search.noResults

search.searching

saml.title
dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
I learned of an ensemble commonly found in Japan, but particularly rare and specialized elsewhere in the world, called a gagaku. This gagaku ensemble and style of music was brought to Japan from China in the 8th century and is performed as court and ceremonial music. Gagaku serves to illustrate these links between Shintoism and Japan. This style of music has a uniquely hypnotic expressiveness and nearly dissonant tonality, featuring a myriad of fascinating double reed, windpipe, and flute instruments. Out of respect for the rich extensive history of this music, and a desire for pieces to be deeply rooted in Japanese tradition, we recorded with some of the best – if not the very best – gagaku players in the world based in Tokyo, rather than compose it ourselves. There is hundreds of years worth of musical history here to respect after all. The first step towards creating the sound of Yomi was complete. Early visual references of Yomi for the game showed progressively


eerie abstractions, and the music needed to match! Like Hiroki venturing deeper into Yomi, as we travel away from the source of a sound it lowers in pitch – this is called the Doppler Effect (think of an ambulance driving away down the street as its siren slowly drops in pitch). In my experimentations of stretching and pitching Edo period instruments, I found it creating compelling and unnerving atmospheres and textures that perfectly suited Yomi. The deeper Hiroki goes, the more distorted, stretched, and abstract the music becomes. The experimentally stretched and processed Gagaku recordings specifically became the anchoring sound of this unknowable and mysterious place called Yomi. The audiophile in me is always trying to extract as much information


out of a recording, and knowing some rudimentary concepts, such as the overtone series of reed and wind flutes, I knew there would be a treasure trove of super-sonic concept beyond the audible range of the human ear. As we stretch audio, the pitch and frequencies descend (of course this depends on your stretching algorithm). Specifically, if you stretch the audio to twice its original length the pitch drops an octave, but we start losing higher frequencies and transient intelligibility. I was stretching some of the content for early demos four or more times to truly smear the content into a deranged place. So how do we access that supersonic content and increase fidelity after mangling the source audio? Ultrasonic microphones and the highest fidelity of recording possible. Working with Mary Shinohara, a marvelous engineer based in


Tokyo, at Avaco Studio, we set up an array of ultrasonic microphones, and positioned the gagaku players in a circle in lieu of their traditional triangular arrangement with an ambisonic microphone at the center. And just as Yomi swirls around Hiroki on his journey, I processed the recording ambisonically to achieve the effect of being surrounded by this ensemble and “swirl” around the listener. We are very proud of the recordings we were able to capture for Trek To Yomi. The results are a special recording of a rare musical expression, and arguably the highest fidelity recording of a gagaku ever produced. For this reason, we released the full versions of the gagaku pieces we recorded as a companion disc on the Trek to Yomi (Original Soundtrack).


We then took our multitrack recordings at


192kHz / 32bit and started doing what sound designers do best – absolutely destroying the recordings. Loads of time went into creatively processing and mangling the recordings while preserving all of that pristine ultrasonic content captured in the recording session. I’m grateful for my 7,1 Mac Pro, which was able to simultaneously handle hundreds of gigabytes worth of multitrack


192kHz gagaku being time stretched and processed in surround alongside hundreds of tracks of drums, flutes, koto, shamisen, and voice – this technological feat of strength would have been impossible a couple of short years ago. These resampled and designed gagaku along with the stretched multitrack can be heard littering the last half of the game, serving as the musical base of atmosphere as well as all the nasty effects, melodies, and thrilling unadulterated tension throughout. After composing the entire two hour plus score we moved to


recording. We recorded with talented players across the globe – remote of course, given the entirety of this score was created and recorded during the pandemic – and had a core group of soloists. During our last recording session at The Village Studios in Los Angeles, we discovered a reverb chamber in Studio D where we were recording. Immediately after finishing the last take I begged the engineer to send the stems of cue (a cue that became the track “The Echoes of Yomi” on the soundtrack album) through the chamber. So we sent each stem - starting with winds, stringed instruments, and so on - through the reverb chamber. And on return from the reverb chamber I sent the signal ever so slightly back into the reverb chamber to have a small amount of feedback. It sounded so ethereal and cool! I then sent the sum of those stems into the reverb chamber and again had a small amount of the incoming reverb signal fed back into the reverb chamber. And then we did it again. And again. And then again. And then one


last time for good measure. By the end of the recording process the original sounds themselves


had blurred behind a cacophonous metallic rattle that was the nearly self-oscillating pure tone of the reverb chamber itself - with all of its imperfections and glory. On the last pass I gathered the team and pulled open the monstrously heavy reverb chamber door – we were blasted with such force and energy unlike I’ve ever felt. And so we entered the chamber as if prepared for a final boss battle and laid upon the floor so that the outlandish otherworldly hellscapes would wash over us - hellscapes derived from historical traditional instruments performed with such immaculate and honorific respect, then unapologetically subjected to sonic destruction, distortion, and perversion. Returning back to the original question that started our personal trek to Yomi, “Had I made the right decision?”. After countless hours of research, the utmost respect for the instruments and culture, pushing the limits of what is sonically possible, squeezing every last sonic drop from these instruments, and all produced during a global pandemic, the answer I had found for myself was a resounding, “yes.” Ultimately, that is an answer that each player will need to decide on their own personal trek to Yomi.


June 2022 MCV/DEVELOP | 33


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76  |  Page 77  |  Page 78  |  Page 79  |  Page 80  |  Page 81  |  Page 82  |  Page 83  |  Page 84