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September 3rd 2003 - Interview with Morten Sørlie - Funcom
- Anarchy Online Music Director
AO Stratics: The music parts in AO and the Shadowlands expansion
are short WAV files. Can you explain how one could listen to a complete
track without playing the game, other than buying the official
Soundtrack?
Morten: About the new Shadowlands battle-music:
The battle-music did get a really positive reception, so this inspired
me to make a DJ-mix of it. This has become an almost 7 minute linear
music track based upon the original SL-battlemusic. Even the Yuttos
make a guest appearance in this track. This track is given to Stratics
as an exclusive, and I hope all the AO fans who visit your site
will like it.
About the rest of the Shadowlands music:
I'm afraid that's difficult, as it requires our own SIM-player which
won't be distributed. One possible way to solve this is by connecting
the different samples in an audio-editor, and then save the complete
file as a linear piece of music. We have no plans of making free
downloadable linear tracks of this, but its something we will
take into consideration. We'll keep you posted.
AO Stratics: In a recent interview, you also mentioned that
the original AO sounds will get an overhaul. Can you give some examples
what we can expect to hear on "good old" Rubi-Ka other
than what the game has to offer now? Will some monsters get new
sounds or will the music be altered?
Morten: The sound and music of Rubi-Ka has already been
undergoing a lot of tweaking. Most of the work is centered around
balancing the sound-environment. Because the sounds in AO (and the
rest of the game for that matter) has been tweaked and refined so
many times, and still is renewing themselves, we need to re-establish
the dynamics in the game, sound-wise that is. In any recorded sound-media,
one is faced with a limited dynamic area to work within, maximum
volume on one side (often referred to as 0 db) and the noise-floor
(technically -96 db in a 16bit-system, but practically -40 to -60
db in most games) Within this limited dynamic space, we want to
let the biggest monsters, notum cannons etc. touch maximum volume,
and then scale the sounds down to i.e. -50db, which may be the rustling
of leaves and distant, calm outdoor-environments. The problem occurs
when a bigger monster, or a cannon even more powerful is introduced
into the game. We want to reflect that by adding even more powerful
sounds to it. We can't make it louder, as it would clip, so the
most effective option is to lower the other sounds. This is just
one example of what kind of tweaking we're working on. AO + SL consist
of close to 4000 sound effects, not counting the music-clips, and
tweaking such a vast amount of files is a never-ending story.
AO Stratics: Especially the music in the clubs like Reet's
Retreat and Baboons is rather repetitive when playing for a few
minutes, so the club feeling is somewhat lost after a while. Are
there plans to add more variety to the "Party mix" so
people can listen to ingame music when Gridstream is not on-air?
Morten: Yes, I know it gets repetitive. I wish I had more
time doing music for our clubs, but that is unfortunately something
that's has not been a priority with Shadowlands. We have quite a
few ideas in regards to the clubs, but at the moment they are just
that, ideas.
Besides, I think Gridstream is doing a wonderful job!
AO Stratics: How did you come to make music for computer
games, especially the soundtrack for Anarchy Online?
Morten: I've always been into music, started playing piano
at the age of 6. As computers and synthesizers came along, I wanted
to connect them and write music. My first setup was a Roland S-10
sampler with 4 sec. sample memory in mono (we've come a long way
since then), and a text-based sequencer where I had to toggle between
MIDI-in and MIDI-out.
My first connection with FUNCOM, was back in 94, a friend of mine
got a programming-job, and he wanted me to apply as a musician.
However, in Funcoms early days, back in 94-95, making music
for our games was limited by the technology of the consoles we were
making games for, and it was often more of a programming-job than
a musical-job to make sound-fx and write music. As I knew much more
about music than I knew about computers at that time, my era within
this industry (I think it was in 96) started as the soundtracks
could be produced much in the same way as conventional music, in
studios, with "real" samplers, synthesizers and live recordings.
My first soundtrack was for a military strategy-game, where the
music was linear tracks of orchestral music on Redbook-DC.
AO Stratics: What does one have to do to become a "Music/Sound
Designer" for a Computer game?
Morten: Being a sound-designer or composer for games shares
many similarities with similar jobs for different Medias. What sets
sound and music for games apart, is the fact that it will be interactive
in its final form, unlike films, Redbook-CDs etc. This means that
especially sound-design for games can be quite a technical job.
After the sfx are recorded and edited in our studio, it is quite
a long and technical road before it appears in the game. I would
dare to say that sound-design for games are by far the most technically
challenging. The way I see it, a good sound-designer for games is
one who has decent knowledge about sound, a creative way of working
with sound and one who isn't afraid of working with the integration
of the sounds into the game, everything from interactivity, dynamic
mulitch. Sound, software and hardware limitations (and possibilities)
and so on. To be honest, I sometimes feel quite that keeping up
with the technological evolution can be overwhelming, but I'm hanging'
in there. :-)
AO Stratics: Did you make the music/sounds of other Funcom
games, prior to Anarchy Online?
Morten: Yes, I've been involved in the music for The Longest
Journey, although most of the music for that title is written by
Bjørn Arve Lagim. I've also done sound-design and music for
"Rocket Racer", "Deadly Skies", and a
complete orchestral soundtrack to a strategic war-game which never
reached the public, unfortunately.
AO Stratics: Will we hear music/sounds from you in future
Funcom games, other than Anarchy Online?
Morten: Yes, everything points to that :)
AO Stratics: Thank you Morten for answering these questions!
For all Stratics Plus members, we have an excluvise remix of
the Shadowlands battle music available for download. Thanks to Funcom
for providing this excellent masterpiece of music. To go to the
Plus member page for this download, please click here!
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