Музыка из Quake2 - ктото спрашивал у меня историю создания

industry

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19 Авг 2003
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в оригинале так сказать :super2: ...

Creating a track for quake2

In the beginning..
A lot of times a song idea starts with just one sound, a bass line or a simple drum beat...for this case study we choose "Descent into Cerberon" or Track 9 on the Quake 2 cd. This track is a perfect example since its build around a heavy bass line.

Descent into Cerberon
This track started off by me playing this bass line on the keyboard..so the first thing we did is play the Synth Bass line into our seqencer (Cubase Audio) just for 4 bars...a lot of times good ideas come and go really fast so its a good habit to record them right away. This simple bass line would give us enough information to start composing around it.(meaning the overall theme)


Creating a track for Quake2 part2

Drums
Now we`ll start to build a drum pattern around this 4 bar bass pattern. A lot of times we`ll just put the 4 bars into loop mode and 'jam' over it until we find the right drum beat for it. Once we have the perfect beat for it we`ll record once again into our sequencer. The drums you hear are being triggered via a master Keyboard off the Roland 760 sampler and recorded into the computer (Mac 8100). The drum sounds are sampled from a real live kit just for Quake2. If you thought theres a live drummer actually playing then we know we did a good job :) .

Recording the guitars
We sometimes compose the guitar riffs on a keyboard and then play it on a guitar. In this case we went with the real thing right away and recorded the guitars into Cubase Audio via Digidesign`s 888 Digital Audio interface. We felt it needed a heavy moving riff something that "talks" with the Bass line we`ve recorded. Once we have a guitar riff that works with the drums and bass, we start to stretch the arrangement out to make room for more ideas.

Creating a track for Quake2 part3

Recording the Guitars part2
We then come up with 4 or 5 more riffs that go well along with the 'main' riff we composed earlier. We then decide which riff works as a 'verse' and as a 'chorus'. We also maybe layer a riff from the verse with the chorus to give it a little more depth. After the guitars are done we open them up in the cubase audio editor and edit the beginings and endings of each riff to get rid of any unwanted 'player noises' like sliding from one chord to the other. We also use Digidesigns Protools Audio editing software for some editing. Track 9 contains 8 individually recorded guitar tracks. Each guitar sits in its own frequency range, meaning each part will be EQ`d differently (like guitar 1 has more highs,g2 has more mids etc) but together they blend in perfectly making the guitars sound "big".


Creating a track for Quake2 part 4

The next step
Once all the guitars are 'edited' we`ll start to look for ambience or other samples that could take the track to the next level. Sometimes we take sounds off so called sample cds but most of the time we create our own stuff because we want to stay away from common sounds. We also use a lot of keyboards like the Korg Trinity which owns an exceptional set of quality sounds and editing possibilities. In this case we used a mixture of orchestral samples together with an ambience patch from the trinity to create the intro for track 9. If you listen close you can hear the orchestral sample in the background during the intro. Ambience actually plays a big part in most of the tracks. It gives each track a wider spectrum of sound which makes it more interesting then just having plain drums and guitars.


Creating a track for Quake2 part 5

Attention to detail
Most of the work goes into the little things like drum fills, smooth transitions from one part to another, programming more drums, looking for unique sounds etc. We`ll work on the track until we achieve a certain flow. That can take from hours to days. For track 9 it took between 3 and 4 days of work. Its easy to over produce things so a lot of times we`ll come to a point (and also due to deadlines) where we have to stop and finish up. When we feel we have an almost finished track, we go away for 2 hours and then come back and listen to the song from top to bottom to make sure it will fit the whole Quake2 theme.


Creating a track for Quake2 part 6

Mixing and mastering
First off we`ll transfer all the tracks we have (midi and audio) to the Adat format

Alesis ADAT XT
heep://www.alesis.com/alesis/ADAT/adatxt.html

For most tracks we need 3 ADATS ( 8 tracks each) giving us 24 seperate digital tracks. . We do this because we mix and master in another studio. Most studios own their own ADAT machines so all we need to bring are the tapes.


Creating a track for Quake2 part 7

Mixing and mastering part2
After each track is separated (kick,snare,hihat,bass,guitars 1 to 8 etc) we can then put the track down to the Adat format. For 24 tracks we need 3 tapes plus backup tapes (You never know). Once we're in the other studio, we`ll start to build a mix. A mix means bringing each element of the song into balance with the rest. We start by doing a submix of the drums. For track 9 that is : kick,snare,hihat,cymbals and another percussive loop which is running underneath the main beat. While mixing you also deal with such things as compression and gating. Compression makes sure that levels wont peak out even when their level (volume) is raised. Its also gives the drums a little more punch. After we have a nice balance on the drums we`ll go on to the bass then guitars. This is not an easy task since we have 8 guitars for track 9. Panning (where the sound sits i.e. left or right ) plays an important part in mixing as well.

Creating a track for Quake2 part 8

Mixing and mastering part 3
Proper panning gives everything it's own spot int the stereo image allowing everything to be heard. Some guitars will go to the left and right and some will fill out the middle. This will give us a nice wide guitar sound. After we`re done with the guitars ( takes from 2 to 3 hours) we`ll move on to the rest, like the ambience and keyboards. We also add a lot of effects like reverb or delay to give the ambience an almost surround sound feel. During this whole process we`ll listen to the track at least 30 or 40 times before we say "sounds good to me".
If we like the mix we have, we`ll record the final mix onto a DAT (Digital Audio Tape).



Creating a track for Quake2 part 9

Mastering
We then transfer the mix from the DAT into Digidesigns Protools Audio editing software. The mastering process gives the mix the final magic it needs to come alive through your speakers. This involves compressing the stereo mix, adjusting overall eq and in our case...raising the overall levels so the needles peg the red..:)
If done properly, mastering can make the difference between a good mix amd a slamming mix. The final step is burning the music onto a Cd. We then bring the Cd home and compare the sound on differrent audio systems ( in the car, on a jambox, over computer stereo speakers etc.) If the Cd sounds good on all systems then we know we have a slammen mix.


Creating a track for Quake2 part 10

final word
The overall production took 3 1/2 months (for 16 tracks) to complete. Only 8 of these tracks were used for Quake2 due to space limitation (hello dvd). There are tentative plans to release the rest of the tracks with the mission pack for Quake2 due out this spring.

Overall we had a blast working on this game..it was a dream come true.
Sascha and David

DBX 166 Gate &
Compression.
DBX 336 Spectral Enhancer.
Digidesign 888 I/O Hardware.
Macintosh 8100 /128 MB.
Featuring: ProTools 4.01 and Cubase Audio Software
Ensoniq DP4+ Effect unit
Panasonic DAT Pro
Korg Trinity.
Kurzwell 2500/s.
Roland 760 sampler
with 64 megs
JD-990, JV-880 & JD-1080
Digidesign DSP Farm.
Mackie 24-8 Mixboard
with 24-channel expander.


Enjoy :thumbsup:
 
Да ты чё. Это гитарная музука! Не наезжайте товарисчи.
Сенькс industry.
 
Пасиб за инфу!
Может кто-нибудь выложит небольшой кусочек (300 кб) того девятого трека, где аж 8 гитар разведены попа нараме?
Интересно послухать...
 
D.Copy - оффтоп стиль жизни гитариста.
см топик ниже :)

П.С. Antonio прав, это особенно когда едешь на велике без седла :)
 
Antonio

Хорошо ты сказал насчет "попы на раме" :thumbsup: :biggrin:


Музыка из Кью2 несколько однообразна. :rolleyes:

Хотя, как показывает практика, многим нравится.... странно. :rolleyes:
 
Кстати я вот порылся в архивах.. нашел забавненькое письмецо...
Я как то написал в Соник Майхем Саше...
В то время у меня и гитары не было, были незрелые пионеры , играли на синтезаторах, сэмплерную музыку, аля Депеш Мод, Nitzer Ebb...

Цитирую ниже, немного подредактировав контакты... если кому то интересно...Теперь это уже история...

Date: Sun, 21 Jun 1998 12:40:28 -0700
From: Sascha Dikiciyan <..........@..........> | Block address
Organization: Sonic Mayhem
To: Pervushin Sergei <.......@yahoo.com>
Subject: Re: To : Quake 2 Music Creations
Add Addresses



Pervushin Sergei wrote:

> Hi ! My name is Sergei . I live in Moscow , Russia.
> Excuse me for bad speaking English.
> I been very glad to hear music on Quake 2 Disk and
> I thank you very much for its works. It's really modern
> music style like "Die Krupps","Clawfinger","Ministry"
etc. this music bands very nice for me.

I'm too playing & writing music on my PC.Yours sounds of
guitars is very cool .
Sound mild and in ditto time very rich and saturated.
I much like that you use electronic basses together with riffs
distortion-guitars.This steeply,cool !!!

I has written a text words to the track 07 and has
written this on the computer have enjoy
working with it.

> I have one simple questions - Are you knowing HTTP
> & FTP sites with samples guitars like yours? Its need
> in WAV or WFP format for my Tropez !
>
> Shall much pleased and happy if you answer me.Want you further
> successes in making a music and functioning with the sound !!!
> My E-MAIL : ........@yahoo.com
>
> Sergei.
>

hey Sergei,

well we are glad you like out work on Quake2..maybe one thing to point
out
is that the guitars arent samples..they are real
played guitars :) so i wouldnt really know where to find wavs files for
guitar samples...a good source if you dont play guitar tho are so
called
"sample cd`s"...there are a lot of cd`s who contain all kinds of stuff
good
for composing industrial music (like hard drums sounds, some guitar
loops).Try : heep://ввв.bigfishaudio.com/ for more info..
Im curious, you said you wrote a text to track 7? Is it in russian?
Maybe
you can email me a copy of it..so we can post it on our web site ;)

thanks

Sascha Dikiciyan
SONIC MAYHEM

ICQ : ХХХХХХХ
Email : ........@.....net
Web : хттп://ввв.sonicmayhem.com/

[ADDED=industry]1114761937[/ADDED]
Audio in video games still has the reputation of being neglected and taking the back seat to visuals. Sonic Mayhem, a leader in game music production strives to raise the bar and create music, which has such an impact on the player's experience, that it takes the game to the next level.

Sascha Dikiciyan, music producer and professional sound designer, has gained notoriety for his work in the Sony Playstation James Bond game "Tomorrow Never Dies" and the PC games Quake II and Quake III Arena. He followed up his work for Quake III with the release of "Quake III: Arena Noize," a soundtrack that included new tracks in addition to the music found in the game. Sonic's use of a unique blend of underground beats, electronica, rock mixed with the ambient side of orchestras quickly garnered the attention of fans and producers alike.

It was after the production of "Quake III: Arena Noise" that Sascha realized there was a demand in the music production marketplace for the type of sounds that Sonic creates. In the spring of 2001, Sonic released its first sample CD "Noize Loops" which won the Future Music Platinum Award. A Keyboard magazine writer noted, "Not since Sounds Good's Methods of Mayhem sample CD have I encountered a collection with so much edge and attitude."

After receiving positive feedback and significant sales, Sascha decided to build the Noize franchise by creating a new sample cd for the Reason format and developing a web site geared for the music production enthusiast, www.noizeloops.com.

Sascha was born in Stuttgart, Germany but grew up in Berlin. He started learning the piano early on but then switched to the drums when he was 12 years old. After high school Sascha picked up piano again and moved to Los Angeles, California in 1993. He studied music at Hollywood's famous Musicians Institute, where he took classes in keyboard, music theory and recording arts. After MI, Sascha studied film scoring and orchestration at UCLA.

His interest in video games began in the early 80's and it was that interest which compelled him to independently produce and release "Methods of Destruction," the first-ever audio add-on for the original Quake. "I produced and sold that cd out of my apartment in LA," explains Sascha. "It gave me the opportunity to be noticed for not just my abilities as a producer but also as an artist who understands the way music can complement visual action. It was quite an exciting time because Quake pushed new technological boundaries visually and sonically."

Encouraged by the enthusiastic fan reception of "Methods," Sascha reached someone with id software in 1997 about submitting music for Quake II. After reviewing 2 demos, id agreed to use sonic's music and the path was set for sonic mayhem to become one of the leading progressive voices in game music.
 

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