attitude?

Q: Trifonic (a separate project from Finishing Move that releases original electronic music) - you know about them, right? They are deeply influenced by sound design, custom-made sound tweaking through sampling, and other sound design techniques. We are not classically trained musicians, so our values and spirit are more like those of electronic musicians who can pull from various sources instead of saying, "this is the orchestra, and this is our instrument."

Q: I see. Even guitarists these days experiment with plugins or other methods to create memorable sounds. Can you tell me about the interactive music in The Callisto Protocol?

BW: We tried various approaches for that as well. Interestingly, what we thought would work well ended up changing as we played and experienced the game. One of the concepts for combat was to use very heavy sounds like blocks or percussion. We made some mockups, and they were cool and well-received. Then, sound design was added, including bones, blood, and crushing, and five enemies attacked simultaneously. The cues, which were initially heavy, became too heavy because too much was happening. So we temporarily put the intense combat on hold.

BW: Then we came up with a system based on very introspective drone sounds. We incorporated a few elements with high tension and gradually increased the sense of tension. We also avoided too many overly floaty and passive sound effects that would fill up the entire soundscape, so it wouldn't become overwhelming. We wanted to express fear and give the audience a strong sense of unease. We used a lot of Shepard Tone, which is a sound technique that creates the illusion of constantly rising sound.

Q: Did you use Shepard Tone subliminally?

BW: Yes, that's right. We created the sounds using very slow movements at a very small level. We made a lot of custom chapters for Shepard Tone. We created a script in UVI Falcon that would essentially make any material sound like a Shepard Tone. We then modified the script to make it more realistic.

Q: So, did you create the samples from scratch to load them for Shepard Tone, using UVI Falcon?

A: Yes, that's right. We used a variety of materials as samples, not just high-pitched strings with high tension. We captured the samples and loaded them into Falcon to create Shepard Tone from there.

Q: That's really interesting! It reminds me of using granular synthesis with Omnisphere to do similar things.

A: I've tried various things with granular synthesis too. It's really interesting.

Q: Moving on to the next question, the sound that impressed me the most in The Callisto Protocol was actually the soundtrack. It's very different from typical movie sounds or other soundtracks that mimic electronic music. It features deep, complex reverbs and sounds that sometimes cross from left to right, as well as impactful hits and piercing stingers that are so great that I've never heard them before. How were these sounds created? Are they different from the sounds in the game, or were they made using the sounds in the game?

BW: Actually, almost all of it is made up of in-game materials, but we arranged it quite skillfully. In other words, you could say that we re-recorded almost everything. I wrote four hours of music for the game, but I couldn't include it all in the soundtrack. A soundtrack that's too long isn't desirable, and I felt that way myself. I wanted to provide a concise experience that wouldn't become monotonous. We didn't need a soundtrack that lasted six minutes with drone music. So we arranged it linearly, just like the in-game experience, and compiled it into a best-of the in-game music. We wanted listeners to feel like they were progressing through the game, and above all, we didn't want to bore them. We focused on the sonic elements of cinematic moments, tension, fear, and anxiety, and created an 80-minute experience from a 10-hour game. In other words, we edited and reconstructed the music. We composed 24 tracks from hundreds of music materials, but each track is sometimes composed of four to five, or even six, different cues from the game. We also wrote transitions to connect them. Instead of including all the tracks from the game in the soundtrack, we selected the tracks that we liked and were suitable for the showcase, and constructed them to provide a tighter experience. The soundtrack is our perfect opportunity to express ourselves with music.

Q: Was the orchestral sound recorded live, or was a library used?

BW: It's a combination of solo performances that we played ourselves or had others play, and Kontakt. We didn't have 80 people in the room. Unfortunately, due to pandemic-related cancellations, we couldn't have the full orchestral recording session we wanted. So for the larger ensembles, we used Kontakt in addition to individual instrument performances. And we thought of ways to combine the terrifying Apprehension Engine sound with the orchestra using some hooks. I don't think it would be possible to do that with live performance. Because we're reconstructing many cues for the soundtrack, it's almost impossible to record them while trying out combinations by researching the asset history. And it was much more reasonable to have a lot of control at our fingertips. I've done recordings with large orchestras before, but there were so many unpredictable elements.

Q: Who was responsible for the mixing itself?

BW: We always deliver a fully mixed product in our projects, I have a background as a professional mix engineer, so I handle that for the team. For The Callisto Protocol, we provided quad assets and I was responsible for some of the early implementation work in Wwise and Unreal, however, due to the scheduling, I had to step back from implementation and pass that off to Striking Distance Studios. Generally speaking, we handle implementation around 25% of the time (using Wwise and Unreal) and the remaining 75% of projects we send completed mix assets or stems to the game studio to do the implementation.

Thank you Brian!
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