FF7_sound_22 Asbjoern Andersen


Square Enix's sound team discusses the challenges and achievements that came with updating a classic RPG for their recent release FINAL FANTASY 7 REMAKE. Learn how they created sounds for new bosses and detailed environments, and how they mixed the music-driven battles.
Interview by Jennifer Walden, photos courtesy of Square-Enix Japan
Please share:
Animal Hyperrealism IV pre-launch deal

There’s so much pressure when remaking a classic that the end result can only be diamonds or dust. You either come out of the experience with a shiny new version that everyone wants or it’s landfill fodder.

Either way, fans of the original will no doubt have panned opinions. That’s just par for the course.

SQUARE ENIX CO., LTD recently released FINAL FANTASY 7 REMAKE for PS4 — an updated and re-imagined version of the beloved RPG classic that came out in 1997 — and fans are loving the stunning soundtrack and visuals.

The remake doesn’t strictly retell the original story; instead, it’s a more in-depth exploration to be told in parts. So, this first part focuses on Midgar. And Part 2 — now in full development — will continue the saga.

Here, we talk to members of the Square Enix sound team —Makoto Ise (Sound Director), Keiji Kawamori (Music Supervisor), and Atsushi Suganuma (Supervising Sound Editor/Audio Director) — about their approach to remaking a classic, finding inspiration from the original and forging new sounds for awesome new boss battles, developing systems to handle abundant dialogue, music, and effects assets, mixing to maximize player immersion, and much more!



Final Fantasy VII Remake - Final Trailer | PS4


FINAL FANTASY 7 REMAKE – Final Trailer | PS4

 

What was your approach to updating the sound of FINAL FANTASY 7 for this remake? (The sound assets from 1997 were probably only useful as a reference!) Any iconic sounds that you recreated?

Makoto Ise (MI): The overview for this project was that it’s “an exploration of a hybrid between the original and new sounds so that even non-hardcore players can enjoy it without dishonoring the original game.”

FF7_sound_01

As for the music, from the inception of the project, we tried to build a plan where players can hear as much music as possible throughout the game, like in the original game. But at the same time, we tried not to overdo it — to break the immersion due to playing too much music im-game.

…we tried not to hang too much on the original sound effects and decided to concentrate on how we can conceptualize the world of Midgar with a modern approach.

With the sound design, we tried not to hang too much on the original sound effects and decided to concentrate on how we can conceptualize the world of Midgar with a modern approach. We took our reference from the 2005 CG Animation Film FINAL FANTASY VII ADVENT CHILDREN because I was actually involved with the film as a Foley artist and my experience from the film influenced this project as well.

 

FF7_sound_02

Of course, the updated visuals in the Remake opened the door for more sonic detail, both for the characters and for the environments. Can you talk about the depth of the character sounds? Did you cover those with Foley?

MI: To be able to handle real-time changes in any situation, our team tried their best to optimize our proprietary sound driver from predecessors.

Our proprietary sound system (Motion Automated Sound Triggering System) enables each character to play pretty much most of their character movement sound automatically in real-time. I felt that integrating this system was a true win; it worked so tremendously well to express very subtle movement sounds for each character in real-time.

From a design aspect, we focused on designing character movement sounds to be as detailed as possible. First, every material for each character was broken down and recorded in Foley sessions.

After that, we started to implement every asset for each body part (neck, shoulders, arms, torso, hip, thigh, ankle, and feet). These body parts can have separate sound parameters, including variable envelope info.

… assets for each character were assigned to each bone asset…

Then, all of these assets for each character were assigned to each bone asset in order to play that specific asset. The calculation was done based on the acceleration speed of movement of each bone that was triggered. With this sound system, we were able to avoid the huge manual labor necessary to create each individual character sound. This system, in fact, manages most of the main characters’ sounds for exploration, battle, and cut-scenes in this game.

[tweet_box] The Fantastic Sound of ‘FINAL FANTASY 7 REMAKE’ [/tweet_box]

Because this system is not dependent on any animation data, the character sound itself would not be affected by all the revisions and modification of animation data so it still plays in sync.

The advantage of this system is that it can effectively handle when the animation has many transitions with the motion blend. Because this system is not dependent on any animation data, the character sound itself would not be affected by all the revisions and modification of animation data so it still plays in sync. Even in the situation of cut-scenes, once the character is set into the game, the sound can play in sync with any current build, and any picture changes have no effect on sound.

Also, unlike a traditional workflow, the sound team would not have to wait for picture-lock rendered cut-scenes to be delivered and then manually edit the whole sequence. Especially in the many lengthy conversational cut-scenes, we would not have to cover the whole scene and we managed to reduce a huge chunk of the workload because of this system. But I have to admit that this system has its limitations in covering every situation, especially during the cut-scenes where Foley requires us to exaggerate the reaction in an aesthetic sense. In those scenarios, we recorded Foley for each cut-scene in a traditional way.

FF7_sound_03

Atsushi Suganuma (AS): Due to the huge amount of materials that we needed to record for this game, we had to organize literally weeks of Foley sessions. We planned our sessions with traditional sync-to-picture Foley recordings to create cut-scenes aesthetically and we also planned sessions for material recording for in-game usage.

Because I also was involved with developing this system on previous AAA titles, I knew exactly what kind of recordings should take place and how final production sound would have to be. That made it incredibly easier for me to organize and manage the workflow of all the Foley sessions, sound editing, in-game mixing, and implementation process afterward.

 

FF7_sound_04

Let’s look at the environmental sounds. What were your challenges in creating the sounds of Midgar? Did you record custom sounds to create this world? Any useful sound libraries?

MI: Constructing the spatial audio environment for this game was truly tough work for me because the whole process gets complicated when you have to implement each indoor room reverb, variable sound parameters, and distance attenuation filtering all manually.

As with a custom field recording, because this game only was at Midgar, we felt no need for pursuing custom recording. Instead, we used our custom field recording library from the past.

 

FF7_sound_05

What were some challenges in building the dialogue systems, particularly during battle? You switch between characters when attacking and they talk to each other, taunt, comment on health, and so on….

MI: For character dialogue, it was tough purely from the large volume of lines we had to manage for this game. Also, we had the challenge of managing simultaneous worldwide releases in Japanese, English, German and French. This tough experience led us to build a specific system to handle multi-language asset management.

We accomplished this by building a specific dialogue system that enables us to create any ensemble voice combination with any of the main characters.

During a battle scene, character dialogue varies amongst different lines depending on which enemy group the player encounters. We accomplished this by building a specific dialogue system that enables us to create any ensemble voice combination with any of the main characters. Of course, ADR sessions were recorded especially to achieve this, so we were able to implement any ensemble voice combination.

Also, character dialogue can change depending on what kind of situation the players are in, what command was set for the battle, and which ability and magic they choose to use.

The only down side for our team was that we needed to build a special debugging tool to debug every possible outcome for dialogue.


FINAL FANTASY VII REMAKE Theme Song Behind The Scenes video (Closed Captions)
Composer Nobuo Uematsu, Yosh & team take you behind the Final Fantasy 7 Remake theme song

FF7_sound_06

There are tons of ways to attack an opponent in this game, from spells and abilities to different weapons and moves for each character. How did you break down (and keep track of) what sounds you needed to create for each character’s attacks? What were your favorite attack sounds for each playable character? What went into the design?

MI: We had 4 to 5 sound designers working on the battle sounds. I cannot speak on their behalf because each member has their own setup, but in my personal setup, I usually design on a DAW with VST synths, like Omnisphere by Spectrasonics and Komplete 12 by Native Instrument. Commercial libraries like UVI Meteor and Whoosh FX were used frequently. I also have a personal, custom library from decades-old projects and I combine that with the latest libraries to edit and create something new.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Level up with Kawaii UI 2 the perfect companion to Kawaii UI.
    Kawaii UI 2 follows up with more charming, modern, rounded user interface sounds designed to make your projects pop.
    This library provides an adorable blend of cute, satisfying interface sounds, crafted to enhance user experience and feedback.
    Bring your games and apps to life with Kawaii UI 2. It’s ideal for creating joyful menus, delightful HUDs, playful navigation and notifications, engaging pop-ups, and expressive text.

    What’s Inside?
    The designed folder of Kawaii UI 2 gives you a selection of ready to use UI sounds. You’ll find sounds for button presses, cursors, notifications, swipes, errors, bootups, app opens, loading loops, etc.
    Inside the source folder you’ll also find a large collection of general synthesised UI sounds, FM bells and telemetry style sounds. Combining these elements gives sound designers a robust sonic palette to create new UI sounds.

    Kawaii UI 2 Trailer
  • Fancy a vocal cat? Introducing the first 20 cats of the Istanbul cat federation! Find the true sound of it with Vadi Sound Library.

    About Cats of Istanbul Vol. 1

    With Cats of Istanbul Vol. 1, you can bring out a strong character of any cat in your projects. Angry, happy, distressed, and hungry! From loud meows to long purrs, through wild growls, cries, hisses and yummy eating. These are cats at their most expressive!

    98 files and 200+ sounds in 24-bit / 96kHz Wav format with easy to navigate naming. Go ahead and reflect the world of cats and kittens, indoors and outdoors. Complex tones of meowing, growling, screaming, mewling, purring, munching on various food, hissing, chattering, and howling and even digging in a litter box – in short, long and varied takes. Plus, you get the usual Vadi Sound craft and attention to detail!

    Starring 20 cat friends, namely;
    Oglus, Biyikli, Duduk, Disko, Zeytin, Puantiye, Paspas, Misa, Sans, Cinko, Kaju, Ucgen, Gunes, Teri, Eylul, Pofuduk, Ozmo, Ceku, Pusi, Lola.

    These meticulously recorded sounds have clarity and room for further usage and sound design with the flexible texture of the sounds for further customization. You can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all kids related projects.

    We donate 50% of this pack’s profits to animals in need.

    Keywords including Actions, Mood, Style
    Animal, Cat, Kitten, Indoors, Outdoors, Meowing, Growling, Screaming, Screaking, Fighting, Mewling, Purring, Munching on various Food, Hissing, Chattering, Howling, Snarling, Digging in a Litter Box, Short, Fast, Slow, Long, High-pitched, Relaxed Agitated, Mad, Angry, Tired, Aggressive, Happy, Distressed, Nervous, Hungry, Wild, Hostile, Dry Food, Cat Food, Water, Milk, Eating, Drinking, Crunching, Chewing, Tingling, Collar, Bell, Biting, Subtle, Gulping, Licking, Threatening, Kicking, Warning, Pleading, Complaining, Trilling, Welcoming, Attention-seeking, Street Cat, Stray, Sleeping, Snoring, Crying, Chattering, Dreaming, Wailing, Pinging.

    What else you may need
    You may also want to check out our Toys SFX Pack for access to 215 carefully recorded sounds effects of Toy Story-like ambiences.

    65 %
    OFF
  • Footsteps Sound Effects Ultimate Footsteps Play Track 1176-3056+ sounds included From: $160

    Need footstep sound effects? Get 5 Shoes, 25+ surfaces, 15+ variations – created by Foley Supervisor Joshua Reinhardt and professional Foley walker Lara Dale.

    Deep heavy metal, crunchy snow, old boat wood, crisp grass, gritty dirt, clean tile – this library has it all. Not only does this library contain walking but it's got pretty much every performance you can think of, from scuffs to jumps and lands and scrapes. With this library you can cut Foley for pretty much any film or game that comes your way.

    Highlights:

    • 17 different Performances – From slow walk to RUN, 5 scrapes, bodyfall/land, stomps and more
    • Every file is labeled with a description of the shoe, surface and performance type.
    • Every folder has a picture of the shoe and surface plus a description of the distance of the mic from the Foley walker.
    • Combine wood creak sweeteners with Ultimate Interiors wood for scary creaky wood or add grit to a clean interior to give character.
    • Same recording studio mics and preamps used in over 50 major motion pictures
    • Same boots that were used for Sylvester Stallone in The Expendable
    • Mix and match shoes, surfaces and sweeteners to make your own custom characters
    • Can be used as a stereo or separated and mixed/matched as a mono depending which mic works best for your project

    Specs:

    Foot wear type:
    Boots, Dress Shoes, Flats, Heels, Sneakers.

    Performances:
    Extremely Slow Walk, Medium Slow Walk, Walk, Jog, Run, Stairs Slow, Stairs Fast, Stomp, Land, Scuff, Scrape 1, Scrape 2, Scrape 3, Scrape 4, Scrape 5.

    Surface Types:
    Asphalt, Carpet 1, Carpet 2, Concrete, Hardwood, Hardwood house, Hardwood deep, Hardwood parquet, Hardwood boat wood, Hardwood Dock, Lino, Marble, Tile, Dirt, Grass, Metal grate, Diamond plate Metal, Metal Slab, Wood Creak 1 old, Wood Creak 2, Gravel, Rocks, SNOW!!, Puddle, Water shallow, Water Deep.

  • City Life Sound Effects Sounds & Ambiences of London Play Track 101+ sounds included, 264 mins total From: $60

    Get the sounds and ambiences of London: Here are 101 authentic recordings from the English capital.

    Featuring crowd sounds, traffic, general ambience, underground / tube, church bells, emergency and much more, this library is the perfect backdrop to any film / theatre project in need of that lively, living city sound. Detailed file names plus Soundminer, ID3 v2.3.0 and RIFF INFO metadata embedded.

    In total, this library gets you more than 4 hours of atmospheric London sounds!

    Sounds captured at famous (and some not-so-famous) London locations and landmarks such as:
    Alexandra Palace • Borough Market • Bricklayers Arms • British National Gallery • Buckingham Palace • Cardington Street • Carnaby Street • Chelsea Wharf • China Town • Courtyard Gallery • Covent Garden • Euston Station • Festival Pier • Gough Square Warwick Court • Greenwich Foot Tunnel • Hyde Park • Islington Green • Joseph Grimaldi Park • King’s Cross underground station • London Eye • London Underground • Old Compton Street • Palladium Theatre • Piccadilly Circus • Pubs around London • River Thames • Royal Horticultural Halls • Seven Dials • Shaftesbury Avenue • Soho • Somerset House • Southbank • Southbank Skatepark • Southbank Tower • Southwark Street • St Paul’s Church gardens • The Strand • Theatre Royal • Trafalgar Square • Warwick Court • West End • Whitechapel

    A special bundle opportunity:
    Get this library on its own – or get the special bundle featuring both Sounds & Ambiences Of London Vol 1 and Vol 2 at an excellent price, for more than 590 minutes of signature London sounds


Latest releases:

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    50 %
    OFF
  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.

Need specific sound effects? Try a search below:


My favorite attack sound is a limit break called “Cross Slash.” From the inception of the project, new and fresh attack sounds were required and I worked extra hard to create this sound.

I deliberately made it into three parts because it can pause in between. This attack sound is embedded into the VFX directly so it can be positioned in the exact 3D position in the game.

 

FF7_sound_07

Let’s look at some opponents/enemies because there are some fun boss fights in this game! What went into the sound of: Scorpion Sentinel?

MI: This is the 1st boss you encounter in this game.

We decided to go for a bit of an old and rusty mech sound rather than the latest slick mech sound.

Each movement sound was divided into small parts and randomized to implement well into the game. Its footsteps use the same sound system as the main characters. Again, this helped to reduce our manual labor since this boss has six legs.

This boss`s missile attack sound uses a particular sound limitation system to achieve a big punchy sound as well as keeping a consistent loudness level.

FF7_sound_08

Shiva:

We had a hard time creating sound design for Shiva.

All of Shiva`s abilities consist of ice elements so it was tough to differentiate each ability. Also, Shiva`s movement contains ice sounds that are quite similar to the rest of the sound and it was a headache for us to solve. In the end, we decided to characterize with a unique impact sound to make a difference. We were happy with what we accomplished — a sound that represents both iciness and the subtleness of Shiva.

FF7_sound_09

Abzu:

Abzu is a boss from the original game who has a comical side but there’s also a berserk side of the character as well.

Because the encounter with Abzu happens twice in the game, we needed extra assets to differentiate between those. There are some special animations with two versions, and that required extra detailed work.

The chain on each arm is triggered by the sound system that we used with main characters and it can play a different sound by calculating acceleration speed for the hit sound and the movement sound of the chain.

FF7_sound_10

Eligor:

Eligor is a new boss in this game and has several different attack abilities.

Eligor was hard to create one distinct sound for because it’s part horse, part wheel, part human and it flies around as well. The terrain sound was created using both a wheel sound and flying sound crossfaded in each situation using collision detection.

We worked especially careful for the ability where Eligor uses a rain of spears. We added an extra whoosh sound when the players are attacked to create more tension in the battle.

FF7_sound_11

Jenova Dreamweaver:

Jenova is a new boss in this game and I guess many players who played the original must have been surprised with this Jenova.

During the battle, Jenova uses huge tentacles to fight. But the idea of managing many tentacles in one battlespace was technically a big challenge for us. We went through a bit of trial and error in controlling the audio range for these tentacles. Sound design-wise, we tried to have as much liquid and flesh-feel to the tentacle sound as possible. We actually gave up on the idea of having extra sound for cutting off the tentacles due to the cost and the limitation of the memory.

For the music side, the score was beautifully structured out to reflect how powerful this boss battle can be. The music starts off from the cut-scene and it plays seamlessly throughout the boss battle.

The boss battle has three phases. It begins with a broody sounding arrangement to show how difficult this boss is to eliminate. And then on the third phase of the boss battle, the music is carefully structured to emphasize that Jenova is full strength, with Jenova`s theme playing throughout. In the cut-scene just after the boss battle, the music is scored to sync with the picture perfectly.

FF7_sound_12

Bahamut:

You can fight Bahamut in the battle simulator with the characters who have the ability to summon Bahamut. We carefully adjusted the audio range as Bahamut has the ability to fly around with such a large range. For Bahamut’s feather sounds, we attached those into the left and right bones individually. Doing that, we were able to create a large scale sound with just the right amount of width. We wanted the sound of Bahamut to precisely match where it was emitted from in a 3D position rather than making it phantom stereo.

In my opinion, Bahamut might have ended up sounding larger than any other bosses from the main story.

FF7_sound_13

What was your favorite fight to design? What went into it?

MI: My favorite sound to design was “Tactical Mode” during battle where it makes every sound in slo-mo. We achieved a good sound for “Tactical Mode” by using specific parameters for Reverb and Delay that we sent via different BUS routing. We also paused all the environmental sound and decreased the volume and pitch of the VO to make a great slo-mo effect but it was hard to get it right. You can experience the full effect of “Tactical Mode” by muting the music during battle.
 

FF7_sound_14

Music is a big part of this game — not just for the fights but for the exploration and cut-scenes too. From a tech standpoint, how did you handle the transition between pieces of music to make the music feel reactive and reflective of the player experience?

Keiji Kawamori (KK): Because the FINAL FANTASY 7 REMAKE lets the users play seamlessly throughout the game, we were careful to not interfere with the flow of the music, so it could play seamlessly. We let the music lead the way. We wanted the music to be fully relative to how the gameplay changes are made and we paid extra attention to how the emotional cue changes.

FF7_sound_15

You can see this example especially in “Sector 8,” where the gameplay takes the characters down Sector 8. During this part of the game, you will hear a smooth transition of three different arrangement of “Those Who Fight” (combat, non-combat, and in crisis) depending on the situation of the combat. During the last combat, you will be able to hear the entire part of the theme from “Those Who Fight” for the first time since the beginning of the game in Mako Reactor1, to maximize the player experience emotionally.

The other example is during the scene where you first visit Aerith`s family home. You can already hear the intro of the music from exploration mode before entering the home and once you are inside the house, the music transitions into the other arrangement to make the player-experience richer. And then two other transitions happen when you exit the house and leave the house to start exploration mode.

We tried our best to craft as much emotional player experience as we can, not just through visual perception but also through sound perception as well to feel each character’s emotional changes for the entire game.

 

FF7_sound_16

Looking at the mix, you have these battles that are extremely intense, with a ton of music and effects and dialogue happening all the time. What elements took priority in the mix?

MI: The basic priority for the mix is Dialogue (high) > Music (Low) = Sound Effect (Low).

The priority of Music and SE changes depending on what situation the players are in. As an example, SE has higher priority than music during the battle scene but Music has higher priority during a cut-scene. Generally speaking, throughout the entire FINAL FANTASY series Dialogue was the highest priority in the mix hierarchy and for this game, in particular, we tried our best to have Dialogue as the higher priority during the mix as well. Especially during battle scenes, we wanted players to hear some important lines as clearly as possible. The reason why we challenged ourselves for music to be slightly louder than normal was that we wanted all our devoted fans of the original game to be able to hear music crystal clear in the mix.

…the sound of this game is more similar to the Japanese Anime genre rather than Hollywood-style action films.

AS: The other important thing I want to point out about the mixing is that conceptually, the sound of this game is more similar to the Japanese Anime genre rather than Hollywood-style action films. We spent many months of trial and error just to get the right feel of what this game should sound like by mixing whole chapters a number of times. We worked incredibly hard for our mix to create as much seamless transition as it can between pre-rendered cinematics, cut-scenes, exploration, and battle scenes. Putting this particular mix priority into practice was very effective for all of the gameplay, to have a smooth consistency in the mix.

 

FF7_sound_17

Mix-wise, how did you keep the battles under control yet exciting? Anything unusual/innovative about the systemic ducking rules?

MI: Of course we had a sound limitation system in place, otherwise, the whole soundtrack would end up extremely saturated.

For instance, when a sound is triggered repeatedly, the sound is prioritized by how often the sound is played, when it is triggered, how far it is triggered, how much of the same sound is triggered and so on.
 


Highlights from A Sound Effect - article continues below:

 
  • FilterBank is three plug-ins:

    • The E606 FilterBank configuration includes high and low pass filters, low shelf EQ, high shelf EQ, and two parametric EQs.

    • The F202 FilterBank configuration includes steep high and low pass filtering with resonant Q control.

    • The P606 FilterBank configuration includes a parametric EQ with variable Q modes.

    Features

    • Shelving and Parametric EQ
    • High and Low pass filters with resonance control
    • Unique Peak-Slope-Dip shelving EQ parameters
    • Analog saturation modeling
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions
  • The SA-2 Dialog Processor is made up of 5 bands of active equalization, configured in a variety of modes to best address common issues of dialog.

    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
  • 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

  • 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.


…during a battle scene, we limit the number of sounds by applying certain audio range, attenuation, and category-based bus routing.

With this sound limitation hierarchy, this system enables us to control the total number of sounds that play as well as total gain volume. The other technique worth mentioning is that, especially during a battle scene, we limit the number of sounds by applying certain audio range, attenuation, and category-based bus routing.

In order for players to hear the conversation clearly, ducking was applied in the mix when any important dialogue with subtitles is played. On top of ducking, we tried to adjust by using different bus routing to smooth things out.

We actually applied ducking during “Tactical Mode” as I mentioned earlier.

 

FF7_sound_18

Since there was a team of composers for this game, were there music mastering guidelines that helped to make sure all the different composers sounded consistent?

MI: For mixing music, we tried to outsource mixing work to the same mixing engineer to retain consistency. Before implementing any music, a mastering process was done beforehand to keep a consistency even on an asset level. Every composer did their best to compose the music with a consistent level, and then we applied a mastering process to the music by ourselves.

 

FF7_REPLACEMENT_sound-1

FINAL FANTASY 7 REMAKE used the UE4 engine. Was this a good fit for the sound team? Why?

MI: UE 4 engine was truly a good fit for this game.

We were able to share our know-how among our sound division from different game titles that had already been developed using UE4.

The other advantage was that our audio programmers were able to develop several extensional functions with UE4 easily and our proprietary sound driver worked well and smoothly with UE4.

 

FF7_sound_20

Technically, what was your biggest challenge in creating the sound for FINAL FANTASY 7 REMAKE?

MI: Personally, my biggest challenge was how difficult it was to build and develop several sound systems to control each element of dialogue, music, and sound effects in real-time.

In my opinion, especially in recent game development, creating the best sound you can for the game is very important. But more than before, I find it’s important to build the right sound spec that matches perfectly with what you have created in the game. As you know for example, it is a nightmare to have so many sound assets that are controlled by physics in the game as we did on this game. But as much as it was a real challenge for me, I really feel a sense of an accomplishment to be able to build the right sound spec to control such a nightmare situation.

 

FF7_sound_21

In terms of sound, what are you most proud of on FINAL FANTASY 7 REMAKE?

MI: What I am most proud of on FINAL FANTASY 7 REMAKE is that we were able to establish a great hybrid between the original game and this brand new game, without dishonoring the original game, and the game achieved a new evolution for the series. I had a sense of accomplishment by successfully managing technically-challenging tasks. Through the development of this game, all of the technical achievement and technical know-how from our previous AAA titles over a few decades directly lead to the technical advancement of our proprietary sound driver.

I feel incredibly honored that this game was created not by me as an individual, but by our entire sound division.

A big thanks to Makoto Ise, Atsushi Suganuma, and Keiji Kawamori for giving us a behind-the-scenes look at the sound of FINAL FANTASY 7 REMAKE. A big thanks to composer Will Roget for his inspiration and insights into the game’s sound, and to Jennifer Walden for the interview!

 

Please share this:


 



 
 
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:

  • Kawaii UI Trailer
  • Roomtones Hospital Ambiance Play Track 24 sounds included, 59 mins total $33

    Hospital Ambiance is 59 minutes/1.80 Gb of ambiance recordings from an old hospital. 24 separate files – recorded in 24bit/96kHz A-B stereo. All sounds are UCS-compatible.

    Hospital Ambiance was recorded in the rooms and corridors of the old (now defunct) Aarhus County Hospital in Aarhus, Denmark. A prominent feature is the lack of acoustical treatment in corridors and hallways, giving a rather hard and reverberant sound, which is typical of Danish public building styles of the 1930’s and 40’s.

    Elevators and automatic doors are heavy and noisy; humming and clanking as patients and staff pass through them. Electric vehicles used to move patients and supplies around inside the complex are old and not exactly noiseless either. Finally, while I did not have access to operating rooms or the like, I did get into a couple of basement corridors, where there were less people and more Hvac noise (yay!).

    In some of the recordings, faint, muffled or smeared voices can be heard. While I have removed passages with distinctly Danish words (which might also be connected with specific, recognizable persons), there is still a certain tone and pitch to the Danish language, which may come through on occasion.
    All in all, this is the sound of a place that is no more, as this old hospital is being turned into expensive apartments or something to that effect.

  • Door Sound Effects Locker Doors Play Track 104 sounds included, 4+ mins total $12

    This is a collection of 5 different metal lockers, opened, closed, banged and handled for all of those school hallway situations you’ll come across. They are super clean and were recorded with close and “roomy” perspectives for all but one.
    Multi-channel, mono close, stereo room.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    50 %
    OFF
  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.


   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.