Asbjoern Andersen


What goes into creating the sound for such a vast game as No Man’s Sky? Find out in Anne-Sophie Mongeau’s in-depth talk with Paul Weir, audio director on the game:


Interview by Anne-Sophie Mongeau





No Man’s Sky - The Path Finder Update Trailer | PS4


Trailer for the new Pathfinder update for No Man’s Sky


 

The game No Man’s Sky was an ambitious project which presented considerable challenges regarding audio, due to both its procedurally generated universe, as well as its style and art. How did those challenges reflect on audio design and implementation?

Paul Weir (PW): From the beginning, I aimed to keep the ambiences as natural as possible, using lots of original recordings of weather effects and nature sounds. It was a sensible decision to use Wwise and drive the ambiences using the state and switch systems. The advantage of this approach is that you can relatively easily construct an expandable infrastructure into which you can add layers of sound design that respond to the game state.

With a game like No Man’s Sky you need to pass as much information as practical from the game to the audio systems in order to understand the environment and state of play. For example, what planet biome you’re on, what the weather is doing, where you are relative to trees, water or buildings, whether you’re close to a cave or in a cave, underwater, in a vehicle, engaged in combat and so on.
 

A simple example of how this information can be brought together without additional programmer support is the introduction of interior storm ambience. We have a control value (an RTPC in Wwise terminology) for ‘storminess’ and know whether the player is indoors or out. It was a simple job then to add different audio, such as shakes and creaks, when indoors and a storm is raging, without having to rely on a programmer to add this.

It helps that nearly all of our audio is streamed, so I have few restrictions on the quantity of audio I can incorporate.

There’s a certain pride I take in recording unassuming everyday objects and using them for key sounds

I wouldn’t usually use electronic sounds as much as recorded acoustic material, but given the sci-fi nature of the game, a lot of the obviously sci-fi features do use synth sounds, although often combined with real-world mechanical sounds. There’s a certain pride I take in recording unassuming everyday objects and using them for key sounds. For example in the most recent update where we added vehicles, the buggy is my own unglamorous car, recorded using contact microphones, the hovercraft is a combination of a desktop fan and air conditioning unit and the large vehicle sounds come from programmer Dave’s Range Rover, I just dropped a microphone into the engine then we went for a spin around Guildford.

Apart from my usual rule of every sound being original, which I appreciate is in itself pretty dogmatic, I have no set approach as to where the sounds come from. It’s whatever works.
 

Can you define in a few words the difference between generative and procedural for the readers?

PW: There is no recognised definition for either term, so it’s not possible to definitively describe the difference. For me, generative means it is a randomised process with some rules of logic to control the range of values, it does not need to be interactive. Procedural is different in that it involves real-time synthesis that is live and interactive, controlled by data coming back from the game systems. This differentiation works reasonably well for audio but graphics programmers will no doubt have their own definitions.
 

How much of the game’s audio is procedurally generated and how would you compare these new innovative techniques to the more common sound design approaches?

PW: Very little of the audio is procedurally created, only the creature vocals and background fauna. At the moment it’s too expensive and risky to widely use this approach, although there are several tools in development that may help with this. Procedural audio is just one more option amongst more traditional approaches and the best approach as always is to use whatever combination best works for a particular project.
No Man's Sky sound
 

Can you tell us about the generative music system (Pulse) – the goals, what it allows to do, and its strengths compared to other implementation tools?

PW: Pulse, at its heart, is really just a glorified random file player with the ability to control sets of sounds based on gameplay mechanics. We have a concept of an instrument which is an arbitrary collection of sounds, usually variations of a single type of sound. This is placed within a ‘canvas’ and given certain amounts of playback logic, such as how often the sound can play, its pitch, pan and volume information. When these instruments play depends on the logic for each soundscape type, of which there are four general variations consisting of planet, space, wanted and map. So for example when in space, instruments in the ‘higher interest’ area play as you face a planet in your ship or when you’re warping. In the map the music changes depending on whether you’re moving and in your direction of travel.

We currently have 24 sets of soundscapes, so that’s 60 basic soundscapes, plus special cases like the map, space stations, photo mode, etc.

Pulse also makes the implementation of soundscapes relatively simple. Once you drag the wavs into the tool it creates all the Wwise XML data itself and injects it into the project, so you never manually touch anything to do with the soundscapes from Wwise.
 

[tweet_box]Paul Weir Q&A on the Procedural Audio of No Man’s Sky[/tweet_box]  

In NMS, how are music and sound effects interacting together? What was your approach towards mixing those 2, and do you have any recommendations on how to mix music and SFX dynamically?

PW: I always mix as I go, the mix process wasn’t as difficult as you might expect and as a PS4 title, we’re mixed to the EBU R128 standard.

You have to accept that you’re never going to have a perfect mix with this type of title, so just embrace the chaos

Whilst there’s a lot of randomisation in the game, I always know the upper and lower limits of any sound and so over time you reach a reasonably satisfactory equilibrium in the mix. It helps a lot that we don’t have any dialogue. You also have to accept that you’re never going to have a perfect mix with this type of title, so just embrace the chaos.

I do have to be careful with the music though. 65 Day’s of Static like creating sounds with very resonant frequencies so sometimes I use EQ to avoid these from standing out too much. Similarly I’ll take out sounds that are too noise-based as they might sound like a sound effect. On the whole though, 90% of what the 65’ers make goes straight into the game.
 

What’s your opinion on sourcing any audio from libraries VS creating original content?

PW: On larger projects I am most irritating in insisting that all of the audio is original and not a single sound is sourced from a library, if at all possible. It does depend largely on the game and practicalities but I’ve been able to do this on No Man’s Sky so far. On smaller projects or where time is of the essence, then obviously it makes sense to dip into libraries. Over the years I’ve amassed a large personal collection of sounds that I’m constantly adding to.
 

Can you tell us about the tools you used for NMS’s procedural/synthesised audio, what other software was involved in its creation?

PW: Early in development we used Flowstone to prototype the VocAlien synthesis component. Flowstone has the advantage of being able to export a VST so Sandy White, the programmer behind VocAlien, wrote a simple VST bridge to host plugins in Wwise. For release though it obviously needs to be C++ and cross-compile to PS4 and Windows. VocAlien is not just a synthesiser, it’s several components, including a MIDI control surface and MIDI read/write module.
 


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    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

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    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

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    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

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On a more technical point of view, how was audio optimisation handled? Did using procedural audio improve CPU/Memory usage?

PW: VocAlien is very efficient and on average our CPU usage is low. However due to the nature of the game, where we can’t predict the range of creatures or sound emitting objects on a planet, the voice allocation can jump around substantially. We have to use a lot of voice limiting based on distance to constantly prioritise the sounds closest to the player.
 

What would you think is the best use of procedural audio? Would it be more adequate for some types of projects or sounds than others?

PW: Procedural audio, according to my suggested definition above, only makes sense if it solves a problem for you that would otherwise be difficult to resolve using conventional sound design.

There are complex qualities that we instantly react to with natural sounds, it’s a lot harder to do this with synthetic sound

It’s still a poor way to create realistic sounds. I’m not generally in favour of using it to create wind or rain effects for example. As a sound designer I find this a very functional approach to sound, ignoring the emotive qualities that natural sound can have. Wind can be cold, gentle, spooky, reassuring. There are complex qualities that we instantly react to with natural sounds, it’s a lot harder to do this with synthetic sound.

No Man's Sky game audio

Finally, NMS’s audio is of a such greatly varied nature and represents a massive achievement overall, do you have a few favourite sounds in game?

PW: Thank you, I’ll very gratefully take any compliments. Although it started off quite incidental, I like how we’ve managed to insert so many different flavours of rain into the game. I thanked Sean recently for letting me make SimRain, the game itself is incidental.

What gives me pleasure is knowing the everyday items that make it into the game, such as an electric water pump, vending machine, garage motor. I’ve included some examples of the raw sounds that were used as source material below.
 

Big thanks to Paul Weir for this interview and his insights on procedural audio!

 

Please share this:


 



 
 
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  • All files are recorded 32bit, 192 kHz, with Shure KSM137, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.


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  • Game Audio Packs 8-Bit Legend Play Track 543 sounds included $50

    Awaken sound designer, your 8-Bit Legend is about to begin! 8-Bit Legend is a heroic SFX library of retro sounds made using the Gameboy’s sound chip. After countless battles, and leveling up we captured the nostalgic sounds of the 8-bit era.

    In a quest to compile the ultimate 8-bit SFX library we traveled back in time to study the scrolls of sound from the legendary Sonic Sages.

    Though filled with trials and tribulations we returned to the present with our spoils, a treasure trove of recorded sounds compiled into the epic tome: 8-Bit Legend!

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ‘Cartoon & Animation Vol 2’ by Cinematic Sound Design delivers the ultimate sound effects library tailored for your comedic creations, cartoons, games, and music productions. Dive into a realm of whimsical wonders with this curated collection of handcrafted sound effects, featuring an array of delightful cartoon pops, boings, jumps, crashes, impacts and a lot more.
    Crafted and captured using top-of-the-line outboard equipment including the ‘Sound Devices 702’ field recorder and Neumann KM184 microphones, each sound is processed through an Apogee Symphony AD/DA for unparalleled clarity, depth, and impact. Discover an array of truly unique SFX meticulously crafted to infuse your projects with personality and charm with a selection of zany boings, energetic jumps, clumsy falls, quirky snaps, lively runs and playful mallets.

    Product Details:

    • 121 Designed Cartoon SFX
    • 24-Bit/96kHz
    • 100% Royalty-Free

  • Unleash the full potential of your audio production with the Tool Bag Foley Sound Effects Library. Meticulously recorded with precision, this library offers an expansive collection of sounds straight from the tool shed. Whether you’re in film, television, game development, or theatre, these sounds will enhance your soundscapes and bring your scenes to life.

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    Introducing “Wood Destruction” – a powerful sound library that brings the raw and intense sounds of wood breaking to your audio projects. This collection is designed to provide sound designers, filmmakers, and video professionals with an extensive range of wood destruction sounds. From small wooden objects to massive structures, every breaking sound is meticulously captured to deliver a sense of power and scale.

    The sounds in “Wood Destruction” are presented in a clean and isolated format, allowing for seamless integration into your projects without the need for extensive editing. Each sound is carefully labeled and categorized, making it easy to find the perfect wood destruction sound for your specific scene or sequence.

    From explosive demolition scenes to suspenseful moments of destruction, this library will be your ultimate resource for authentic and impactful wood destruction sound effects.

    26 %
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  • Environments & Ambiences Natural Water Streams Play Track 10 sounds included, 30 mins total $18

    This meticulously crafted sound effects library is an essential tool for professionals in film, game development, and audio production who seek authentic and high-quality water soundscapes.

    Recorded using high-quality equipment such as Zoom H4N, H1, and H6, these sounds offer unparalleled clarity and realism. Whether you’re creating serene nature scenes or designing complex audio environments, ‘Natural Water Streams’ provides a versatile range of water sound effects.

    28 %
    OFF
  • Industrial Ambiences Wind Turbines Inner Sounds Play Track 45 sounds included, 144 mins total $20

    Wind turbine rotations and motor movements recorded subterraneously, through wire fences, metal steps and the body of the turbine.

     The results are a selection of metallic movements, evolving eerie soundscapes, atmospheric hums, whines.

     Excellent design source and sound morphing material, eerie atmospheres and dystopian environments.

    https://www.youtube.com/watch?v=QSGOZXKJWbc

    Number of Sounds : 45

    Number of Files : 45      

    Total Audio Time : 2 hours  22 minutes  18  secs  ( 142 minutes 18 seconds)

    Type : WAV Stereo

    Sample Rate / Bit Rate : 192 kHz / 24 Bit

    Mastered : No

    Normalised : No

    Size : 9.92 Gb

    Metadata : Files are stamped with detailed UCS compliant metadata in Soundminer

    Documentation Included : Copyright, EULA, Images, Metadata (exported in multiple formats)

    License : A Sound Effect EULA / Terms and Conditions https://www.asoundeffect.com/license-agreement/

    Recorders : Zoom F3 and Sound Devices Mix Pre 10 II

    Microphones :  LOM Geofon, Stille and Klang small spots, Sennheiser 8040’s and 8050

    Microphone Configuration : Magnetic, Spike, Contact. ORTF and Centre Mic

    KEYWORDS : Wind Turbine , Back, Wire Fence, Metal Steps, Underground, Rotate, Inner, Motor, Vibrate, Whirr, Bass, Hum, Whine, Pulse, Atonal, Disharmonious, Breeze

    FXNAME :  Abandoned Environment, Deserted Environment, Design Source, Dystopian, Eerie Atmosphere, Post Apocalypse, Sound Morph, Uninhabited, Wind Turbine


   

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