Age of Empires IV: Composing the Rus and Abbasids

Music of the Rus and Abbasids Civilizations

Nugel Henning shares his experience recreating the music of these historic civilizations

Age of Empires IV - Hero

Project: Age of Empires IV

Client: Relic Entertainment, World’s Edge

We Did: Music Composition • Orchestra, Choir, Soloist Recordings

 

Age of Empires IV was released to roaring success. The game remains on Steam’s Top Sellers list months after its release. Fans and reviewers alike have lauded the graphics, asymmetrical gameplay, and most importantly for us, the music. Scrolling through Steam reviews mentions of the soundtrack can be read repeatedly, and reviewers as well have taken note of it, saying things like “the soundtrack… mixes beautifully from the menu music and evolves through the ages” (PC Gamer), and “musically speaking, AoE IV is up to series standards” (Tom’s Guide).

It has certainly been exciting for the Dynamedion team to be part of such a stellar project that has been years in the making. The music is dynamic, based on the civilization and Age the player is currently. Great care went into this, with loopable cues to ensure that whenever a battle sequence began, or themes changed based on each Age, the music would  flow seamlessly and sound like all part of a single composition. For each track, composers had to write four different layers (Explore, Tension, Combat, Rare) including a variety of segments, intros, exits, and transitions between the four Ages.

Read more about Dynamedion and the Age of Empires IV soundtrack here.

Henning Nugel was one of Dynamedion’s staff composers who worked on the score. Henning is from Dortmund, Germany and has written a great deal of scores on behalf of Dynamedion, including the Settlers series, Total War – Thrones of Britannia, Marvel Super War, Smite – Heroes of the Wild and Dark Crystal – Age of Resistance. Henning is not just a composer but also an instrumentalist, playing keys, guitar, fiddle, and a variety of instruments from around the world, and is an expert on medieval and folk styles.

Henning Nugel sitting in front of his instrument collection

For the soundtrack, Henning was tasked with conquering the music for the Rus and Abbasid Dynasty civilizations. He wrote over 180 minutes of music and played on 25 different instruments himself. Here he discusses his experience working on a soundtrack that called for someone with his exact background. All photos were provided by Henning or the respective artists.

Henning Nugel talks Age of Empires IV

There have certainly been quite a few projects where I mingled folkloristic medieval stylistics with orchestral music (Settlers Series, Valhalla Hills, Thrones of Britannia to name a few). But Age of Empires IV is definitely the biggest project I have worked on, ever! The game audio system is so incredibly sophisticated and complex; I have never encountered anything like it during my whole 20 years of working in the game audio world. It’s like one gigantic constantly changing soundtrack that fits everything that happens on screen. As composers – and I think I can speak for all of us – we really put our heart blood into creating music that could hold up to this vision of a game.

Music for the Rus

One of the tricky things with medieval music is that wherever you turn to in Europe there’s basically the same kind of instruments. You got your lutes, some kind of fiddle, recorders, etc., but you really have to dig deep to find instruments that clearly distinguishes one civ from another. When I started with the Rus we already had the music of the French, the English and the Holy Roman Empire and Relic’s Music Lead Lin Gardiner was adamant that I find a way to set the Rus apart from all the other factions.

Choir

Very early on it was clear to me that we needed a basso profundo choir for the Rus. These super-low male choirs are as characteristic for Russian classical music as the balalaika is for Russian folk tunes. So I contacted George Strezov who is a kind of Bulgarian wunderkind being a composer, conductor, sample library developer, owner of an orchestra and choir agency but most of all just a down-to-earth, super-nice guy.

I asked George about Russian choir music and a few moments later I received from him a bunch of YouTube links with a broad variety of examples. I also used his sample library, Wotan, which features the voices of a basso profundo choir from Sofia. It sounded so good that we actually hired George to conduct this very choir at the live recording sessions. For the Dark Age there’s only one singer of the choir doing very low “Mmh”-lines and through the Ages the choir gets fuller and sings more intricate phrases.

Sophia Sessions Choir Age of Empires IV
From the choir sessions with George Strezov (front left) and our orchestrator David Christiansen (front center) and the Sofia Session Choir men in the back

Strings and winds

While the low choir got me closer, I had to look for further inspiration to achieve the sound of the Rus civ. Of course, a balalaika was a must. I also got a wonderful mandolin-like instrument, a domra and set up my trusty Irish bouzouki with a different tuning and created something like an ancient balalaika for the first two Ages.

One of the key concepts was to have instruments evolve through the different Ages. In Castle Age the ancient balalaika is substituted with the regular versions of the balalaika and domra. From Siberia I received two Russian recorders called svirels in different keys and also a kalyuka which is a Russian overtone flute. I also used a wooden traverse flute.

Svirels, a kalyuka, and a wooden traverse flute

Regarding bowed strings instruments I opted for some low solo fiddles that I strung with octave strings through the first two Ages. They are accompanied by higher solo violins with more intricate lines in Castle Age with a hint of a small orchestra strings section in the background.

In the Imperial Age we have the full-blown cinematic orchestra and choir recorded in Budapest and Sofia respectively. There’s also some lovely solo horn passages while the folkloristic instruments play only a subdued role.

A touch of melancholy

Russian music has a tendency toward the melancholic so I tried to work this more sombre spirit into my music as well. All of this helped a lot to make the Rus sound distinctly different from the other European civs.

I really enjoyed my trip into the musical history of the Rus. Though I used instruments that were partly existent at that time, I also invented a lot of playing techniques and phrasings to fill out the score in a cinematic way. It’s not really about accuracy but more about authenticity, the feel of things. In the end this is more or less my interpretation of Russian music and how it makes me feel.

Music for the Abbasid Dynasty

Creating music for the Abbasid Dynasty required a deep dive into Arabian music and instruments. To make it distinguishable and notably different from the Delhi Sultanates this needed a new palette of instruments which would give us a typical Arabian feel. I got lucky at the Orientmusikhaus in Berlin where the proprietor Metin Ürgen let me check out all the instruments and told me about their usage in Arabian folklore music. After about five hours testing and checking I left the shop with an oud, a bouzuq, and two handfuls of woodwinds.

Strings

The oud is perhaps one of the oldest Arabian instruments and quite likely the grandfather of the classical guitar. It has no frets and comes with 11 strings tuned in pairs except the low bass string. It features most prominently in Age II but also sparsely in the Dark Ages. At times I bowed the low bass string with an old cello bow to get a nice dark raspy bass drone for the Explore and Tension layers that comes and goes. The oud is replaced by a classical guitar in Age 4 for a feel of development.

An oud

The bouzuq is also an Arabian plucked string instrument and perhaps the predecessor of the modern-day bouzouki. The regular bouzuq only has two pairs of strings but Metin retrofitted mine with a third pair of strings to give me more choices for different sounds. It has frets attuned to the Arabic scales (the Maqams) so it can play microtones (e.g. a note between E and F). I used these microtones here and there for the typical Arabic feel and you can hear the instrument a lot in the Dark and Feudal Ages. I also bowed this instrument with a cello bow for the gritty sound in Dark Ages Tension. For the Castle Age I used a modern version of the bouzuq, a bouzouki with a different tuning. It has a more refined and fuller sound but no microtones. I also used a lot of different picks (regular, but also metal, wood, felt).

A bouzuq

Playing string lines in octaves is a very common feature in today’s Arabic music. For the Castle Age, I used a regular violin – which had belonged to my grandfather who was a great player himself – but tuned G D g d for the typical Arabian violin tuning. My custom-made octave viola features as a counterpart an octave lower. By tuning it differently this one can get down to cello tuning and create a really gritty dark sound. This combination was perfect for the Castle Age where we are at a more advanced stage but still not at the highest form of development of this civ. The Imperial Age on the other hand features mainly orchestral ensembles. The octave viola can also be heard in its darkest and lowest form throughout the Feudal Age layers as a kind of precursor to the Castle Age strings.

An octave viola and Henning’s grandfather’s fiddle

Winds

There’s a lot of woodwinds used through all the ages. There are the high and low kaval flutes in the Dark Age and Feudal Age. The Mizmar a double reed instrument I got from Egypt in Dark Age and its counterpart the Zurna in Feudal Age. Really loud and piercing instruments that were great for the Tension and Combat layers. Years ago, I bought a Duduk and in Metin’s shop I got a low Mey as a kind of lower counterpart. Though they are also double reed instruments they sound a bit like wailing clarinets. So in this context I also used a strange nameless flute I got some time ago that is played with a single reed and also has this kind of clarinet tone. Ney flutes are used in the Dark and Feudal Age for additional breathy grit. In the Dark Age there’s also a bass recorder – a huge instrument. You can get these really cool ethnic flavours out of this instrument when you don’t play it like a regular recorder. The Imperial Age features my trusty wooden traverse flute for a little more refined sound. But we still have the occasional duduk here and there.

The various flutes and recorders Henning used for the soundtrack.

Vocals

As Arabic music is predominantly vocal, I was extremely happy that we found four lovely solo vocalists – one for each age: Renowned singer Memed Capan, with his 80-year-old voice had just the right timbre perfect for the Dark Age; for the Feudal Age there is Gediz Çoroğlu, a fantastic singer from Istanbul, who performed gorgeous Arabic phrases in his unique singing style; London-based singer and composer Hayat Selim, born in Cairo with Arabic music and singing part of her DNA, a godsend for this project as she was the perfect match for the castle; then finally Clara Sorace for the Imperial Age, the most advanced Age – her vocals are heard in countless trailer music albums and most recently Jasper Kyd’s Assassin’s Creed score – her technique is absolutely stunning and she really made the most cinematic sounding Age come to life.

There’s no traditional brass in Arabic music. For continuity between the civs and also for making it all more cinematic I used orchestral brass in the later Ages. Brass and strings were recorded live in Budapest. Especially the string players had a lot of fun playing the rather fast and agile Arabic lines I had written for the Imperial Age.

Uncharted territory

The Abbasid Dynasty civ forced me (again) to dive into for me personally totally unchartered musical territory. Of course, this score is and cannot be anything else than my own interpretation of what Arabic music feels and means to me. But I definitely learned a lot and my studio backwall got some more lovely  instruments to showcase.

Final thoughts

Of course, all of this would not have been able without the help of many people. I’m deeply indebted and thankful to Relic Entertainment and especially Music Lead Lin Gardiner and World’s Edge studio, as well as the whole Dynamedion team, including my brothers-in-arms Tilman Sillescu, Armin Haas, Alex Röder and also our ProTools specialist Christian Wirtz and the never-tiring orchestra wrangler and live artist handler Marcell Kelemen. I’d also like to thank the rock in a sea of raging notes, our Orchestrator David Christiansen, the lovely vocal artists that made my Abbasid Dynasty music come to life: Clara Sorace, Hayat Selim, Gediz Çoroğlu and Memed Capan, George Strezov and his fantastic basso profundo Sofia Session Choir that really made all the difference for my Rus music, and our Budapest orchestra musicians and conductor Peter Pejtsik.

Thanks a lot for taking the time with me and, of course, “Wololo!”

FIRST REACTIONS

 

“…amazing job, seriously. The ingame music is a Masterpiece. It gives you chills, it lets you feel heroic, it sets the mood, the tone. Rarely I have seen anything comparable…Well done.”

“Sound design and music design of this game is astounding… 10/10”

The voice acting and music in this game is just 🖤

EXCELLENT JOB to everyone involved in music and sound.

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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Need for Speed: Heat

Dynamedion provides car sound recordings for
"Need for Speed: Heat" by "Electronic Arts / Ghost Games"

The most famous arcade racing game “Need for Speed” is back with its new title “Heat” published by Electronic Arts, which surprises with new sound customizations never seen before in any racing game. We had the honor to record six cars for the developer “Ghost Games”. Ranging from the brand-new hybrid BMW, over vintage and modern Ferraris to a brutal Lamborghini. Besides that we licensed three existing recordings from our vehicle catalogue.

Project: Need for Speed: Heat

Client: Electronic Arts / Ghost Games

We Did: Sourcing & Recording • Licensing of existing recordings

We love to record cars and have done so numerous times. Getting the opportunity to source, record and license different vehicles for the highly acclaimed video game series Need for Speed makes us really proud – to say the least. In total four of our recordists – Patrice Börding, Severin Schwarz, Benjamin Drumeaux and Frederic Schmidt – where involved in capturing these cars:

 

Which Cars Did We Record?

BMW M5 (F90)

BMW i8

BMW Z4 M40i

Ferrari Testarossa

Ferrari 488GTB Spider

Lamborghini Huracan Performante Spyder 2018

 

Which Cars Did We License?

Nissan GT-R R35

Lamborghini Countach

BMW S1000RR

One of the biggest joys of our recordists is of course to co-drive in such extreme sportive cars. See a short impression of the joy ride in the Ferrari 488 GTB below:

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Hitman 2

Hitman 2 Agent 47 Silencer Dynamedion

Dynamedion Backs Up Agent 47 With Additional Music Composition

Project: Hitman 2

Client: IO Interactive

We Did: additional music composition

 

Dynamedion worked collaboratively with IO Interactive for their newest member of the Hitman series: Hitman 2. The seventh entry of the video game series continues where Hitman left off in 2016 and features a new cooperative multiplayer mode titled Sniper Assassin. Dynamedion now proudly announces its participation in additional music composition.

After contributing to Hitman (2016) and Hitman Absolution, Dynamedion now added to the most recent release of the popular stealth video game series. In total, half a dozen of Dynamedion’s composers worked industriously in additional music composition.

Our Senior Sound Designer and Project Manager Felix Diekhake gave us some insight into the project:

“We did custom diegetic for several scenes. After Hitman kept us busy with Italian Pop, Moroccan Hip Hop, Dub, A Virtual Band (The Class) and Swedish Baroque music, we now had the pleasure to delve into Dance Music, Kitschy Synth Pop, Indian Bollywood music and Cumbia.


The latter was a little challenging, as the music needed to be fit a scene where a live band is frequently interrupted – we delivered several stems, transitions and stops so the IOI team had enough material to create an interactive live experience.

As usual, the briefings and references from IOI were concise and to the point – and their choice of music challenging and fun.

The music was composed by Matthias Wolf, Armin Haas, Marvin Hartmann, Björn Obermann-Berger and Severin Schwarz. Hindi lyrics and Vocals were written and performed by Atif Afzal.”

Felix Diekhake

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

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Mortal Kombat 11

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Dynamedion composes in-game fight music for Mortal Kombat 11 by NetherRealm Studios

Project: Mortal Kombat 11

Client: NetherRealm Studios

We Did: music composition

Dynamedion and NetherRealm Studios collaborated once again after the great success of past projects, such as Mortal Kombat X or Injustice 2. The newest addition of the long-running fighting game series Mortal Kombat 11 comes with music written by three of Dynamedion’s composers. Matthias Wolf and Armin Haas, headed by Tilman Sillescu, created a hybrid variety of styles supporting the game’s atmosphere. As the setting of each individual level changes, so does the musical flair, ranging from a Nordic Viking style over Arabic styles and even futuristic sounds to industrial elements. In the end they are all tied together by their modern synthetic sounds, grounded by winds and strings combined with guitars, heavy drums, and ethnic elements.

Our composers Armin and Matthias kindly gave some insights in the creative procedure and summarized the project:

“Each level consists of three rounds, all in the same musical style, but with an increasing intensity. In preparation for the project, Matthias and I listened to the tracks we had made for Mortal Kombat X to get back into the mood and discussed possible improvements. NetherRealm Studios provided footage of finished levels and sometimes only screenshots of settings that needed to be set to music. We then had to work out a proposal for the first round. After its approval we made a full 50-60 second version of the song and started working on the next round. Before we went on to a next level, we had to finish segments such as intros, breaks, finishes, and endings.”

Armin Haas

“It was an unusual challenge to work with the significant ethnic sounds of each level. The goal was to always be aware of the level you are in but remain only be a short musical loop to musically visualize that level. Also, rhythms and schemes should not be too repetitive to keep up the energetic, but distinct fighting atmosphere.
Altogether, NetherRealm Studios were a benevolent and appreciative client. They were really pleased with our work and we hardly had to do any reworks.”

Matthias Wolf

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

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ANNO 1800

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Dynamedion composes full in-game soundtrack including live orchestra recordings for the upcoming ANNO 1800 by Ubisoft/Blue Byte

Project: ANNO 1800

Client: Ubisoft / Blue Byte

We Did: music composition, live orchestra recordings, soloist recordings

 

Dynamedion proudly supplies the full in-game soundtrack for the 7th part of the popular city building video game ANNO 1800, developed by Blue Byte and published by Ubisoft. After many successful collaborations with the series, Dynamedion once again created the soundtrack for the widespread real-time strategy game with a broad-based and experienced team.

 

You can get an idea of the amount of work Dynamedion has invested in this project by looking at the ANNO 1800 – Dynamedion Credit List:

Composer: Tilman Sillescu, Alex Roeder, Jochen Flach, Matthias Wolf, Armin Haas, Steffen Brinkmann

Creative Director Dynamedion: Tilman Sillescu

Orchestrator: David Christiansen

Orchestral Recording Session Frankfurt/Oder: Brandenburgisches Staatsorchester @ C.P.E. Bach Konzerthalle

Conductor: Bernd Ruf

Session Producer: David Christiansen

Recording Producer & Mixing Engineer: Holger Busse @ GENUIN recording group

Recording & Editing Engineer: Lisa Harnest @ GENUIN recording group

String Recording Session Budapest: Budapest Symphonic Scoring Orchestra recorded @ Hungarian Radio Station

Conductor: Peter Pejtsik

Session Producer: David Christiansen

Recording Engineer: Miklos Lukacs

Pro Tools Engineer: Gabor Bucko

Editing & Mixing Engineer: Christian Wirtz

Featured Vocalists: Birgit Auweiler, José Wolf

Solo Violin: Csongor Veer, Balazs Bujtor, recorded @ TomTom Studio

Solo Cello: Peter Hary, recorded @ TomTom Studio

Solo Bandoneon: Jörg Kinzius, recorded @ Simon Rahm Studio Düsseldorf

Dirk Riegert, Creative Director at Ubisoft:

„1701, 1404, 2070, 2205 and now 1800. Dynamedion and ANNO, they just belong together! The whole team around Tilman once again did an exceptional work and outstandingly supported us to bring the 19th century to blooming life! “

Alexander Röder, Lead Composer of Dynamedion:

„The musical work for ANNO 1800 has been very relaxing and creative. Ubisoft has had a clear vision and great ideas how the world of ANNO 1800 should sound. They supported us constructively and benevolently during the creative production. Altogether a very pleasant collaboration. “

Are you interested in working together with our team for your next project? Contact us, we’re looking forward to creating an extraordinary music and sound experience together with you.

 

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Monster Energy Supercross – The Official Videogame with sound recordings and sound effect post production by Dynamedion

Dirt bike sound recordings by Dynamedion.

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Italian racing specialist Milestone  has released Monster Energy Supercross – The Official Videogame with sound recordings and sound effect post production by Dynamedion.

Monster Energy Supercross  is the official game of the AMA (American Motorcyclist Association) Supercross Championship sponsored by Monster Energy and available on PlayStation 4, Xbox One and PC.

We had the great pleasure to be part of this ultimate Supercross experience and did some dirt bike recordings in South Africa. We have recorded a total of 10 dirt bikes for the game and worked on its post production.

“I received the raw multichannel recordings from our recordist and sound designer Tristan Horton in South Africa and started by editing and cleaning them. For the integration they used REV by Crankcase Audio so I prepared the ramps and idle loops. After that I began with mixing and tweaking the sound for the different perspectives; engine and exhaust and a mixture of both. Finally all sounds are going through the mastering process to control the loudness and make some last adjustments. I played the game myself and listening to the sounds in the finished game is really cool! I am very satisfied with the result.”


Patrice Börding

(Project Manager / Sound Designer)

Enjoy watching the Launch Trailer!

You are also interested in field recording? Check out our services and tell us more about your project!

Extreme racing game Gravel with sound recordings and sound effect post production by Dynamedion

Get a glimpse behind the scenes of the vehicle sound recordings of Gravel.

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Italian racing specialist Milestone  (best known for its MotoGP™ and MXGP and previous home of the WRC Rally Championship Series) has released its off-road racer Gravel with sound recordings and sound effect post production by Dynamedion.

We had the great pleasure to be part of this ultimate off-road experience and did some car recordings together with the audio department of Milestone in Italy.

We would like to show you some exclusive behind the scenes material of our recording sessions.

Enjoy watching Gravel’s Launch Trailer!

You are also interested in field recording? Check out our services and tell us more about your project!

Maple Blitz X

Dynamedion carried out the orchestra recordings and arranged the orchestral video shoot in the beautiful city of Prague for Nexon’s „Maple Blitz X – The Story Of The Wind“.

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NEXON has released Maple Blitz X – a strategy card game based on the world of the popular MMORPG “MapleStory” with live orchestra recordings and organization of the orchestral video shoot by Dynamedion.

The music video of the recently released title song “The Story of the Wind” is a video showing the beautiful landscape and orchestra of the Czech Republic in Prague. Enjoy watching the video!

You are also interested in live orchestra recordings? Check out our services and tell us more about your project!

 

New Release | Turbine

Our friends over at BOOM Library released their first sound design plug-in TURBINE.

Over the last 4 years of intense research and development BOOM Library shaped a breakthrough software tool that revolutionizes the way of sound design.

TURBINE is a sound design plug-in that gives you access to a wide range of authentic virtual engines based on their real-world counterparts. You can change and automate all parameters in real-time, giving you full control over the final result.

Over 50 presets give you the power to manufacture entirely new sounds, such as whooshes, pressure releases, robotics, sirens, musical FX, sci-fi elements, futuristic engines, home appliances, electric tools, flame bursts and more.

Go far beyond engine sounds and use TURBINE for: WHOOSHES / PRESSURE RELEASES / ROBOTICS / SIRENS / MUSICAL FX / SCI-FI ELEMENTS / FUTURISTIC ENGINES / HOME APPLIANCES / ELECTRIC TOOLS / FLAME BURSTS and more

Enjoy watching the trailer!

BOOM-Interactive-Turbine-plugin

DISCOUNT

Make sure to order TURBINE until January 16th to benefit from the discount!

*Please note: Turbine requires iLok 2 or 3

 

PLAYERUNKNOWN’S BATTLEGROUNDS

Get some insights in our vehicle sound recording work for “PLAYERUNKNOWN’S BATTLEGROUNDS”.

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PUBG Corporation released the brand new last-man-standing battle game “PLAYERUNKNOWN’S BATTLEGROUNDS” with vehicle sourcing, recording, editing, mixing & mastering by Dynamedion.

For the past months, “PLAYERUNKNOWN’S BATTLEGROUNDS” has taken Steam by storm and has already sold over 2.8 million copies on Steam. The principle is simple: Up to 100 players parachute out of an airplane onto an island where they must immediately arm themselves with any weapons they can scavenge from its abandoned towns, factories and military bases. The aim of the game is simply to survive, which is exactly what makes it so appealing.

We’re delighted to be part of this highly successful online survival game. Read on as our sound designer and project manager Patrice Börding reveals some insights:

WHAT WAS THE EXACT TASK AND AIM OF THIS PROJECT?

“Our task was to find the vehicles (sourcing), record them (recording) and create the final sounds (post production incl. mixing & mastering). Our aim: to create as realistic and detailed sounds of the original vehicles as possible.”

 

HOW DID YOU APPROACH THE MATTER?

“First of all, I tried to gather as much information as possible about the vehicles I was looking for and watch videos on the internet. This makes sourcing easier (especially in forums) and I get to know how the vehicles should sound. Then I reserved the dates for the acoustically optimized testing site and started looking for the vehicles. I first asked in our own network and then searched for vehicle owners on the internet, in forums and so on.”

 

WHICH CHALLENGES HAD TO BE MASTERED?

“The most difficult thing is always to get all the vehicles together in the same place at the same time. So in this case to get 7 vehicles organized on two consecutive days in a suitable order.”

 

HOW DID THE RECORDINGS GO?

“The recordings went well, except for one small mishap. With the Renault R12, fluid suddenly leaked out and we had to interrupt the recording. Fortunately, only the lid of the cooling water had risen. Otherwise, everything went without a hitch.”

 

WHAT WAS SO SPECIAL ABOUT THIS PROJECT?

“Some of the vehicles requested for this project were very special. For example the van, the UAZ and the Dacia have an older year of construction and are therefore not driven as much and are more difficult to find. The military truck and the buggy are also not everyday vehicles. But working with these vehicles was very relaxed. One of the reasons for this was the fact that they had virtually no electronics installed and therefore there were no problems with the roller (dyno) on the test bench. For example, more modern vehicles notice directly that they do not drive on normal roads, so that warning signals sound or even make the vehicle stop. The older models don’t really care in that regard.”

 

ARE YOU SATISFIED WITH THE RESULT?

“Yes, very much so. It is always exciting how the recorded vehicle sounds will sound in the game. REV from Crankcase Audio is an incredibly good tool for integrating engine sounds into games. However, the result of granular synthesis depends on the audio material and therefore the synthesis works better for some vehicles and worse for others. Fortunately, this time there were no problems and all vehicles sound great.”

 

ARE THERE ANY FUN FACTS TO REPORT? 🙂

The van was anything but in its original condition (i.e. old and slow). The car was extremely tuned and had a brute sound with a lot of backfire from the exhaust. The UAZ 469 still had the original tires on it, which were about 39 years old. We’ve been a little worried about that, but apparently these things are indestructible.”

 


Patrice Börding

Just check out the vehicle sound recording video and see Patrice Börding, Benjamin Drumeaux and Florian Weichelt at work:

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