The Making of Torment Audio Source: http://www.interplay.com/thegamer/audio.html (Page Gone) (Minor formatting changes by Ganesh)

After the
release of blockbuster hit Baldur's Gate, Interplay's audio
department wasted no time to start planning sound design for
Planescape: Torment. Craig Duman, Supervising Mastering engineer,
began by pouring over the Advanced Dungeons & Dragons collection
of rulebooks that define the massive Planescape universe. This
in-depth research was then used to create an effects list that
eventually reached over 1500
sounds.
A team
consisting of 12 audio designers and engineers created the sounds
for Torment. Talent like David
Farmer of Skywalker Sound contributed more than 300 spectacular
spell effects. Farmer's credits include work on Armageddon, Mortal
Kombat, Con Air and The Mask as well as games such as Baldur's Gate,
Fallout 2 and Descent 3. Farmer molded Torment's spell effects out
of many layers of sound, and on some of Torment's dramatic spells
Farmer layered in effects over effects.
He explains that, "During
Torment, I was processing some sword hits, and they were coming up
very interesting. While they didn't work for the spell I was working
on, I gave them a description like 'reverberant metal tones, good
spell source.' Later, I was looking for something
with those qualities, but had forgotten I
made those sounds. When I searched my database for 'metal tones', I
found them, and they were exactly what I needed!"
Other unusual
sources for sound came from Skywalker's Al Nelson. Al found an
opportunity to record his teething ten-month-old son. This howling
effect found its way into Torment's Mortuary. Ann Scibelli of EFX,
sound designer on The Mod Squad and Everest, brought Torment's
creatures to life, giving each a broad set of sounds to express the
creature's unique reactions. Ann used moose calls and employed
techniques such as using a glass vase to create intense
vocalizations. These were combined with recordings of real animals
to achieve an emotional palette for Torment's myriad life forms.
Additionally, Ann created most of the sounds in Torment's striking
cinematic scenes. Audio sessions for some of these movies exceeded
120 tracks of sound, a giant amalgam of layered ambiences and sound
effects. Ann laughs as she recalls that, "the hardest part was just
getting the computer to open the sessions!" These sessions were
later mixed together with music and dialog at Interplay's Mix stage
in Dolby Surround Sound.
| ProTools Session
Examples: |
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The making of
Torment effects began with ambient sound. This was to set the tone,
convey the mood of each area in the game, and ultimately immerse the
player in a deep atmosphere. Every corner in Torment is filled with
ambient noises and looping backgrounds. These sounds even change
with the time of day. "If a stove is off at night, you can hear rats
running around in the pipes, or scary demon birds flying around
outside," describes Duman.
Interplay Audio Director, Charles Deenen,
created the approximately 450 ambient effects in the game. Several
weeks before Torment was to final, Charles propositioned Interplay
sound designers
to listen to a looping ambient sound
from Torment and try to figure out what the original sources were
for the final effect; extrapolating a recipe from a cooked meal. The
effect resembled distant crickets chirping through an eerie wind.
The cricket sound was strange, otherworldly, but the source could
have been a summer night in the desert.
That analysis was too
obvious; Charles is a master of creative sound manipulation. Loading
the file back into ProTools, the digital audio system in which the
sound was created, allowed the team to do a little investigative
research into the origins of this mysterious wind. To unlock the
secret, the sound was pitched up an octave. The ambient sound became
smoother, the wind and the cricket elements melted into each other
but still there was nothing recognizable. Another octave and behold,
the familiar hollow wailing of a….camel. It was still mutated, but
the camel call was clearly identifiable.
Next day there was another
ambient to examine for its creative origins. This one was surely a
wind, odd, but surely just a wind. This time the sound designers
were mistaken. The source for this spooky, aggressive wind was a
bear roar, stretched out, looped, and transformed. Deenen created
the strange world of Torment out of completely alien elements with
the intent to manifest a sense of disorientation, a sense of altered
reality.
Chattering
over the camel inspired crickets and bearish winds are the many
voices of Torment. The denizens of the marketplace talk to each
other, and to you. They have heated familial arguments, sell their
wares, and generally get on with their strange existence. From bars
to small rooms, Torment is populated with intriguing background
characters. Interplay's Voice Talent Director Chris Borders,
wrangled in one of Hollywood's best-known walla groups to fill every
area of the game with life. The Barbara Harris walla group has
performed crowd sounds for around half of all recent Hollywood
features. A walla group supplies background chatter, it is called
"walla" because actors originally used "walla walla walla" to create
the illusion of nondescript
chatter.
As you make
your way through Torment, your companions, a bawdy, sarcastic
floating skull, Morte, and an alluring thief with a Scottish brogue,
Annah, accompany you through the challenges of the game. Cast in the
role of Annah isSheena Easton, also known for her hit single,
"Sugar Walls" written for her by the artist formerly known as
Prince. Sheena is also well known for her performance of "For Your
Eyes Only," the theme song for the James Bond film of the same name.
Annah is a crass girl who hides her love for you, the Nameless One,
behind a veil of nasty attitude.
Morte and Annah taunt you
throughout your travels around the city of Sigil and beyond across
the Outlands and Outer Planes. Black Isle's designer and writer
Chris Avellone created a masterful script for this complex
environment that brings the characters to life. "Chris Avellone has
a real world sense of writing," says Borders, "you get to know the
characters and understand their personalities. The dialog doesn't
sound contrived because the script is written like a professional
screen play."
Provocative
music weaves in and out of this fabric of effects and ambiences,
creeping into the crowd clamor, and winding through the colorful
dialog. Composer, Mark Morgan was called in just three weeks
before
Planescape: Torment
shipped with the job of creating a full score for this massive
universe. The design included musical themes for each of the main
characters. Morgan's moody, and exotic style fit the project
perfectly. Although three weeks was a very tight schedule, Craig
Duman explains that, "because the music rolled in at the last
minute, I was able to balance the score against the finished game."
Craig made small volume and EQ adjustments to each musical segment,
molding the score to fit with the ambient sounds that it would
eventually play with. The music in Torment follows your actions and
the mood of the game interactively. As you prepare to trounce your
opponent, the droney ethereal background music suddenly jumps into
the foreground, morphing seamlessly into the driving rhythm of
battle music. Periodically, Mark's score seems to disappear, melting
into the rich ambient sound of the game. Then quietly, the music
steals back into gameplay, always shadowing the action of the
game.
Following in
the footsteps of the successful sound design in Baldur's Gate,
Interplay's audio department raised the standards of interactive
audio design even further in Planescape: Torment. Rave reviews are
coming in for music, sound effects, and dialog. Torment audio," as
Craig Duman succinctly put it, "is Baldur's audio on
steroids."
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