ZELDA-SOUND-DESIGN Asbjoern Andersen


Getting the story behind Zelda's fantastic game audio has been tricky, but thanks to a recent video from GDC we now have it - directly from the sound team at Nintendo!
Recap by Jennifer Walden, based on a video from GDC 2024 featuring Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada
Please share:
Animal Hyperrealism IV Is Here!

T he development team at Nintendo EPD released The Legend of Zelda: Tears of the Kingdom – the sequel to Breath of the Wild (2017) – last spring to glowing reviews from fans and critics. The game won several awards, including two 24th Game Developers Choice Awards for “Best Technology” and the “Innovation Award,” the 27th Annual D.I.C.E. Awards for “Adventure Game of the Year,” The Game Awards 2023 award for “Best Action/Adventure Game,” the 20th British Academy Games Awards for “Technical Achievement,” the 2023 Gamescom Award for “Best Audio,” and more.

It was nominated for numerous awards as well, including nominations for sound, such as the 2023 Golden Joystick Awards for “Best Audio,” The Game Awards 2023 award for “Best Score and Music,” the 24th Game Developers Choice Awards for “Best Audio,” and the 20th British Academy Games Awards for “Audio Achievement.”

At a 2024 GDC talk titled, “Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom,'” Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada discuss the challenges of creating the sequel to Breath of the Wild (2017).

Here, we recap Lead Sound Engineer Junya Osada’s discussion on the sound team’s approach to the game.

For more detailed information, please watch the original GDC talk “Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom.'” The sound portion begins at 36 minutes:



Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’


Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’

To recap Junya Osada’s presentation on the sound aspect of the game, he said they wanted sounds to have natural decay and echoes that were relevant to the many different spaces in the game, such as open-air spaces, complicated terrain (with structures, forests, and other obstacles that absorb or occlude sounds), and enclosed spaces. To achieve this, they needed to create rules for the sound design that dictated how sounds would act in the 3D environments in-game.

Examining sounds of the real world

They started by examining real world acoustic characteristics. As a general rule, SPL decreases by 6 dB for every doubling of the distance from the source. Air absorption also plays a role in the attenuation of sounds at distance, and the higher the frequency, the more it’s absorbed by air. A distance attenuation curve is used to show how quiet a sound is perceived to be at distances further from the sound source. This helped to create one of the rules they used for lowering the volume of sounds in-game. But lowering the volume is only one aspect. Different filters are added at different distances, like low-pass filters to muffle the sound, and reverb to help the sound gradually blend into the environment. This helps the sound to feel like it’s realistically getting further away.

Aside from processing, this effect can be achieved by cross-fading a close-up recording with a distant recording of the same sound source.

These tried-and-true metholds have been used with success on many game titles. But the concept is taken even further on Tears of the Kingdom because they wanted the player to have other information delivered via sound: how far away the source of the sound is, what direction it’s coming from, and what environment the source sound is coming from (a cave, open-air, a forest, etc.). To achieve this, sound parameters that change with distance – like volume, filters, and reverb processing – must be controlled by the same rules. When creating rules for sound, the team considered what characteristics they needed filters for, and the distance at which those filters should be applied.

Interactive sound effects

Their interactive music system was the inspiration for their system for interactive sound effects. They created a system that allowed them to manipulate sounds so they played in the 3D game space, like changing the volume of sounds to match the character’s distance from its source, adding filters and reverb depending on the distance, panning sounds to match the sound source’s location on-screen, and processing sounds to match the sound source’s environment (i.e., sounds happening in a cave will have echo on them).

It’s also important to consider the characteristics of indirect sound. Sounds happening inside a house will sound different from ones happening inside a rock cave. Reverb size and length can help differentiate the two, but their approach to reverb in past games resulted in too many parameters to adjust and therefore, too much work. So for this game, the reverb parameters are automatically calculated using information about walls (e.g., direction of walls, distance to walls, room capacity, density of wall, and sound absorption rate of walls) collected by ray casting. This information is plugged into Eyring’s Reverberation Time Equation, and the results are used for reverb and echo parameters.

Sound obstruction and occlusion

Since this game has more complicated terrain, like walls and cave, sound obstruction and occlusion are important considerations when creating realistic sounds. To depict a three-dimensional world in-game, the terrain contains voxel information. Each voxel contains terrain information, like whether it’s located indoors or outdoors, near water, near a forest, etc. Sound uses the voxels as well to find sound paths using an informed search algorithm. The sound system performs calculations based on the camera’s position and the sound source along a sound path. So, if a sound is coming from behind a wall, the sound path to the player is obstructed and the sound is occluded. As the player runs around the wall, toward the sound source, the path gets more direct and the sound changes accordingly. Doors dynamically affect the sound path. If a door is open, the player can hear a sound source inside the structure; if the door is closed, the sound cannot be heard.

The important aspect of sound attenuation and processing in the game is that all sounds follow the same rules. Among those rules, loudness is particularly important. If you create acoustic characteristics based on the loudness of a sound (how loud it is and how far away it can be heard), then assigning a loudness to each sound will allow you to hear them properly in the game space.

Instrumental music that isn’t a sound effect can also echo off of nearby walls or sound as though it’s coming from a canyon. It’s affected by the same rules and therefore plays naturally within the game space.


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


Trending right now:

  • Strident and Demonic

    Expand the timbre of your horror violins and cellos with CIRCUS, a sinister sample pack featuring 180 WAV sounds of screeching or high-pitched string noises, perfect for horror music and dark sound design.

    Creative Tension

    This collection offers a curated selection of screeches, high-tension tremolo, heavy jeté strokes, dark demonic textures, finger patterns, chaotic string elements, clock loops and bow accents.

    Haunting and Experimental

    Create haunting atmospheres, perfect for horror, thriller or experimental soundtracks. Every element has been designed to unsettle and disturb, blurring the line between music and noise.

    80 %
    OFF
    Ends 1760911199
  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • Roomtones Roomtones Play Track 125 sounds included, 375 mins total $80

    125 pristine roomtones from locations including offices, universities, schools, apartments, hotels, laboratories, bathrooms, stairwells & garages. Unwanted background sounds have been removed through the use of Izotope Spectral Repair, resulting in a wide variety of refined roomtones. All sounds were recorded using the Sound Devices Mix-Pre 6 and a stereo pair of Sennheiser 8020s.

    Visit edible-audio.com for behind the scenes photos, contact information, sound library updates and exclusive deals.

  • Traffic Sound Effects Streets at Night Play Track 15+ sounds included, 75 mins total $25

    This library is full of quiet night ambiences in a small city.

    In this library, you’ll hear 75 minutes of atmospheres that include busy highways and far away sirens, quiet intersections as cars pass through, rooftop and bridge underpass ambiences, distant trains and bar crowds, and more. Each track is five minutes long, giving you plenty of loops points if need be. If you’re looking for that distinct tranquility you feel in the twilight hours of an urban area, check this one out. All sounds were recorded using the Sound Devices Mix Pre 6 and a stereo pair of Sennheiser MKH 8020s.

    Visit edible-audio.com for behind the scenes photos, contact information, sound library updates and exclusive deals.


Latest releases:

  • Car Sound Effects Compact Cars 3 Play Track 2385 sounds included, 412 mins total $250

    Compilation of 10 different compact cars. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3 FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II, Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds.

  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, 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 only available in UCS.

  • Hum, Buzz & Glitch Sound Effects Massive Soldering Play Track 426 sounds included, 15 mins total $29.99

    MASSIVE SOLDERING – 426 files of solder sound effects, from several component repair sessions. From quick zips and zaps, to burning, sizzling and melting sears. Massive Soldering comes in at over 15 minutes, of metallic hisses and harsh bubbling. Bring the power of metallic vapors to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Soldering filenames are in the Universal Category System format with additional Metadata baked-in.
    Don’t need a Massive amount of Solder 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
  • Hum, Buzz & Glitch Sound Effects Mini Soldering Play Track 50 sounds included, 2 mins total $6.99

    MINI SOLDERING – 50 files of solder sound effects, from several component repair sessions. From quick zips and zaps, to burning, sizzling and melting sears. Mini Soldering comes in at over 2 minutes, of metallic hisses and harsh bubbling. Bring the power of metallic vapors to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Soldering filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Solder 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
  • Foley Sound Effects Cards and Dice Play Track 930+ sounds included $14.99

    Cards and Dice is a winning collection of tactile tabletop sounds. Shuffle, riffle, deal, flip and fold through two distinct decks — one old and soft, one crisp and snappy.

    Roll D20s, D6s and mini D6s by hand or with a dice tumbler across felt, wood and cork tabletops.

    Stack, slide and scatter poker chips with satisfying weight and precision.

    Perfect for games, animations and interface feedback.

    Includes 930 files recorded in 24bit / 96khz.

    25 %
    OFF
Need specific sound effects? Try a search below:


Handling non-dedicated sounds

The sound team also needed to develop a system for handling non-dedicated sounds – sounds needed for player-created objects using ‘Ultrahand.’ This ability allows Link to grab, move, and rotate objects, and also attach things together to create bridges, and vehicles. How do you get sounds to play without dedicated implementation? The sound team created a system for combining existing sounds. For example, the sound of a wagon will combine the sounds of wheels rolling, short, repeated shaking sounds, creaking joints, and rattling chains. No dedicated ‘wagon’ sound was created for the game. There’s also no dedicated sound for the paddle boat. It’s just the combined sounds of wheels rotating on the water’s surface, and wooden boards splashing through the water. The sound changes due to the water resistance.

The sound team made a system based on the physics system (how rigid objects move). It analyzes the way rigid bodies – controlled by the physics system – will move and then bases the sound on an object’s size and material. As a result, various sounds will play without needing to have a dedicated program set up to play them. One example is the suspension bridges. Those are held together with just physics, without any dedicated suspension bridge program, and their wobbling and creaking sounds play automatically.

The non-dedicated sounds also adhere to the established sound loudness rules, so they play naturally within the game space.

Sound rules

This form of implementation – building a rule system for how sounds are made and react to the game world – resulted in high-quality sounds that even impressed the game’s sound designers. The system made sounds that the sound designers have no memory of creating. The game director noted that it’s basically a physics engine for sound.

The sound team didn’t set out with the goal of building such a system. It was the result of their efforts to use sound to make the expanded world of Hyrule more dynamic.

A big thanks to GDC for sharing the video, to Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada for the insights, and to Jennifer Walden for the recap!


BONUS: More Zelda sound stories for you:

The evolving sound of Zelda:

 
Want to hear how the Zelda series have evolved over the years? SJM Gaming has compiled this overview, letting you experience what Zelda has looked and sounded like, from 1986 to 2022:



Evolution of The Legend of Zelda (1986-2022) | Breath of the Wild 2


The Sound Effects of Breath of the Wild:

 

If you want to learn more about the sound design for Breath of the Wild, Blipsounds did this interesting analysis on the sound of the game:



The Sound Effects of Breath of the Wild - Video Game Sound Design Analysis


 

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:

  • Strident and Demonic

    Expand the timbre of your horror violins and cellos with CIRCUS, a sinister sample pack featuring 180 WAV sounds of screeching or high-pitched string noises, perfect for horror music and dark sound design.

    Creative Tension

    This collection offers a curated selection of screeches, high-tension tremolo, heavy jeté strokes, dark demonic textures, finger patterns, chaotic string elements, clock loops and bow accents.

    Haunting and Experimental

    Create haunting atmospheres, perfect for horror, thriller or experimental soundtracks. Every element has been designed to unsettle and disturb, blurring the line between music and noise.

    80 %
    OFF
    Ends 1760911199
  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • a collection of female orgasms performed by eight professional voice actors, including the voices of orgasm, moans and oral sex, breathe life into your female characters by giving them high-quality voices with this newly updated audio library!

    this collection features 65 professionally recorded human sounds, created by various voice over artists and actors.

    80 %
    OFF
    Ends 1761951599
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Car Sound Effects Compact Cars 3 Play Track 2385 sounds included, 412 mins total $250

    Compilation of 10 different compact cars. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3 FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II, Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds.

  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, 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 only available in UCS.

  • Hum, Buzz & Glitch Sound Effects Massive Soldering Play Track 426 sounds included, 15 mins total $29.99

    MASSIVE SOLDERING – 426 files of solder sound effects, from several component repair sessions. From quick zips and zaps, to burning, sizzling and melting sears. Massive Soldering comes in at over 15 minutes, of metallic hisses and harsh bubbling. Bring the power of metallic vapors to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Soldering filenames are in the Universal Category System format with additional Metadata baked-in.
    Don’t need a Massive amount of Solder 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
  • Hum, Buzz & Glitch Sound Effects Mini Soldering Play Track 50 sounds included, 2 mins total $6.99

    MINI SOLDERING – 50 files of solder sound effects, from several component repair sessions. From quick zips and zaps, to burning, sizzling and melting sears. Mini Soldering comes in at over 2 minutes, of metallic hisses and harsh bubbling. Bring the power of metallic vapors to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Soldering filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Solder 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
  • Foley Sound Effects Cards and Dice Play Track 930+ sounds included $14.99

    Cards and Dice is a winning collection of tactile tabletop sounds. Shuffle, riffle, deal, flip and fold through two distinct decks — one old and soft, one crisp and snappy.

    Roll D20s, D6s and mini D6s by hand or with a dice tumbler across felt, wood and cork tabletops.

    Stack, slide and scatter poker chips with satisfying weight and precision.

    Perfect for games, animations and interface feedback.

    Includes 930 files recorded in 24bit / 96khz.

    25 %
    OFF

   

Leave a Reply

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

HTML tags are not allowed.