Designing engine sounds for WipEout in MASSIVE | Native Instruments
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- Sound designer at PlayStation Europe, Loïc Couthier shows how he used MASSIVE to create the engine sounds for WipEout Omega Collection, the latest instalment of the iconic PlayStation racing franchise.
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That Sound you had at 28:12 was unreal. It actually felt like it was a fully fledged engine behind you in a cockpit shaking the whole ship as it reached that point of resonance that sends shivers up your spine. awesome stuff..
Please please make more of these videos they are so much better than "here is how to sound like this person" videos
check out dash glitch or collective intelligence for more of this kinda stuff :)
ikr, I wanna see the real deal instead of just a bunch of randos trying to sound like somebody else.
Better than the “video game sound design” videos that are just arranging samples 🙄
It’s about time you make videos like this. A major update is needed on massive with a GUI update, import wavetables, create wavetables, offer more skins and scale the VST. And yes I definitely liked the video. FM8 and Absynth need major face lifts, scale the VST, and offer more skins.
Ambient Noize no. That’s awesome!👍👍👍
@Voxel Core They have spoiled some screenshots of the GUI. It looks crisp, less similar to old Massive than I was expecting, but it has a very nice visual structure that I imagine would be really nice to work with.
This sounds awesome. How do you bring this to a game engine so that you can modulate the sound during the game?
Best audio from any game ever.
hope you will read this - check out elite dangerous in terms of sound design. might be your cup of tea as well :)
Very VERY useful video. I followed along to some degree and ended up making an amazing pad sound (using Vital)
I love this game and I also love sound design along with making electronic music and passion for anti-gravity racing games.
You have such great sound designing skills. The engine sound is interesting and unique. And I have never thought that the ship engines are made in synthesizers like Massive until I saw your article about this and watched this video. Very nice tutorial anyways. ^_^
This tutorial was awesome, thank you.
THIS BLEW ME AWAY !!!!!!!!
I used this video as a base to design the sound of an e-bike in a movie. Therefore I used less voices and a higher emphasis on the noise section. I didn't want it to sound too artificial and sci-fi-like.
Thanks for sharing.
Really enjoyed this!
Holy shit, this is amazing. Hope you guys invite him on to do more. :)
Excellent ! Thanks ! Please, more videos like that !
Great tutorial ! I really like it so much future machine sounds, thanks :)
This was really great although I am wondering how this is then integrated into the game? surely the amount of complexity that is happening due to the macro controlling different parameters in different ways isn't something that could easily be bounced to wav and imported into the game as it could be pitched in game but would not have the same effect that is happening in massive.
Hey, in the blog post (link below) it looks like he makes various loops which cross-fade between each other relative to a parameter (presumably the velocity), using Wwise.
blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/
We need a new WipEout game for PS5
very interesting. thanks
Wow. Awesome. Could drive that thing around all day.
Amazing tutorial! I love finding new things that Massive can do, I use it on everything but I'm still only scratching the surface. Love the Reaper theme too, anyone know what it is?
I'd like to know that too...
Reaper is a DAW..more info you can find here---> site www.reaper.fm
That sound at 28 mins better be in the next WipEout
I LOVED IT!
Sick
this is gold thank you!
Glad it was helpful!
great video thanks! its a shame we dont have slightly better vst integration into game engines. wise is great but its also a bit archaic ux
Massive is the best synth ever
Inspiring!!!
this was amazing
Not surprised to see you here ;)
@@yashadityasehgal2305 one of my favorite videos 😄 I actually made some basses inspired by this
@@infektdubstep I was legit about to send you this video but low and behold I found you here.
very cool!
I ❤️ the game, but I also always was curious about where the sound came from. Thanks!
Is Massive running in realtime during the game?
I was part of the development team and I confirm this.
@@samplower5860 why you lying, bro?
blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/
They divided the sample into 10 stages with increasing modulation (the knob) and exported it. In the game engine they fade between the samples depending on different things like velocity.
One important thing is still missing in this tutorial. You probably won't include Massive as a sound engine in the game so you will have to export multi samples.
That's pretty simple when you need multi samples of an instrument like a piano but gets much more complex with something like this. Perhaps it's just straight forward and you export something like 64 or 128 samples with different pitches an then blend between them in the game. But perhaps its not and hearing two of those samples at once is causing some unwanted phasing effects or just juming between those samples without blending is an audible change and not a smooth transition.
Hi Joe, have a look at the interview here: blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/
Loic explains how this is all handled in Wwise and how it ends up in the game :-)
Thanks for that link, I was also scratching my head over how they could implement the modulation of this Massive patch, in-game, without losing its nuances. In essence, they took ten samples from the DAW, each at a constant 'velocity', and then re-combined them in Wwise, using a combination of cross-fading and pitch modulation. And then layered more modulation on top (which probably helped to disguise the seams). It's a miracle that doing all that in realtime isn't prohibitively CPU expensive.
@@jeremyhollobon1723 Thanks for the post! Changing sample playback speed won't be CPU hungry even on a very old PC.
@@jeremyhollobon1723 I appreciate the summary Jeremy. Thanks
How the hell can you not like that? Just the Title is worth liking the Video! EDIT: AND I JUST REALIZED HE USES REAPER! I think I'm gonna faint. :D
I made a lexus Lfa sound in fl studio
cool af
Really good tutorial, great to know an RPM macro is what you want!
Baadaass
Anyone know what Reaper skin he's using? So much prettier than the stock look.
That is so fuckin cool! Great tut!
Is massive running in the background of the game all the time?
no
blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/
This seems similar to Tigron or Qirex engine sounds
I use to use native instruments but i stop messing with them due to the fact that the hardware display on the Maschine mk2, when i try to edit on the start and end it moves on its on the display ,meaning I have to disconnect the hardware and do it manually with the mouse, i tried to ask for help in their website support but they wont help me, and the worsed thing is that they dont have parts here in mexico for native instruments thats why i switch to MPC akai.
Hey, guys, which reaper Theme is it?
It's a theme Loic made to resemble Logic. He tweeted about it: twitter.com/LoicCouthier/status/1029438578915516423
Would the game engine end up using Massive to generate the sound?
massive > serum
Lol. Sick
I hope they realise electric cars should make sounds like this. Even if artificially.
jesus, it very unorganized looking daw for my eyes, it must be reaper?