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12/15/09 11:55 PM -
Interview Series - The Audio of Star Wars: The Old Republic 
by Dover
, posted December 15th, 2009 at 11:55 PM
The history of the audio department at LucasArts is full of iconic video game moments. From Monkey Island to Knights of the Old Republic, the sounds coming from this studio tend to stand out. Thanks to Jake Neri, we were lucky enough to meet a few members of the LucasArts Audio Team while in California. In addition to a brief clip that will be featured on next week's podcast, they agreed to give us a written interview. We are pleased to bring you our interview with LucasArts on the audio of Star Wars: The Old Republic.
 

Darth Hater: LucasArts made high quality sound design a hallmark of their games; could you briefly go into some of the titles each of you worked on prior to The Old Republic?

Darragh O'Farrell: Sure. Ill start with a brief introduction, I'm Darragh O'Farrell and I head up audio for all LucasArts titles. With me I have Will Beckman our Voice Director and Jesse Harlin our Music Supervisor, and Julian Kwasneski our Lead Sound Designer on the LucasArts side.

Ive been at LucasArts since 1995 and have been fortunate to be involved in many great titles. There are six titles that really stand out for me. In no particular order Knights of the Old Republic I & II, Grim Fandango, The Curse of Monkey Island, Outlaws, and most recently The Force Unleashed.

Will Beckman: Obviously KOTOR I & II stand out but also Mercenaries, Gladius, and Star Wars: Empire at War were fun to work on.

Jesse Harlin: For me Republic Commando, the Star Wars & Indiana Jones Lego titles, The Force Unleashed, and most recently Lucidity have been highlights of my time here.

DOF: You know its great to be back working with BioWare and I don't know what it is but whenever we get together we always seem to be trying to do something unprecedented. On KOTOR I the original design for voiceover was to have the game be primarily text with a level of voiceover similar to Baldurs Gate. At LucasArts we were so used to voicing our classic adventure games that KOTOR seemed like the logical next step. At that time 14,000 lines seemed immense. And here we are back together on The Old Republic with an astounding 240,000 lines of dialogue. Give or take a few. Its a real challenge for both LucasArts and BioWare but it'll be great when we are done.

Music

DH: As you know from working on Knights of the Old Republic, Star Wars is nearly as well known for its music as it is for its story. Will we see any musical themes from the movies or previous games making a return?

JH: Absolutely. The Old Republic is a massive expansion of the Star Wars universe as we saw it in KOTOR I and II. As such, were approaching the score for the game with the same mindset, a massive expansion of the existing musical language of Star Wars by using both the films and the first two games as the foundation from which were building. Expect to hear Jeremy Soule's and Mark Griskey's music from the original KOTOR games. Also expect to hear John Williams music from the six Star Wars films. Were taking pains to make sure that were faithful to the films in that themes which are associated with particular planets, characters, and concepts are respected. For instance, were writing a new theme for Jedi Order itself, but were basing it off of a variation of Yoda's theme from The Empire Strikes Back. The intention is that players who spend time with The Old Republic can then go back and watch Empire and immediately get a sense that Yoda is the last in the ancient lineage of Jedi Knights that represents the Old Republic.

DH: The original score by John Williams became an integral part of Star Wars culture. How did the audio team approach creating new pieces with such iconic shoes to fill?

JH: We've assembled a team of composers for The Old Republic who are all well-versed in the language of John Williams. Mark Griskey, whose previous Star Wars work includes both KOTOR II and The Force Unleashed, is returning as our lead composer on the project. Joining him are composers Lennie Moore, Gordy Haab, and Wilbert Roget, II. Lennie comes to us with a diverse background in games, TV, and film. Gordy recently worked with us on Indiana Jones and the Staff of Kings and Wilbert wrote new music for the recent DLC levels for The Force Unleashed. In addition, we've also hired composer Peter McConnell (Grim Fandango, Brutal Legend) to compose 90 minutes of original cantina music for us. Were deep in the heart of writing material for the game right now and things are sounding fantastic.

DH: When will we find out about a Star Wars: The Old Republic Official Soundtrack and how can I preorder it?

JH: All of the details are still to be determined but well have more info on that soon

Sound Fx

DH: The musical scores are not the only iconic sounds to be heard in Star Wars; the sound of a lightsaber igniting or a blaster firing evokes nearly the same response from fans. Are you creating entirely new sounds for The Old Republic or dipping into the vault?

Julian Kwasneski: Definitely both We will absolutely be dipping into the vault and trying to exploit some of the lesser-known source sounds and alternate takes of sounds that never made it into the films. There is also a wealth of audio source that was created for the first two games as well as other recent LucasArts titles that will be built upon. Beyond that we are in the process of creating entirely new weapons sounds with all-new custom source audio. Additionally, we are utilizing the power of Audiokinetics W'wise engine to extend the variety and depth of the sounds you will hear. There is a vast list of weapons that can be used in this game and we intend to make sure they're all fun to swing, shoot, and blow up

DH: Can you describe some of the ways you coupled environmental audio with the visual landscape to create a sense of immersion for some of the revealed planets? Are there any noticeable environmental sound differences that you can speak to?

JK: We are working on many different levels when it comes to ambient immersion. This game features multichannel audio as well as numerous ways to play ambient sound that will constantly react to changing game conditions. So when you add the technology with all the different ambiances and the lush visual world BioWare are creating you can expect this to be one of the most immersive and realistic-sounding games around.

DH: Anyone who viewed a making of documentary on sound design knows that the sounds of lasers and explosions can come from mundane, everyday items. What is the strangest or most unorthodox source you used for TOR?

JK: While this list is sure to get longer, consider this: A vibrating electric shaver, an antique 16mm camera, a WWII bayonet, a vacuum tube, a broken water pump and a giant old shot-put ball as some of our trusty source tools we have used so far.

DOF: That and sound guys don't like to give away all their tricks ;-)

DH: It was previously mentioned to us that audio can be used to make players feel more powerful. Will we be seeing sounds change as players progress through the game? Possibly hearing a few more bones break when a high level Sith Warrior chokes an enemy or more crackles from high level lightning?

JK: Because of the power of W'wise, we will be taking a layered approach to audio that will tie audio events to many states of a players maturity in the game. So the short answer is, yes. As you grow as a player, so shall the sounds associated with your character class. Blasters will get beefier, sabers will clash more brightly and force powers will become more powerful sonically.

Voiceovers

DH: The voiceover project you undertook for The Old Republic is unprecedented with hundreds of actors from across the globe. Would you briefly go into some of the unexpected challenges associated with such a project?

WB: Casting male and female voices for all the player classes is really a big undertaking. You have to find voices that fulfill expectations of both the players and the character archetype. For instance the Sith Warrior is essentially a villain in the Star Wars universe but as a character voice it needs to also be heroic and charismatic as the player themselves will be assuming that role in the game.

Casting the right talent for the thousands of characters in the game can be complicated. You don't want an actor playing multiple characters in the same location so spreading them out over the various class stories, factions and worlds is always tricky.

Finding someone to play a major character is usually easier than trying to get one person to play various parts. The voice-over style is mostly realistic so we don't want to stretch anyone too far in terms of what they are appropriate for.

Just the sheer volume of recording is challenging. Usually you get a project and there's a build up to the recording and a post production phase and then its over but with this project the amount of casting and recording is unprecedented really. Darragh and I have worked on the voice-over for the series since its inception and I'm really just a fan as well. I try and bring that passion into the studio every day.

DH: We know that every player character will be fully voiced. What can you tell us about the selection of voices available to players?

WB: All the player classes, both male and female will be fully voiced. Both genders will have voices that fulfill the Star Wars archetype for that class. With eight classes and a total of sixteen, male and female player character voices to choose from, there will be something for everyone.

DH: We have been told that players have the option of making their characters a non-human species. Will all players be voiced in galactic basic, be it English, French, or German, or will some be able to speak in an alien language, similar to Jory in the Bounty Hunter demo?

WB: The players will have the option of creating non-human player characters. However all of the player characters will speak basic as much of the entertainment in the conversations comes from the player character responses.

DH: Speaking of alien languages, some species in Knight of the Old Republic had a limited number of voiceover clips that tended to repeat for different lines of dialogue. Will we see something similar to this in The Old Republic, or is unique voiceover work being done for each species?

WB: The Non player character alien dialog will get a complete overhaul with lots more alien languages and variety. Along with Huttese we are creating scripts for many other languages with more variation. The alien language effort alone is bigger than the voice-over for any LucasArts game we've ever done, and we've done some big voice-over games.

DH: We unfortunately learned that none of the voices are being supplied by BioWare and LucasArts employees, and although I still think that should be reconsidered, are there any popular actors, voice or otherwise, that we will recognize in TOR?

WB: Really were trying to create an immersive world that players can feel like they are stepping into for the first time so were not looking for voices people will necessarily recognize. If we do have any notable voices I think they will be presented in a way that no one has ever heard them before.

DH: Having every character voiced, in addition to all of the more traditional sound files, means a lot of storage. Will any of the sound files be streaming or should players be anticipating a larger installation requirement then what is seen in other MMOs?

WB: As with any MMO it will be a decent sized install but I'm sure however large it is the epic Star Wars stories and the voice-over that brings them to life will be well worth every gigabyte.

Conclusion

DH: Finally, five minutes of spin for the audio department. Is there anything else you would like to say to all of the audiophiles out there eagerly waiting to listen to Star Wars: The Old Republic?

DOF: Just that it is great to be working with BioWare again. I would like to thank BioWares Audio team of Todd Davies and Scott Morton, LucasArts Audio Producer Orion Kellogg, as well as everyone else working on the game. There are a number of us on the team who are big MMO players and are incredibly excited about this game and are looking forward to a little PVP action


Some of the more interesting facts learned in the interview include: the use of Audiokinetics W'wise engine, sound fx change with skill increases, only two voice options per class, and no alien voices for PCs. We would like to throw a quick Thank You back to the team at Lucas for the interview. Everyone here at Darth Hater is looking forward to spending countless hours listening to the sounds of Star Wars: The Old Republic.

38 Comments
Comment by Altyrell made on January 4th, 2010 at 10:56am
Is there any clarification on whether or not Will Beckham statement meant: ONLY Species that can speak Basic are Playable, or if it will be any Species could potentially be playable regardless if they speak Basic or Not because it could really go either way
 
Comment by Darth Hater Episode 16 &# made on December 29th, 2009 at 12:29am
[...] Developer Dispatch: Designing the Dark Side Interview Series-The Audio Of The Old Republic Planet Revealed Tatooine Threat of Peace Issue [...]
 
Comment by Star Wars: The Old Republ made on December 23rd, 2009 at 4:54pm
[...] Darthhater interjújából nyert új infók: [...]
 
Comment by Stomp made on December 18th, 2009 at 6:13am
Awesome interview... I really hope we get to alter our player voice though.
 
Comment by Lugano made on December 17th, 2009 at 8:32pm
For me, music is one of the most important elements of a Star Wars game. The original John Williams score is so iconic now that I couldn't imagine anything Star Wars without it. I'm really looking forward to the music in TOR. I was pleased with the music in KOTOR, but I would like to have more of the classic themes in the score. It seems like they are going to do that though with TOR. Can't wait to HEAR the game now as well as play it.
 
Comment by homestarrunner made on December 19th, 2009 at 3:02am
Yup, definetly. I diddn't really care for the kotor music that much with the exception of Darth Revan's theme, but John Williams is freakin' awesome. Hopefully there will be a lot of his origional music in TOR.
 
Comment by Raithnor made on December 17th, 2009 at 4:09pm
For me, the voiceover part was the most interesting. Slightly disappointed in the "One specific voice per Class per Gender" though. It worked in Mass Effect since you were the only "Shepard" in the game. To a degree, it works in TOR so long as you don't team with someone who's the exact same class and gender that would be where it the most immersion breaking. Between this, the way the flashpoints seem setup, and the Companion Characters/Pets it seems to encourage smaller teams in PvE.

To be honest the smaller team fits in more with Star Wars anyways. The best example would be Luke, Leia, Han and Chewie running around the Death Star.

Although that makes me wonder how "Guilds" would work outside of PVP/Large Raid "Clans".

Maybe additional character voices might be something they could add after launch with planned updates.
 
Comment by D.Agonny made on December 17th, 2009 at 4:04pm
pretty sure and pretty happy there will be no wookies/ewok/jawas/hutts as playable classes as they do not speak basic, at least as a general rule
 
Comment by Darth Taturact made on December 17th, 2009 at 2:22pm
Ok so i better hear Duel of the Fates somewhere epic maybe in my PVP!!! lol so as im frying jedi it just feels more epic :)
 
Comment by chronium made on December 17th, 2009 at 10:07am
I wonder if TOR is going to be the first PC game to be offered on Blue Ray
 
Comment by Lethality made on December 17th, 2009 at 10:59am
I think you'll see a trend towards games being distributed on flash drives... the cost is low enough now and capacity larger than Blu-Ray. And you can do neat collector's packaging ideas as well.

For example, the Sims 3 - http://ll.cdn.static.jp.eaplay.com/u/f/eacomasia/ea.com/images/easg/thesims3/gallery/collectors.jpg

The flash drive is embedded in the jewel. Think about what cool stuff could be done for TOR!
 
Comment by homestarrunner made on December 19th, 2009 at 2:59am
Interesting, I was just thinking of that the other day. I thought flash drives were too expensive.
 
DH Team
Comment by Dover made on December 17th, 2009 at 11:03am
That does make a certain amount of sense, a lightsaber Flash drive would be awesome for install. However are flash drives really that cheap now? I'm actually asking, I'm unfamiliar with the overhead costs.
 
Comment by Deidare made on December 17th, 2009 at 12:47pm
16GB are often higher than $20 in stores, you can easily get an 6-10GB drive for about $20, maybe a little more, but 16GB will be plenty more than that. And yeah Lethality’s right; I'd love to see what kind of gadgets and extras BW and LA would through into a collector’s edition. A light saber thumb drive, exclusive in game gear, light saber pointer pen, or the ever so "loved" concept art book. Surely something worth while. (in game critter please XD)
 
DH Team
Comment by Dover made on December 17th, 2009 at 12:50pm
I am so certain that I will be playing an Imperial Agent, that I would like to see class specific collector's editions. heck, there are only 8 classes after all! ;-)

I know, I know, it won't happen. However I am excited to see what they have in store for a CE.
 
Comment by Lethality made on December 17th, 2009 at 11:10am
You can get 16GB flash drives at retail for about $20, so the price should be a lot better as an OEM. It still may be a premium over DVDs, but compatibility will be more widespread than Blu-Ray... so maybe for Collector's Editions it would make sense but not yet for regular distribution.

Then there's always the idea of digital distribution only... but I'd love to have some Star Wars gadget like a Lightsaber or Holocron with the game on it :)
 
Comment by Lethality made on December 17th, 2009 at 12:50pm
Audio is a small amount of data compared to video, etc. Especially with compression you can do on dialog, it's a non-issue.

I'd be surprised if there was even 1 GB used for audio purposes.
 
Comment by chronium made on December 17th, 2009 at 12:32pm
well with the amount of audio and the size that TOR is probably going to be in the 25-50GB range after installation. So yeah 16gb would probably be enough.
 
Comment by Churchkpq made on December 17th, 2009 at 10:28am
I don't think the adoption rate for pc blu-ray drives is high enough so it won't be cost effective to do that. Shipping out on many dvds is cheaper than 1 blu-ray.
 
Comment by ShavedEwok made on December 17th, 2009 at 8:40am
Great interview...thanks guys. :)

I'm very pleased to see Mark Griskey being confirmed as lead composer for SW:TOR.

John Williams is of course the obvious choice for anything Star Wars related, but Mr Griskey is IMHO the second best alternative (no offense intended), as he has clearly shown (KOTOR II, TFU etc) that he is quite capable of composing in a "Williams" style.

Anyways, looking forward to experiencing the music and sounds of SW:TOR ingame and once more thanks to the Darth Hater team for yet another excellent interview.

Cheers

SE
 
Comment by RogueJedi86 made on December 17th, 2009 at 7:42am
I love the music tidbits, especially recycling KotOR music, and the note on Yoda's Theme being used as the new theme for the Jedi Order. *goes to listen to Yoda's theme furiously* I can't wait for the music.


They didn't reveal any actor names, but some of us geeks have already ascertained a couple. The male Bounty Hunter player is voiced by Steve "Spike Spiegel" Blum. And I think I read somewhere else that Yuri Lowenthal is on this game too. Considering how many VAs were used for countless roles in EQ2, it's a fair bet that most every LA VA(especially the anime ones who can really act and have good range for multiple characters/voices) will be in on this. But we can confirm Steve Blum at the least. And we can't forget Lance Henriksen's voicing Jedi Master Gnost-Dural in the timeline videos.
 
Comment by heybarn made on December 17th, 2009 at 6:56am
DH team are you able to clarify: “With eight classes and a total of sixteen, male and female player character voices to choose from, there will be something for everyone.” Does this mean 8 male 8 female VO were recorded with each actor doing the lines/script for ALL 8 classes or is it just male actor X, and female actor Y doing say only the Smuggler VO option (so, like all the Sith Warrior characters may only have a British accent etc)??? Ta :-)

PS Great interview - Star Wars sfx music is top notch and I have great respect to the various audio and composing geniuses out there. They bring so much to the table and overall immersion and entertainment experience /salute RAWR!
 
DH Team
Comment by Dover made on December 17th, 2009 at 10:17am
It appears that it is only a single male actor and a single female actor for each class. This does mean that if the male Bounty Hunter actor has a British accent, then all male Bounty Hunters will be British. We don't yet have any information about whether or not we will be able to alter anything about the voices yet (Tone, pitch, etc).
 
Comment by ShavedEwok made on December 17th, 2009 at 11:01am
Apart from the fact that most MMO's so far have had pretty limited dialoge options when it comes to multiplayer communication between PC's, there still could be voice variations between characters of the same class.

As Dover pointed out, a pitch and tone option at character creation would certainly help. Considering the tools they have at their disposal, it should be doable. As should having other factors alter your voice, for example Dark Side corruption or wearing certain gear (helmets, breathing apparatus etc).

Regardless, it would be really cool if they make the most of the tools they have mentioned in this interview. But knowing who these guys are and what they've done in the past (plus the scope of this game) I have no doubt it will turn out great.
 
Comment by Macer made on December 17th, 2009 at 3:57am
My taco heart just crumbled just reading this article. CURSE YOU BIOWARE!!! AAAAGGGGH!!

Now I'll never will be able to roleplay as a fat wookie jedi with my chef hat in the cantina!! RRRRAARROOOO!!!

On topic, cool sounds and more speculation ahead with this spiraling soon on the forums. :)
3 Darth Hater Team

-Macer
 
Comment by Remlish made on December 17th, 2009 at 1:26am
Excellent interview.
 
Comment by Uzzzi made on December 17th, 2009 at 12:55am
So does this kind of confirm that we won't be able to pick species like wookie or trandoshan? If all characters will be speaking galactic basic for the VO work, that would exclude wookies and species like that right?
 
Comment by Zenkei made on December 17th, 2009 at 1:16am
Or perhaps speaking basic could be interpreted as the translation on the screen? But good point.
 
DH Team
Comment by Dover made on December 17th, 2009 at 1:45am
I wouldn't hold out hope there. Looks like English (or German/French) will be the only sounds coming from the computer for all player characters.
 
Comment by DirectX made on December 17th, 2009 at 2:56am
This makes sense. Speaking an alien language would be satisfying to a select few, but I imagine listening to jibberish for hundreds of hours would get irritating to most.
 
Comment by Altyrell made on December 23rd, 2009 at 2:23am
I agree with SE, and i hope that is how they would do that, that way Wookiees and several other Species would still be playable
 
Comment by ShavedEwok made on December 17th, 2009 at 8:27am
One possible solution would be that the PC is using some form of vocal translation device: The PC speaks in its alien native tongue, the device then translates and produces "synthesized" basic speech. The "synthesized" basic could easily be simulated by scrambling the crap out of the original VO with various filters and effects etc.

An example: The Wookie PC speaks, the "synthesized" basic is clearly heard from the translator device, while a series of Wookie grunts are heard in the background. This would simulate the Wookie input (grunts) as well as the translator output ("synthesized" basic).

Perhaps not the most elegant solution, but nevertheless possible.
 
Comment by gstommylee made on December 17th, 2009 at 1:22am
In the bounty hunter demo one of the NPC spoke an alien VO but was translated to basic on the subtitles.
 
Comment by thoughtcrime made on December 17th, 2009 at 12:52am
Nice, this got me more hyped about the game than most other info about ToR out there. It just now hit me that this game can not fail, based simply on the awesome sound team behind it. Games like grim fandango and escape from monkey island are some of my all time favorite games, and that is very much because they have such great sound/dialogue. Sw:ToR already looks like it has the makings of a great mmo, add to that the sound that is to be expected from these guys and it will blow everyone away..

thanks for a great interview DH
 
Comment by DirectX made on December 17th, 2009 at 4:09am
Heck yeah! The only disappointment is they didn't list Jeremy Soule for this one (only referenced him for KoToR). Damn you Guild Wars 2 for stealing our schmexiest musician!
 
Comment by RogueJedi86 made on December 17th, 2009 at 7:43am
At least they can recycle and expand on Soule's KotOR music. I can see "The Old Republic" used and expanded greatly to form some epic Coruscant music. And Malak's Theme used as a theme for the Empire.
 
Comment by Elspath made on December 17th, 2009 at 12:50am
Is it just mean or was there more side stepping in that interview then line dancing? :P
 
DH Team
Comment by Dover made on December 17th, 2009 at 10:22am
lol, I'm sure they were only allowed to say so much. We met Darr and Orion in San Fran and they were ridiculously cool guys. I'm sure if they were allowed to be clearer on some things they would have. ;)