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Victoria 3 - Dev Diary #63 - Audio

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Intro

Hi! My name is Franco Freda, and I’m Head of Audio at Paradox Interactive.

Today I’m excited to talk to you about Victoria 3 and some of the work we’ve been doing for the soundscape of our most anticipated title yet!

As you all know, a video game takes a long time to be made, and it goes through multiple development stages, from pre-production all the way to release. Depending on the scope of the project, it will involve dozens of different disciplines through its pre-release life cycle: Game Design, Programming, 3D Art, 2D Art, QA, and UI/UX… just to name a few.

There’s a general misconception that “Audio comes last”, and while this is typically at least partly true, (when it certainly needs to wait for some other assets to be done to add sound to them for instance, or when it comes to the final mix) a project as big and ambitious as Victoria 3 has had several internal “last” stages where systems and content have been considered “done”, only to be refined and polished, several times before you get to see it on your game libraries.

For us in the Audio team, this means that we have been constantly evolving our way of approaching all the different aspects of the game several times in the last few years, every time thinking that we had it! Only to realize we could do it better.

This amount of iteration and passion has made it possible to bring you an experience we truly hope you’ll enjoy as much as we have while building it.

Soundtrack

Paradox Games always have had great soundtracks. We know how much our fans love it, and how much of a central part of “setting the right atmosphere” they play. For Victoria 3 we teamed up with some of our most trusted partners to come up with a soundtrack that truly captures the style and feel of the era.

I’m talking about Håkan Glänte, Audinity (Yannick Suß and Robin Birner), and our own Andreas Waldetoft. The result is over 2 hours of music that will help you feel right in the middle of the 19th century.

Some of this music you can already listen to by searching for it on all major digital streaming platforms, such as Spotify, Apple Music, or Youtube.

The rest includes a complete remaster, with new live performance recordings for the Victoria 2 Soundtrack, which will be given for free to all pre-orders as a bonus.

Last but not least and for the first time ever, we are bringing forward a new concept for our Music Manager handling that we call the “Music Density System”. The result of this system is a delicate balance between 3 components:

  • “Moods” or “underscore”, will carry the music feeling for extended periods of time in a more adaptive fashion, with random and unpredictable sections that connect seamlessly and extend the duration of a piece in a less distracting way.
  • “Waits” or “silence segments”, for the world map to shine through and facilitate focus and concentration while you're strategizing what to do next, and, of course…
  • “Themes”, the most memorable and recognizable music pieces that will accompany you throughout your play-throughs and act as the musical banner for Victoria 3.

Music System Cycle
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Event Pictures

Many scenarios that Victoria 3 will offer you to take action on are going to be presented in the form of Event Pictures. Art has done an amazing job in portraying them more alive than ever, with a super cool parallax effect, that gave us an incredible opportunity for sound design.

For these scenarios, we wanted to shift the player’s attention to this little window to the world as much as possible, and this of course starts with the mix, making the rest of the soundscape dynamically reduce their presence, as they are welcomed by a Music Stinger (a short musical segment) that precedes a combination of sounds that are related to the images portrayed within.

Diegetic and Extradiegetic sound elements are combined to give the correct feedback according to the type of event you’re presented with, and set up the stage for decision-making!

Anatomy of an Event Picture Audio Trigger
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UI/UX

The first consideration to be had when building the UI sounds for a game such as this one is to make sure to approach it from a systemic perspective. This way, all sounds that are produced by the interface should convey certain information to the player as soon as they are heard and hopefully provide some guidance on what to do about them. The most important aspects are urgency, type, and importance.

Another aspect we considered for Victoria 3’s UI mix is “Balance”, which means positioning the sound based on the area of the screen to which the sounds are being connected.

Another aspect of the UI that has been enhanced via Audio has to do with the several VFX elements that are visible on the screen directly on the Map. This also acts as positional audio that captures the player's attention.

Master Ambient System

One of the most significant areas of development for Audio regarding Victoria 3 has to do with our new Master Ambient System. This, in a nutshell, is a scanner system connected to the camera that translates the province data visible below and translates this information into parameters before feeding it to our audio middleware FMOD, so that it can mix the sounds of the terrain in real-time and give the most accurate representation of ambient sounds possible.

This system works in the horizontal axis as well as the vertical axis, blending airy, windy tones when the camera is far away from the ground, as well as ocean sounds, forests, deserts, tundra, etc. when the opposite is true.

The fact that this system is driven in real-time means that should the province data change for whatever reason by the player’s interaction or anything, in particular, this new information will automatically be translated to the system and reflected with accurate sound.

Logically, the system also recognizes hubs and other layers of information that will, instead of creating an ambient bed, place 3d sound emitters on top of cities, industry hubs, and military structures.

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Audio Profiles

One more thing surrounding the game’s mix and also for the first time ever…! As a player, you’ll be given the option to fine-tune the mix before the audio’s endpoint, with a few profiles specifically designed by us for the most common scenarios: Headphones, TV, and Night Mode, among others.

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Final Words

This project has been an incredibly fun ride leading up to release and involved many sound designers, audio leads and directors, composers, and producers, who all contributed with their best ideas and skills to create a sound atmosphere that would be worthy of the kind of project this is. Countless work hours, recording, editing and planning, implementing, debugging, and testing. People and locations across multiple countries… all coming together to make this all for you, our fans.

We want to thank you for your support and look forward to hearing your thoughts!
 
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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.
 
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Do the trains go "Choo choo?" Also, are there alternating frequencies of "Chugga Chugga Chugga Chugga" before a more aggressive sounding "Toot Toot"?
 
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Would it be possible to get a separate audio option for weather effects? I get that a lot of people feel more immersed with sounds of the ocean or the wind but i often feel like it creates to much noise. This than leads to me muting audio, just because of wind effects.
 
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Does the Night Mode affect the mix only, or does it also disable some of the more dynamic tracks? I'm asking because I need to know whether there's a risk that my neighbors fall out of their beds when somebody declares war on me at 3 am on 26 October.
 
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Awesome! I'm a super big fan of the "Master Ambient System", as you described it. A very in-depth attention to detail piece that I would never have noticed, but would still have been very helpful.
 
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Will the remastered Victoria 2 OST become available on Apple Music or Spotify?
 
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From what I understand from the dev diary and from the watching the streams is that the regular background music of the soundtrack would pause when an event or some other notification popped up and then resume after a bit of silence. A particular quibble I had with this was that it made it difficult to really get into music and enjoy it as it would be suddenly interrupted for what felt much longer than the 5 seconds it probably is. On top of this those few moments of silence for the music to pick up where it had left off felt awkward and to a degree unsettling as we are so used to have constant music in these type of games. Personally, and I don't know if even possible, it would be nice if there was a setting to have the music fade to a lower volume where it is still audible and but yet overshadowed by the notification which is drawing the attention. And we see this in many mediums where there is always constant music playing in the background even if it has little other purpose to just be there or add that small bit of white noise. I have thoroughly enjoyed listening to the bits of soundtrack that I have been able to and it would be nice to be able to listen to it in-game uninterrupted even if it occasionally fades into the background instead of being outright stopped.
 
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