Designing engine sounds for WipEout in MASSIVE | Native Instruments

แชร์
ฝัง
  • 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.
    You can read the full article here: blog.native-in...
    More about MASSIVE: www.native-ins...
    Download the MASSIVE demo: www.native-ins...
    #NativeInstruments #Massive #WipEout
    Subscribe to our TH-cam channel
    / nativeinstruments
    / nativeinstruments
    Native Instruments is a leading manufacturer of software and hardware for computer-based audio production and DJing. The company's mission is to develop innovative, fully-integrated solutions for all musical styles and professions. The resulting products regularly push technological boundaries and open up new creative horizons for professionals and amateurs alike.
    For more info visit our website: www.native-ins...

ความคิดเห็น • 72

  • @SasQ88
    @SasQ88 6 ปีที่แล้ว +63

    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..

  • @K100music
    @K100music 6 ปีที่แล้ว +95

    Please please make more of these videos they are so much better than "here is how to sound like this person" videos

    • @aaronfallon2011
      @aaronfallon2011 2 ปีที่แล้ว

      check out dash glitch or collective intelligence for more of this kinda stuff :)

    • @DERIVATIVES-mh6ej
      @DERIVATIVES-mh6ej ปีที่แล้ว +1

      ikr, I wanna see the real deal instead of just a bunch of randos trying to sound like somebody else.

    • @Hollandvancewright
      @Hollandvancewright ปีที่แล้ว

      Better than the “video game sound design” videos that are just arranging samples 🙄

  • @Chitownzson
    @Chitownzson 6 ปีที่แล้ว +34

    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.

    • @Chitownzson
      @Chitownzson 6 ปีที่แล้ว +1

      Ambient Noize no. That’s awesome!👍👍👍

    • @mitch_tmv
      @mitch_tmv 5 ปีที่แล้ว

      @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.

  • @PyrexCelso
    @PyrexCelso 2 ปีที่แล้ว +13

    This sounds awesome. How do you bring this to a game engine so that you can modulate the sound during the game?

  • @bakedbuttonbashers
    @bakedbuttonbashers 5 ปีที่แล้ว +7

    Best audio from any game ever.

    • @scienceofobliteration2671
      @scienceofobliteration2671 4 ปีที่แล้ว +3

      hope you will read this - check out elite dangerous in terms of sound design. might be your cup of tea as well :)

  • @Flux_One
    @Flux_One 2 ปีที่แล้ว +4

    Very VERY useful video. I followed along to some degree and ended up making an amazing pad sound (using Vital)

  • @TheEarlyAstrotype1024
    @TheEarlyAstrotype1024 3 ปีที่แล้ว +4

    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. ^_^

  • @ling6701
    @ling6701 3 ปีที่แล้ว +2

    This tutorial was awesome, thank you.

  • @ryder7157
    @ryder7157 3 ปีที่แล้ว +1

    THIS BLEW ME AWAY !!!!!!!!

  • @DmnkBrn
    @DmnkBrn 4 ปีที่แล้ว +5

    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.

  • @Creukelen
    @Creukelen 6 ปีที่แล้ว +4

    Thanks for sharing.

  • @KCinSD84
    @KCinSD84 6 ปีที่แล้ว +3

    Really enjoyed this!

  • @caffeine2681
    @caffeine2681 6 ปีที่แล้ว +3

    Holy shit, this is amazing. Hope you guys invite him on to do more. :)

  • @Vincent39564
    @Vincent39564 6 ปีที่แล้ว +2

    Excellent ! Thanks ! Please, more videos like that !

  • @MrUkkosmyrsky
    @MrUkkosmyrsky 6 ปีที่แล้ว +3

    Great tutorial ! I really like it so much future machine sounds, thanks :)

  • @SoundElementsMusic
    @SoundElementsMusic 6 ปีที่แล้ว +11

    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.

    • @JacobJAlmondTPAG
      @JacobJAlmondTPAG 6 ปีที่แล้ว +10

      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/

  • @jackgaulsfitnessvlog4802
    @jackgaulsfitnessvlog4802 5 ปีที่แล้ว +8

    We need a new WipEout game for PS5

  • @xactoze
    @xactoze 6 ปีที่แล้ว +2

    very interesting. thanks

  • @saladdays180s9
    @saladdays180s9 5 ปีที่แล้ว

    Wow. Awesome. Could drive that thing around all day.

  • @morayonkeys
    @morayonkeys 6 ปีที่แล้ว +9

    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?

    • @BingBangBoomMusic
      @BingBangBoomMusic 6 ปีที่แล้ว

      I'd like to know that too...

    • @chrismaister721
      @chrismaister721 5 ปีที่แล้ว

      Reaper is a DAW..more info you can find here---> site www.reaper.fm

  • @jackgaulsfitnessvlog4802
    @jackgaulsfitnessvlog4802 5 ปีที่แล้ว +1

    That sound at 28 mins better be in the next WipEout

  • @steveschreiner7444
    @steveschreiner7444 ปีที่แล้ว

    I LOVED IT!

  • @elvisjaggerabduljabbar5750
    @elvisjaggerabduljabbar5750 6 ปีที่แล้ว +2

    Sick

  • @jamesmeustache7740
    @jamesmeustache7740 3 ปีที่แล้ว

    this is gold thank you!

  • @raedius_music
    @raedius_music 3 ปีที่แล้ว +1

    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

  • @giorgiogeorgemaccio4910
    @giorgiogeorgemaccio4910 2 ปีที่แล้ว

    Massive is the best synth ever

  • @dcupmusic
    @dcupmusic 5 ปีที่แล้ว

    Inspiring!!!

  • @infektdubstep
    @infektdubstep 4 ปีที่แล้ว

    this was amazing

    • @yashadityasehgal2305
      @yashadityasehgal2305 3 ปีที่แล้ว +1

      Not surprised to see you here ;)

    • @infektdubstep
      @infektdubstep 3 ปีที่แล้ว

      @@yashadityasehgal2305 one of my favorite videos 😄 I actually made some basses inspired by this

    • @yashadityasehgal2305
      @yashadityasehgal2305 3 ปีที่แล้ว

      @@infektdubstep I was legit about to send you this video but low and behold I found you here.

  • @andygrant3404
    @andygrant3404 5 ปีที่แล้ว

    very cool!

  • @philipmorris4027
    @philipmorris4027 5 ปีที่แล้ว

    I ❤️ the game, but I also always was curious about where the sound came from. Thanks!

  • @pierbover
    @pierbover 5 ปีที่แล้ว +6

    Is Massive running in realtime during the game?

    • @samplower5860
      @samplower5860 4 ปีที่แล้ว +3

      I was part of the development team and I confirm this.

    • @RussianPunchProductions
      @RussianPunchProductions 3 ปีที่แล้ว +4

      @@samplower5860 why you lying, bro?
      blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/

    • @michaelatorn8380
      @michaelatorn8380 3 ปีที่แล้ว +1

      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.

  • @juschu85
    @juschu85 6 ปีที่แล้ว +6

    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.

    • @MickBenjamins
      @MickBenjamins 6 ปีที่แล้ว +2

      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 :-)

    • @jeremyhollobon1723
      @jeremyhollobon1723 6 ปีที่แล้ว

      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.

    • @Vospi
      @Vospi 5 ปีที่แล้ว

      @@jeremyhollobon1723 Thanks for the post! Changing sample playback speed won't be CPU hungry even on a very old PC.

    • @Dirty-Hertz
      @Dirty-Hertz 5 ปีที่แล้ว

      @@jeremyhollobon1723 I appreciate the summary Jeremy. Thanks

  • @Hafgandil
    @Hafgandil 5 ปีที่แล้ว

    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

  • @mememanfresh
    @mememanfresh 2 ปีที่แล้ว

    I made a lexus Lfa sound in fl studio

  • @adiquinn1
    @adiquinn1 6 ปีที่แล้ว +1

    cool af

  • @BrokenBeats94
    @BrokenBeats94 4 ปีที่แล้ว

    Really good tutorial, great to know an RPM macro is what you want!

  • @housebrigade
    @housebrigade 6 ปีที่แล้ว +1

    Baadaass

  • @macalby
    @macalby 5 ปีที่แล้ว

    Anyone know what Reaper skin he's using? So much prettier than the stock look.

  • @Fizzix
    @Fizzix 6 ปีที่แล้ว

    That is so fuckin cool! Great tut!

  • @eberhartgurk7628
    @eberhartgurk7628 4 ปีที่แล้ว +1

    Is massive running in the background of the game all the time?

    • @RussianPunchProductions
      @RussianPunchProductions 3 ปีที่แล้ว +1

      no
      blog.native-instruments.com/loic-couthier-designing-engine-sounds-for-wipeout-in-massive/

  • @shapshooter7769
    @shapshooter7769 6 ปีที่แล้ว +1

    This seems similar to Tigron or Qirex engine sounds

  • @FroggyLoops420
    @FroggyLoops420 6 ปีที่แล้ว

    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.

  • @illiagogoliev9218
    @illiagogoliev9218 6 ปีที่แล้ว

    Hey, guys, which reaper Theme is it?

    • @MickBenjamins
      @MickBenjamins 6 ปีที่แล้ว +2

      It's a theme Loic made to resemble Logic. He tweeted about it: twitter.com/LoicCouthier/status/1029438578915516423

  • @mosstet
    @mosstet 3 ปีที่แล้ว

    Would the game engine end up using Massive to generate the sound?

  • @tomj210
    @tomj210 5 ปีที่แล้ว +1

    massive > serum

  • @gregoryreveret4102
    @gregoryreveret4102 6 ปีที่แล้ว +1

    Lol. Sick

  • @MatthewBester
    @MatthewBester 2 ปีที่แล้ว +1

    I hope they realise electric cars should make sounds like this. Even if artificially.

  • @sannamati4571
    @sannamati4571 5 ปีที่แล้ว +2

    jesus, it very unorganized looking daw for my eyes, it must be reaper?