#[soundtrack]
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sandplague · 3 days ago
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pathologic 3 save & sound 2024 presentation
this is a quick attempt at a transcript of the presentation. I think I got most of it but there are some words I was unable to hear, I can't say I have a lot of practice doing this and that's on me so if any of you guys can help me I'll edit it asap
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Ressa Schwarzwald: I'm Ressa from Gameowdio. Our team has been working on Pathologic 3 with Vasily Kashnikov and his apprentice Nikolai. This video will feature some of the audio stuff we've made together.
Our goal regarding audio direction was to give the real experience of being in the epicenter of an epidemic. Fully realistic, no bullshit. So we are obviously shooting this video in The Town. We realized pretty early that the game was quite different from the original Pathologic 2 because of the time travel mechanics. So for the prototype we built a time travel machine [the date November 1924 shows on screen], which appeared to be quite useful to record some source sounds, and [date changes to November 3024] make this video in just half a second using existing technology.
Let's start with the music.
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Vasily Kashnikov: Hi, I'm Vasily Kashnikov, audio director of Pathologic 3 project. I'll tell you how our music is structured. We were already thinking about how the Bachelor's game would sound when we were working on Patholgic 2 and writing music for Haruspex. In Pathologic 2, the music had more ethnic and real motives (motifs?) and instruments. Since the city and its customs are familiar with Haruspex since he was a child, he is involved in the traditional way of life. In the case of Pathologic 3, this is the view of an outsider who evaluates everything from the point of view of rationality and science. Therefore, we are trying to make the Pathologic 3 soundtrack colder and more detached from the steppes and ethnicity in character. There is more synthesis, guitars at the same time, the Bachelor communicates with those in power so the soundtrack contains a large share of minimalist so-called furniture music that could sound in the beginning of the last century. Piano etudes and references to composers of that time: Satie, Debussy, etc. The soundtrack is a rather eclectic mix of dreampop, downtempo, and (?) minimalism.
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In the city when the Bachelor is alone with himself, we emphasize the cold mind of the rhythm section: less emotional harmony, and sometimes electronic timbres. In the rooms where we need to separate the main character from those he interacts with, we use more expressive harmonies and more classical instruments: piano and guitar passages.
When we designed the interactive music system, we assumed that time is finite, and the music had to change depending on the amount of time the Bachelor had left. However, we later abandoned this system and now the music changes depending on the state of the Bachelor himself, who can fall into apathy or psychosis. To emphasize these states, we apply filters and effects to different layers of our tracks and get a slower, muffled sound in the case of apathy, and wired (?) nervous, glitchy in the case of psychosis. In the infected quarters, there are interactive systems that... [screen begins to distort] oh my god, Nataliya! Please stop this!
Nataliya Radina: Whoops, hehe, sorry. But yeah, basically the other system we created reflects everything you hear in the game. Such as... If we use our gun when dealing with the local thugs, the longer we aim the weapon at the people, the less sounds of the outside world we hear and the louder becomes the heartbeat. To add to the intensity, sharper tone was used along with a high pitch tinnitus sound. If the psychosis level goes to the maximum, it starts to damage Bachelor's health, which is accompanied by flashes on the screen, as well as low heartbeat and short breathing sounds.
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Vasily Kashnikov: In the infected and rebel's quarters, there are also interactive systems that change the character of the music by adding or disabling instrument layers depending on the state of the world or the Bachelor's equipment to fight the plague. As a result, we have 12 tracks for each day spent in the city. they can freely switch between each other and several dozen themes for locations and characters, and all the music is subject to change depending on the state of the Bachelor.
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Nataliya Radina: Since the game has a weather changing system, we also wanted to reflect that in our audio feedback as well. The game has global wetness parameter that shows how intense the rain is. The more it rains, the more squishy and muddy are the steps of the outside surfaces. Moreover, if you come closer to the window, you can hear the rain pondering on the glass. Even in the middle of the plague, we always have room for cozy moments, right? My favorite part of that system is involving cows. [cow moo]. So, when it's raining, you can actually hear very very soft sound of raindrops dropping on those bovine butts. And I personally think it's beautiful.
Artur Ramanouski: Hi, my name is Artur, and I was also involved in creating some sound assets for the game.
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Probably the hardest thing to record were the footsteps. I had everything planned out: bought the equipment, got every type of surface, but...there was one small thing I overlooked: I live in a city with over 12 million people. Noise everywhere. The solution was simple and ingenious: I recorded everything on a Sunday, because in Buenos Ares, Sunday is the one day when no one does anything.
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Nataliya Radina: One of the most important places in the game is the cathedral. There we have a system of ladders that control the speed and direction of time. Direction wise, we can have it flow normally, or reversed. [entire presentation is rewound very quickly so it's back to Ressa]
Ressa Schwarzwald: She is super professional.
Nataliya Radina: As for the speed, we can make it stand still, go twice as fast, or half normal speed. We created an audio system that has to (?) understand what is actually happening around (inaudible). When we reverse time, spatial effects are added to the surrounding sounds. Ambience, steps, and the mechanism itself. When time stands still, we increase the low frequencies in the ambience, and all the other sounds are muted to zero. Now lastly, when the time goes twice as fast, or half the original speed, the pitch of the surrounding sound changes accordingly.
The coolest part of this system is that it's been actually implemented into the game engine using only one parameter.
Ressa Schwarzwald: Thank you for watching. See you here, later!
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magister-magolor · 21 hours ago
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I hate how they translated this song title. It's meant to be something along the lines of "Taranza Sees Right Through You!", a reference to his line about seeing right through the plans of the people of Floralia in Kirby: Triple Deluxe.
This title is almost completely irrelevant...
Happy official localization of the Kirby Star Allies Soundtrack day!
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You're not safe either!
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fancypantsrecords · 19 hours ago
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Various Artists - Hi-Fi Rush Original Soundtrack | Laced Records | 2023 | Blue Translucent with Red & Blue Splatter + Green Translucent with White & Blue Splatter + Yellow Translucent with White & Blue Splatter + Purple Translucent with Red & Purple Splatter
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maggotchest · 1 day ago
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support your moot and his dream to be tumblr famous ಥ_ಥ
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zegalba · 2 years ago
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Wii Sports soundtrack on white vinyl
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witchyleehibernates · 2 days ago
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<3 Grease Got a Hold am I right?
Also, I have yet to get the ADHD and 'tism to sit through the entire playlist without getting into other songs or jumping around playlists
do you listen to the outsiders soundtrack the wrong way (straight through) or the right way (straight through but you replay throwing in the towel 3x before moving on)
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yellodisney · 3 months ago
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underground-concept · 2 months ago
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Jet Le Parti - Sketch 9 / Marionette's Dagger (2024)
Genre: Experimental, neoclassical, ambient
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Cover artwork by: L.S. Toy
Published: Base 36. 2024
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thegildedbee · 3 days ago
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This is so much fun, seeing all these Holmeses and Watsons coming home to each other, in time to the beat, @educatedinyellow! You've made such an amazing vid, with it containing so many scenes, all perfectly cued up :-) This is especially delightful for me, because I borrowed the song for a sherlockian plot moment (albeit bbc), in a fic based on May prompts from @calaisreno, and it's kept running through my mind ever since! I have one of the biggest smiles 🙃 ever, at now having come across a full-blown video sync :-) I am a happy bee, buzzing 🐝 up and down 🐝 to the melody :-) Thanks for sharing!
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Holmes/Watson: 500 miles (coming home with you)
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sandplague · 3 days ago
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youtube
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dunmeshistash · 5 months ago
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WAAAAH HAVE YOU SEEN THIS YET?! My friend just shared it with me and I immediately wanted to share it with you.
https://x.com/dun_meshi_anime/status/1803774904220954643
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AHAHA THAT'S SO CUTE
I NEED
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toyastales · 4 months ago
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Let's spin a few records
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awesomescorpion1 · 15 hours ago
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Listen to this. Give it a minute to ramp up. I have been in love with this game's soundtrack, and this song in particular, ever since I first heard it like 8 years ago. It may not be everyone's cup of tea, but the haunting synth over the relentless rhythm does something to me almost no other music can. Other favorites include "The Search For Iron" and "Solar Intervention". Just, excellent ambient music. Too much background music draws attention to itself and away from the game, but this instead almost imperceptibly intertwines with the game's sound environment yet elevates the entire experience to the point I sometimes catch myself just standing still, experiencing the moment, literally entranced, while I was in the middle of trying to do something. So good.
are we alone factorio ost
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miamaimania · 5 months ago
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Eerie harmonies echo through the depths 🌊❤️ Gojira tai Hedorâ soundtrack, 1971, a sonic behemoth by Maestro Akira Ifukube
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arcadebroke · 6 months ago
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