[In
this article, Finnish game sound designer Tapio Liukkonen (Broken Alliance) writes
passionately about the need for authentic winter sound recording in games.
While we're on the cusp of spring in North America, Western Europe
and Asia, it's a good exercise to stop and think about how sound
recording could be accomplished in games -- with field recording an
invigorating technique.]
This
article will focus on winter recording. You may ask why. I have lived
almost all my life in Finland where we have four totally different
seasons. Summer temperature can be as high as 104F (40C) and winter
as low as -40F (-40C). Weather changes between these boundaries are
huge. Snow, rain, slush, heat -- you name it.
To
me, winter means a lot. I like winter and everything that you can do
then. It also has extremely wide and specific soundscapes. Lots of
things affect the soundscape, like temperature, quality of snow,
location, etc.
I prefer the real sound of snow instead of Foley
sounds, because you can't create as unique a sound with Foley as with
real field recording. My goal is to explain why, and introduce
general problems of winter field recording in this article.
Studio
or Field?
There
are two places to record sound effects -- the studio and the field.
Both places have their own strengths. The studio is always quiet,
easy to control and you can collect your Foley material near to you.
Work can be done fast.
On the other hand, a studio can be too small,
sometimes hard to control, and presents a lack of surprises. In the
field you can try new things, and you always have space to do things
-- but sometimes they can be too noisy, the location can be too
remote, or work may happen too slowly.
Everybody
talks a lot about Foley work. I feel that field recording is
underestimated -- there are so many stories about the sound design of
Hollywood blockbuster movies and how similar sounds have been created
in big game studios.
Maybe it is more glamorous if you work in a
nice, big studio -- but you can create quality sounds in the field,
too. You can easily find realistic sounds and you don't have to find
good material for the Foley. There is also something "extreme"
about going to nature and recording things. It is more rewarding than
just sitting in the studio with mic and recording.
Lots
of games and movies try to be loudest product of the year. I
have to admit that this is cool. You can crank your volume up and
shoot those alien freaks back to space! But I also like soundtracks
which have some kind of idea -- details in the sound, something
unique. One way to create something unique is field recording. There
are lots of sounds which wait for recording. They can be good as how
they sound or something new when you edit them.
It
is faster to work in a studio because everything is close and there
aren't any unwanted noises. In the field things can go badly, and it
can take time. But if you know how to record sounds and you are aware
what you need, you can save time in the editing and mixing processes.
Real sound can fit as it is -- but studio recordings probably need
editing.
For
example, if you record footsteps in 5F (-15C) weather, you can record
it from the right distance, you get the right surface and quality of
snow, and you'll have the natural ambience.
Creating the same sound
in a studio environment can be tricky. You have to eliminate room
tone, you have to have the right items to make a sound which sounds
like snow, and you have to get the right ambience. By ambience I
don't mean background noises and whatever -- I mean the ambience
which characterizes the sound itself, so that it isn't too "dry".
So
if you can't easily create it in the studio, or you can't find the
sound in commercial sound effects libraries, then you have to go to
field and record it! For that matter, why to bother to even check out
libraries? Nobody can blame you repeating sounds or similarity to
others' work, if you build your own sounds.
Of course there are money
and timetable issues, but people should know that if they want
something original and unique then they might have to be patient, and
aware of the value of sounds.