In parts 1 and 2 of the series, we followed the sound design team for BioShock Infinite as they journey to a local gun range to capture the elements that will make the game’s weaponry both unique and realistic.
But were they successful? All signs point to yes.
The team had several specific objectives to meet. It wasn’t that they were starting from a completely blank slate; Irrational already has a large collection of audio assets to draw from, but much of that library is sampled from more modern weapons. While that’s hardly a bad thing, they believed a broader-and older-range of weaponry would help players feel that little extra something when in combat.
As soon as the team heard the older firearms being fired, they knew they were right – these were the sounds they were looking for. “There’s a beautiful pop that makes standing behind a gun feel so dangerous,” says Senior Sound Designer, Jeff Seamster. “Frankly it was something we were missing – but we have that in our guns now!”
The distinct sounds of these guns come from the materials that they were made from, and the very nature of their engineering. Modern weapons are designed to minimize recoil, flash and report while getting ammo downrange. Turn of the century firearms were designed to reliably fling lead as hard and accurately as possible, period. “As soon as we picked up these weapons, we knew the trip was worth it,” Seamster continues. “There were a lot of clunks, and that’s exactly what we were after.” Those ‘clanks and clunks’ combine with raw explosive power to create an imposing aural experience that simply can’t be faked by modern weapons.
But as much fun as recording live-fire was, it was really just the beginning. After the recording sessions, the team had plenty to work with – countless samples they could simply drag and drop. But to create each BioShock Infinite weapon, in every combat situation, requires molding those samples into something unique, something signature.
“We have stuff like these beautiful tails of the gunshots from the mics we placed way down range,” Seamster says. “There’s the big boom, but we also have the echo of the bullet crack, like, for example,a big Colt revolver echoing down a city street. We’re assembling and designing these sounds as we go, and by doing it with those pieces we captured from each of our recorders, we get something that feels better to the player than any purely realistic recording could.”
It’s a balancing act between hyper-realistic and satisfyingly awesome. For example, the team noticed that when they were firing these guns for themselves, they would often hear the mechanical sounds of the weapons overwhelm the actual explosion of the gunpowder. While it was definitely memorable, that sort of accuracy would lack the “pop” that makes a gun feel so threatening. So carefully, sample by sample, they’re building the boom back into each gun.
Critically, the role of the sound designer isn’t just to be a mimic for the virtual environment, but to help craft the experience. Audio Director Patrick Balthrop cites a sound design aphorism: “it’s not thunder; it’s the memory of thunder.” The sound of thunder isn’t exactly the most notable noise on its own, but when it’s coupled with the context of the storm that makes it memorable. Thunder can be terrifying, portentous, or even soothing in the distance. The rain, lightning, wind and world all contribute to a lasting memory of thunder. And a gunshot is no different.
“Being there in person reinforced the belief that memory is a really powerful thing,” says Balthrop. “I’ll always remember the first time I shot a gun in an emotional way. I’ll bring that feeling to all of my designs, including something as simple as a gun. People might think that’s a really boring thing, but in order for it to sound immersive, the emotion needs to be designed back into the recording.”
Whatever the team did during this recording session, they seem to have done it right. Care to hear the final result? Get your hands behind, say, a Rolston Reciprocating Repeater when BioShock Infinite launches later this year.
The gun may only live in the world of Columbia. But the feeling you’ll get from firing it started on a gun range in Massachusetts.
boltonhawser | February 9, 2012 1:13 pm
Very interesting article…now uh, about what time in 2012 do you think I’ll be able to grace my ears with these sounds?
joemommak1200 | February 9, 2012 3:10 pm
Thanks boltonhowser for asking the question that i know everybody is sick and tired of me asking, tee hee
felonious | February 9, 2012 9:24 pm
Wouldn’t think the mechanical soundings of a gun going off would overshadow the explosion of the gun going off. Def interesting insight on some of the older weapons they fired!
japester | February 10, 2012 6:50 am
Yeah, I’ve never fired older weapons (older than the 60’s or so), so I didn’t consider the mechanical sounds. Discussing the need to build the “boom” back into each gun reminds me of stage makeup. Offstage the actors look almost clownish. But when seen from a distance, under those bright lights, they look normal. You have to build something that overcomes the translation.
For me, gun memories are all about the recoil. A few shoulder-jarring rounds from my Mauser, the light pop-pop-pop-pop of unloading a .22 clip, or the shove of a .12 gauge over and over as you drop trap targets.
Because of these articles, I bet a bunch of us are going to crank up the sound and pay really close attention the first few times we fire a new weapon in the game. LOL
jayakers | February 11, 2012 2:43 am
Looking forward to hearing the amazing audio of BS:I. I kinda assumed it already but this just shows how much time and effort is truly being put in. Looking forward to getting my digital hands on an “R3” 😉
joemommak1200 | February 13, 2012 8:12 am
I watched the 15 minute gameplay vid again and to me the mechanical sounds and the report of the guns compliment each other wonderfully!
andrewmarathas | February 15, 2012 12:58 pm
This is fantastic, plain and simple.
devilturnip360 | February 16, 2012 4:05 pm
hey i need to know the design names so i can by em
hunterdavidross | February 18, 2012 5:17 pm
God this gets me pumped up!
joelotoole | February 19, 2012 6:22 am
man i’m looking forward to this game XD
magicmaker | March 11, 2012 3:41 pm
Not a bad day at the office, going to shoot and blow things up!
joshimarston | August 10, 2013 5:20 am
Cool!