Assassins Creed Valhalla sound Asbjoern Andersen


Ubisoft's Assassin's Creed Valhalla is one of the highest-rated games this season and one of the fastest-selling AC games — for consoles and PCs — in franchise history. Here, BAFTA-award winning Danish composer Jesper Kyd talks about finding the Viking voice of this score using traditional instruments, analog synthesizers, and even singing parts himself!
Interview by Jennifer Walden, photos courtesy of Ubisoft
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Ubisoft’s Assassin’s Creed Valhalla has hit a high note with fans. The Viking-themed RGP is an open-world game, so players are free to explore the environments, the settlements, and make mischief (without resulting to violence, if you choose). In addition to completing main missions and side-missions, players can engage in other activities like drinking contests, dice games, flyting (contest in which insults are exchanged in verse), hunting, fishing, and more.

A Viking-themed game deserves a bold Viking-esk score, and BAFTA-award winning Danish composer Jesper Kyd dug deep into his vocal range to produce the low, throaty singing associated with Nordic folk music. He expanded his musical repertoire to include traditional instruments like the Tagelharpa, Crwth, Rebec, and Morin khuur — which he performs himself in the final tracks.

Kyd collaborated with American composer, producer, and multi-instrumentalist Sarah Schachner (who is no stranger to Assassin’s Creed scores having done several herself: Assassin’s Creed Origins , Unity, and Black Flag) on the main title theme for Valhalla. And they both composed separate exploration music cues for specific areas in-game, cues for stealth and attack, and so on.

Here, Kyd talks about finding the sound of this score, selecting traditional instruments, and how he composed several tracks, like “Out of the North,” “Kingdom of Wessex,” and “Leofirth’s Honor.” Plus, he discusses his choice of analog synthesizers, performing vocals parts, and more!

 



Assassin's Creed Valhalla: Launch Trailer | Ubisoft [NA]


Assassin’s Creed Valhalla: Launch Trailer | Ubisoft [NA]

You’ve composed several Assassin’s Creed scores — for the original game in 2007, AC II, Brotherhood, Revelations… how does your experience on Valhalla compare to those?

Jesper Kyd (JK): The original Assassin’s Creed was very different. Obviously, being the first Assassin’s Creed game, we worked more on defining what the game sound should be. That was a lot of the focus. That’s where the idea was born of mixing the Animus with acoustic performances in ways that it kind of filters the sound.

And so, just to explain the Animus, it is this device that can tap into your genes and your DNA where you have stored memories from your forefathers. It can sequence those memories and then you get to play those memories as you play through the game. We worked very much on coming up with what that should sound like. It shouldn’t just sound like something that is a more straightforward or traditional score. There are all kinds of things we were doing, filtering the sound and editing and experimenting with the instruments.
Composer Jesper Kyd
So Valhalla was very different from the first Assassin’s Creed, AC II, and Brotherhood. The setting being in the Italian Renaissance, there was a lot there that had to be thought through. We had to establish how to create a modern version of that kind of music.

This time we were exploring these big environments. So that definitely influenced the sound of that score.

In comparison with Valhalla, I think one of the big things I took away from it is how big the game is. It is just vast. And it has a lot of open spaces, forests, fields, mountains and many beautiful vistas. Whereas the other titles I worked on — apart from the first Assassin’s Creed, which also had a lot of open landscapes — most of the games I worked on took place in cities. So there was more platforming around buildings.

Hear the Assassin’s Creed Valhalla score here:


This time we were exploring these big environments. So that definitely influenced the sound of that score.
It’s the fifth time I’ve worked with Ubisoft Montreal. I know those people pretty well, and they’re always a pleasure to work with. And I feel they are some of the best at what they do.

And, of course, working with a co-composer Sarah Schachner and songwriter Einar Selvik made it different as well.

 

ACValhalla_sound-11

Apart from the obvious Viking theme, what are other key visual elements that influenced your approach to the score? You just mentioned being in nature and being outside of the city. Could you elaborate on that?

JK: Yeah. The environment very much influenced the score and one of the first things that Ubisoft told me was how important the environment is in the game. All you have to do is look at the game and you can just tell that a lot of work went into this. So obviously they were looking for something authentic to match that environment.

The environments took center stage and the storyline came in after we started working.

So that also made it different because with games like Assassin’s Creed 2, of course, the Renaissance was important, but the storyline was very important as well in Assassin’s Creed Valhalla. The environments took center stage and the storyline came in after we started working. First, we needed to get the sound of what these environments were going to sound like before we could start adding the story. There was a lot of work put into how this should actually sound.

A lot of Viking music tends to be dark and have these dark pulses going through it. That’s how I thought of Viking music. So the first music cue I sent was way too dark. And not that there’s no dark music in the game, but we really wanted to start with what the environment sounded like — not when you are engaged in combat or when you are engaged in a mission, but what it just sounds like when you’re exploring these environments without being in danger. I made them more ethereal and more uplifting.

That was interesting to find a Viking sound that has that kind of sound to it. That’s a lot of what I worked on.

 

ACValhalla_sound-14

Let’s talk about your collaboration with Ubisoft Montreal’s audio director Aldo Sampaio and music supervisor Simon Landry. What were their goals for the score and how it related to the sound of the game overall?

JK: Authenticity was definitely number one. I was told early on that we’re not looking for an orchestral soundtrack. The environment needs to really influence the actual sound, not just the melodies but the very DNA of the music.

I realized pretty early on that I was going to have to acquire a lot of ancient instruments, such as Tagelharpa. I got a Tagelharpa Cello, which is a really big version of the Tagelharpa. Other instruments were more inspired by Celtic music, like the Crwth and the Rebec. I use a Morin khuur, which is a Mongolian cello, as well as a regular cello, metal drums, all kinds of things in there.

I realized pretty early on that I was going to have to acquire a lot of ancient instruments, such as Tagelharpa.

Not all of these instruments were around at the time… some of them were not, but that’s okay as long as when I play them, they feel like they fit the world. That is the most important thing.

And so, I got these instruments and I needed to figure out how to compose for them because I don’t know these instruments. So I started playing them and after playing them a lot, I figured, I’m just going to perform them myself because this is just so much fun. And so I was introduced to a world of string instruments and suddenly found myself playing all these instruments and spending all this time performing and tuning and having bleeding fingers and all these things were quite new to me.

I had performed some instruments in the past but on this one I pretty much perform everything myself, except maybe a couple of tracks that had an acoustic guitar in it for a “Kingdom of Wessex.” I had a good friend of mine perform that guitar. So that was pretty much the beginning of the project, realizing I’m not going to be able to achieve the vision I have if I don’t play these instruments myself.

 

It’s such an interesting palette of instruments that you found. How did you learn to play them? Did you find someone to teach you? Or, did you watch some YouTube videos? Did you learn to play them properly or just feel your way around them?

JK: Yes to the last one; no to all the other ones.

I didn’t want to learn how to play them properly…I want the performance to be rugged, to be rough around the edges…

So I didn’t want to learn how to play them properly. I wanted it to be a more spontaneous thing — the thought being that I want the performance to be rugged, to be rough around the edges, to have some kind of Viking playing them. Not to say that people back then couldn’t be great performers on whatever instruments were around. I felt it was important to get more of an organic performance.

But sometimes I do need a beautiful performance and so that’s when I rely on the soloists I work with. But for the majority of this, I felt like a more organic, rugged performance was the way to go.

So I just played them — taught myself, I guess — and just played and played and played until I felt like I was starting to get a good handle on it.

 

ACValhalla_sound-5

What about percussion? What did you choose for percussion for these tracks?

JK: There’s a lot of different percussion instruments, the frame drum being one of the key percussion instruments I used in all kinds of different sizes.

I used some unusual percussion instruments, like the spring drum. And I also used some Indian percussion.
I worked with two different percussionists and then I also did a lot of it myself. So between the three of us, we really worked on coming up with something gritty. That also means that percussion was run through different filters to really gritty things up.

 

Did you record the drums and then play them back as samples or was it all live performances?

JK: It’s all live, yeah.


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ACValhalla_sound-8

Let’s talk about some of those synthetic, virtual, and electronic instruments you chose to complement the traditional instruments that you have in the track. For instance, there’s this synthy element in “Leofirth’s Honor.” It just adds this cool, tense texture to the already dark track. So how did you go about finding really good synth sounds to complement the natural sounds of the traditional instruments?

JK: I have a fairly large collection of analog synthesizes from the 1970s and ’80s.
I’m a big fan of vintage synthesizers and the aesthetic they bring, and the palette they bring to the table. I feel back then, with Yamaha, and Roland, Korg — these companies, also American companies like Oberheim and Sequential Circuits and Moog — there was a search for creating the ultimate-sounding electronic instruments back in the ’70s, for sure. Yamaha created the ultimate performance instrument called the CS80, which you would recognize from all of Vangelis’s music — scores like Blade Runner and Chariots of Fire. It’s that lead Instrument in those soundtracks. So I have a CS80. It’s a monster. It’s like a 250-pound keyboard that I used quite a bit.

These are very much live performances. These instruments don’t have MIDI.

For the performance you specifically mentioned, that is a Prophet 10 from 1979, which is two Prophet 5s put into a box. So it’s also huge. And I have a lot of other analog instruments I used on that score.

So these are very much live performances. These instruments don’t have MIDI. Some of them have CV/gate so you can add a device and you can gate things up so you can play MIDI. But for the most part (especially the older instruments) they don’t. I really love the performance anyway. Performing these things, it’s very much a spontaneous thing. So that track you mentioned, “Leofirth’s Honor,” was the Prophet 10 on that.

 

[tweet_box]Jesper Kyd on Composing the Viking-themed Score for `Assassin’s Creed Valhalla'[/tweet_box]

ACValhalla_sound-10

What about the vocal parts? Those are really fantastic, too. On “Out of the North,” there’s this great ruff, staccato male voice that happens over the droney elements in that tune and then there are those super-long, drawn-out notes that remind me of Gregorian Chant for some reason…

JK: Right.

 

How did you find the singers? And where did you find the inspiration to write these parts?

JK: The female vocals are Melissa Kaplan, who also worked with me on Assassin’s Creed, Assassin’s Creed 2, Brotherhood, and Revelations. And she also sings the original “Ezio’s Family” track. Another vocalist I worked with was Clara Solace.

And then Einar Selvik provided vocals for the “Ezio’s Family – Ascending to Valhalla.”

The male vocals in all the other tracks were actually performance by me.

The male vocals in all the other tracks were actually performance by me. I’ve been working on my own vocal technique for a few years now. And I’ve used my voice in a few scores already like my Tumbbad film score, Borderlands 3, and Warhammer: Vermintide 2.

I started with vocal effects and then it grew from there. My voice can go quite low and also falsetto. So I felt it was a good fit for the Viking setting. That was a lot of fun to work on.

 

That’s your voice? Amazing! Some of those parts are really low…

JK: Yeah. And it’s real; I don’t put a lot of processing on that kind of stuff.

I found out I have a very deep voice and that is definitely something I’ve been using in my scores.

 

ACValhalla_sound-9

There are so many great tracks in the Valhallascore! Did any stand out for you as favorites? And what went into creating them?

JK: There are a few. “Kingdom of Wessex” is a good one to start with because that’s where I felt we found a way to do melodies, and at the same time create a sound that was very authentic and open; it’s a sound that fits when you’re climbing up mountain tops. I also added more Celtic instruments, like harps and guitars, in there. So it is a little bit different from the other tracks.

I felt we found a way to do melodies, and at the same time create a sound that was very authentic and open…

And I’m also super excited to get Melissa back on that track. So, for me, it felt like a very authentic Assassin’s Creed-type track. It reminded me very much of that sound that we’d been going for.

Another track, “The Frozen North,” I really liked because it was one of the first tracks I wrote and the timbre, the feeling, the atmosphere…it’s a very atmospheric track inspired by the location. It’s a very frozen landscape, and the feeling of that track felt like, okay, this is what I’d like my Valhalla music to feel like. And after that, I went and worked with more melody.

I love tracks like that, when you can’t quite put your finger on how or what you’re hearing but there is something mystical about that track…

But that was a very good starting point for me when I felt this really deepens the experience of what we’re seeing here. So yeah, that’s why I would choose that one.

Also, “The Bounteous Earth” is a personal favorite. It’s hard to pinpoint what it is that makes me like that track but there is a feeling in there that’s hard to describe.
 


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    The AE600’s active EQ response is determined by each band’s threshold, attack and release settings. Additionally, a ratio control determines input signal level sensitivity to further articulate how the active EQ will reach maximum active equalization – a feature unique to the AE600 (and AE400) active equalizers by McDSP.
    Peak signal text readouts for each active EQ band’s key signal allow quick setup of each band’s active EQ threshold, and are located underneath band dynamics plots. Input and Output controls, individual band bypass, band control linking, and band key signal monitoring round out the features of the AE600.

    Features
    • Six fully overlapping fixed and active EQ bands
    • Independent control over all fixed and active EQ parameters per band
    • Selectable EQ mode per fixed and active bands
    • Unique active EQ ratio response control
    • Side chain support
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions

    Requirements

    McDSP HD and Native plug-ins are compatible with Pro Tools, Pro Tools HD, Logic 9 and Logic X, Cubase, Nuendo, Ableton Live, MOTU Digital Performer (DP), Studio One, and other DAWs that support AAX, AU, VST, and/or VST3 plug-in formats. McDSP HD plug-ins also support the Avid S3L and S6L live sound systems running VENUE OS 5.x or later.

    McDSP Native plug-ins support AAX Native, AU, VST, and VST3 plug-in formats. McDSP HD plug-ins additionally support the AAX DSP plug-in format, as well as AAX Native, AU, VST, and VST3 plug-in formats. McDSP plug-ins support Mac OS 10.7.2 or later (Lion), 10.8.x (Mountain Lion), 10.9.x (Mavericks), 10.10.x (Yosemite), 10.11.x (El Capitan), and Windows 7, 8 and 10.

    McDSP plug-ins require an iLok2 USB Smart Key for authorization.

    McDSP AAX plug-ins require Windows 7 or later, Mac OS 10.7.2 or later, and support Pro Tools 10.3.8 or later, 11.1.3 or later, and Pro Tools 12.x or later.

    McDSP AU plug-ins require Mac OS 10.7.2 or later, and support Logic 9 and Logic X, Digital Performer, Ableton Live, and other AU compatible DAWs.

    McDSP VST and VST3 plug-ins require Windows 7 or later, Mac OS 10.7.2 or later, and support Cubase 7.x or later, Nuendo 6.5.x or later, and other VST and VST3 compatible DAWs.

    Formats
    • Native v6: AAX Native, AU, VST

  • FilterBank, McDSP’s first product, is an equalizer plug-in that rivals any analog EQ with its flexible design and substantial feature collection.
    FilterBank can emulate any EQ, or be used to create a distinct custom EQ.

    FilterBank is 3 plug-ins:
    • E606 – parametric, high and low shelving EQ, high and low pass filters
    • P606 – parametric EQ with variable Q modes
    • F202 – steep high and low pass filtering with resonant Q control
    With its unique Peak, Slope, Dip controls and variable Q modes FilterBank can emulate any EQ, or be used to create a distinct custom EQ.

    Features

    • Shelving and Parametric EQ
    • High and Low pass filters with resonance control
    • Unique Peak-Slope-Dip Shelving EQ parameters
    • Variable parametric Q modes
    • Analog Saturation Modeling
    • Double Precision Processing
    • Ultra Low Latency
    • Mono and Stereo versions

    Formats
    • HD v6: AAX DSP/Native, AU, VST

  • Dialog. The focal point of any movie, television show, documentary, or for that matter, any creative media production involving the spoken word. Add to the mix a sweeping musical score, dozens of foley effects, and plenty more – and it becomes clear the job of dialog mixing is a tall order. After all, if you can’t hear what the actors are saying, why watch it at all!!

    The SA-2 Dialog Processor is based on hardware originally conceived by Academy Award winning re-recording mixer Mike Minkler and used on over 100 major motion pictures. The SA-2 is designed to improve the overall sound of recorded speech. But the SA-2 is not just for dialog. It’s equally useful for vocals, and is a great tool for adjusting the timbre of any track, a reliable de-esser, and a fine multi-frequency compressor, in our completely biased opinion.

    The SA-2 Dialog Processor is made up of 5 bands of strategic active equalization, configured in a variety of modes to best address common issues of dialog. Each band of active equalization has a threshold control to determine at what signal level the active equalizer begins to effect the signal. There are also enable buttons for each band to quickly audition the effect of any given band. Two mode selectors – one for controlling the ballistics of the active equalization, and a second for placing the five bands at strategic locations in the frequency spectrum. Finally, there are input and output gain controls for overall adjustment.

    Features

    • Five independent bands of strategic active equalization
    • Multiple process modes for a variety of applications
    • Unique signal reduction metering
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions

    Formats
    • Native v6: AAX Native, AU, VST

  • Realtime Pitchshifting PlugIn version 2!

    Elastique Pitch is the real time pitch shifting solution for RTAS, VST, AU and AAX. Powered by zplane’s élastiquePro pitch shifting engine which is used by millions of end users around the world, the plugin ensures the highest, program independent pitch shifting quality.

    Elastique Pitch focuses on the essential things: you won’t find any unnecessary or confusing controls or functionality. Instead, the plugin offers you quality, stability, and ease of use.

    In the second edition we´ve added a feedback delay and the infiniSTRETCH function of the new élastiquePro v3 engine. Both make it easy to use Elastique Pitch in a more creative way.

    The key features of Elastique Pitch V2 are:

    • multi channel: support for synchronous pitching of up to 8 audio channels
    • real time: no offline pre-analysis required
    • feedback with delay for more creative usage
    • Three different views
    • Program-independent high quality with the highly-acclaimed élastiquePro v3 engine (speech, single-voiced, classical/popular music, etc.)
    • phase coherence: absolute phase stability between all channels
    • MIDI input: for pitch control
    • formant shifting: shift formants independent from pitch
    • factory presets: for typical film pull-ups/pull-downs
    • AU, VST, AAX and RTAS support for Mac & PC

    technical specifications

    • audio format: 1-8 channels (I/O), 44.1-192kHz sample rate
    • plugin format: AAX, RTAS, AU, VST
    • pitch range: ± 12 semitones = 50-200%
    • timbre range: ± 12 semitones = 50-200%
    • plugin latency: 150ms @48kHz
    • min. system CPU: 2GHz
    • OS: MacOsX >10.6.8, Windows 2000/XP, Vista, Win7/8
    • Host: Pro Tools > V8

    DOWNLOAD THE DEMO HERE
    WIN | MAC

  • An equalizer is probably the tool you use most while mixing and mastering, so you need the best of the best. With FabFilter Pro-Q 3, you get the highest possible sound quality, a very extensive feature set, and a gorgeous, innovative interface with unrivalled ease of use.

    Mixing and mastering features
    Pro-Q 3 offers everything that a demanding engineer could wish for: top-quality linear phase operation in addition to the zero latency and unique Natural Phase modes, smooth dynamic EQ, per-band mid/side processing, full surround support (up to Dolby Atmos 7.1.2), an intelligent solo feature, optional Auto Gain and a built-in, fully customizable spectrum analyzer.

    Effortlessly sculpt your sound
    FabFilter Pro-Q 3 is designed to help you achieve your sound in the quickest way possible. Via the large interactive EQ display, you can create bands where you need them, enable dynamic EQ for any band, and select and edit multiple bands at once.
    Unique features like Spectrum Grab, Full Screen mode and EQ Match will speed up your workflow even more. Try it yourself!

    FabFilter goodies
    Of course, you also get all the usual FabFilter goodies: perfectly tuned knobs, interactive MIDI Learn, undo/redo and A/B switch, Smart Parameter Interpolation for smooth parameter transitions, an extensive help file with interactive help hints, sample-accurate automation, advanced optimization and much more.

  • A crush on music

    Distortion and saturation play a very important role in music production. From subtle, clean and warm tube or tape saturation to the wildest multiband guitar amp effects: FabFilter Saturn 2 delivers.

    Saturn 2 introduces a host of new features such as a redesigned interface with modulation visualization, new subtle saturation and linear phase processing for mastering, many new distortion styles, and more.


    Warmth, harmonics, color and dynamics

    FabFilter Saturn 2 offers a range of different high quality distortion models, inspired by the vintage sound of tubes, tape, transformers and guitar amps. In addition, you get five creative FX distortion styles to mangle your sounds in weird and unexpected ways.

    With its multiband design and per-band feedback, dynamics, drive, tone and modulation options, Saturn 2 will bring a unique flavor to your music.

    Bring your sounds to life

    Add life and depth to your music using the extensive modulation section. By applying subtle modulation to crossover frequencies, dynamics, band levels or tone controls, great warmth and definition can be achieved.

    With all the XLFOs, EGs, XY controllers/sliders, envelope followers and MIDI sources you will ever need, you get practically unlimited modulation possibilities. Creating new modulation connections could not be easier: just drag and drop. And Saturn 2 visualizes all modulation in real-time to show exactly what’s going on.

    FabFilter goodies

    Finally, FabFilter Saturn 2 contains all the usual FabFilter goodies: perfectly tuned knobs, MIDI Learn, Smart Parameter Interpolation for smooth parameter transitions, interface resizing and full screen mode, support for Avid control surfaces, GPU-powered graphics acceleration, extensive help with interactive help hints, SSE optimization, and much more.


And I love tracks like that, when you can’t quite put your finger on how or what you’re hearing but there is something mystical about that track and quite mysterious with these ancient instruments being delayed with analog delays in very kind of organic ways,

…the mics would be quite far from the instrument; I would have this air in the recording to simulate being outside…

but also certainly very modern ways, because this is not something, obviously, you could do back then.

Also, the idea of working a lot with air is something I have in some of my favorite tracks, where I would record things and the mics would be quite far from the instrument; I would have this air in the recording to simulate being outside amongst the mountains, fjords and forests.

And so that is another technique actually, I used on the score.

 

ACValhalla_sound-7

How did you prepare your tracks for implementation into the game? Did the audio director or music supervisor ask for specific stems for 5.1?

JK: So I would record the track and if there were any changes, I would make the changes. Then I would submit the track to Ubisoft. They would put it in the game.

They would have already sent me a video, like fly by over a landscape to be inspired by, and they would put the track in the game and send me back another video so I could see how it works in the game — this time it would be from more of a gameplay perspective. That was super helpful to see and a great way to work when you’re sending things back and forth.

…they would put the track in the game and send me back another video so I could see how it works in the game

So, the score would be written like this. Towards the end of the project, I delivered the stems for all the cues to Ubisoft. Also, we started mixing the cues and recording stems and I sent those to my mixer Jason LaRocca and he started mixing it.

We mixed all the tracks and then I sent those tracks back. We started working on a soundtrack, doing minor edits and coming up with the tracklisting, working on track names, and so on. The album is almost ready but first it goes to mastering.

And we give feedback on the mastering and then once that’s approved, then the soundtrack is ready and then it goes out.

 

ACValhalla_sound-13

And who was your mastering engineer on the OST?

JK: The soundtrack was mastered by Patricia Sullivan at Bernie Grundman Mastering. I actually don’t know whether she is mastering this at home or at a Bernie Grundman Mastering because of COVID, you know? But I absolutely love the mastering she did on this. I was really, really pleased.

 

Can you talk about your collaboration with composer Sarah Schachner?

JK: I collaborated with Sarah for the main theme and that was written towards the end of the project. All the music prior was written separately. We got different areas to score so when it comes to the exploration part of the game, the areas I was assigned were Norway, East Anglia, Northumbria, and Wessex. I also did the music for the present — the more futuristic Animus-sounding music.

I would write one and Sarah would write one and they would have two stealth cues.

Then we were both assigned cinematics. And we were both assigned mission music. So if there was a stealth cue, I would write one and Sarah would write one and they would have two stealth cues. Pretty much all the mission music worked that way.
And just to be clear, of course, Sarah had her areas that she scored for exploration as well.

 

ACValhalla_sound-4

When collaborating on the main theme, how did you two share ideas back and forth? Were you sharing sessions or were you sharing tracks?

JK: So I had a really great talk with Ubisoft, specifically Simon Landry (music supervisor) from Ubisoft Montreal, about what they were looking for with this theme: what it should sound like, what it should feel like, and how it should be used in the game. I wrote a first version of the theme. Ubisoft really loved it. And then I sent that to Sarah. And she continued writing on it and also started producing it. And then Einar Selvik got involved and did the vocals. And that was how we created that.

 

ACValhalla_sound-12

What are you proud of in terms of your score on Valhalla?

JK: The biggest challenge was definitely to work out how to write music that sounds like Viking music, but at the same time, isn’t just dark with a heavy pulse. So I would say that’s what I’m most proud of.

Also, just to be able to write this score with the instruments that I laid out in front of me and to say, you’re going to learn how to play these instruments.

That was really an interesting experience and a very rewarding one. So that was another great thing about working on this project.

 

A big thanks to Jesper Kyd for giving us a behind-the-scenes look at the score o Assassin’s Creed Valhalla and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
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  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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