![]() ![]() The world and premise of The Division 2 demands a soundscape that is dynamic and constantly evolving, but at the same time rooted in reality.”Īfter shipping The Division, the team had learnt a lot. “The audio teams here at Massive and Ubisoft are simply amazing, and without them and our co-developers at Reflections, Red Storm, Annecy, and Sofia, I wouldn’t be able to deliver on that promise. He was the first sound designer on The Division, and ever since he’s worked hard to ensure that the work the team puts out there is the highest quality possible. ![]() New and improved audio techįor Simon, the work on audio in The Division is personal. Ola and I actually ended up recording parts of the soundtrack for The Division 2 in that same studio where I spent my internship more than ten years ago … it’s funny how life plays out sometimes!” says Simon. I mostly worked on voice related tasks then, but as time went on, I progressed to the position I’m in today. “At the time, Ola needed help with World in Conflict, and so I joined the team in 2007 as a Junior Sound Designer. His passion led him to an internship at a recording studio in Malmö, where he eventually got in touch with Massive’s Music Director Ola Strandh. Simon has always been an avid gamer, and his interest for sound, music, and technology has been there with him all his life. When we sit down on the sofa in the room, it almost feels like being in someone’s living room, but in reality, we’re in the heart of the Massive sound studio. Huge speakers surround his desk, guitars hang on the walls, and a big carpet covers the floor. Taking the stairs to the third floor of the Ubisoft Massive studio, we meet Audio Director Simon Koudriavtsev in the sound studio. One of the vital parts that has helped make Tom Clancy’s The Division 2 such an authentic world is the dynamic soundscape that comes with it – from wildlife and empty rooms to the eerie ambiance of the Dark Zones. In this article, Audio Director Simon Koudriavtsev talks about the importance of game audio, changes from the first game, and how the team’s extensive research helped them find some truly unique sounds.Ī game world is so much more than you can see. In fact, when I loaded it, it too was broken on my end, though whether being MIDI keyboard controlled or not.In Tom Clancy’s The Division 2, audio plays a vital aspect of crafting an authentic Washington, D.C. MASSIVE SOUND STUDIO PATCHQuote from: RhythmScript on November 05, 2010, 03:41:42 PM Hahaha okay Walker I figured it out by playing around with this patch myself. The trick is going to be finding the right combination of "position sync" and "tempo sync" to circumvent this.Īs to WHY FL is (if my assumption is correct) telling Massive "stop" when it tells the rest of the sequencer "start", and vice versa, I frankly have NO idea. and then if that doesn't work, toggling "Send Loop Position" again. If that STILL doesn't work, you can work around it by removing the Massive Patch's tempo sync and manually setting it to the FL tempo. First, toggle (if it's on, turn it off, and vice versa) the FL "Send Loop Position" option for Massive. ![]() Which means Massive/FL (one of the two) thinks Start means Stop and Stop means Start. meanwhile, when you're NOT moving the playback cursor (just sitting around doodling on your keyboard) it works. I assume that yours doesn't do this, though, as your render is failing. So while I was programming it into FL, I got the nasty buzzy noise, but once I hit play, that issue went away. FL can't tempo-sync unless it's playing! FL's tempo sync does more than just report tempo, it actually reports start/stop/play info. ![]() So then, I reenabled tempo sync and it occured to me. So to fix it: First thing I did was I tried disabling Massive's Tempo Sync, which fixed it. It's basically the waveform underneath all that slick filter sliding. The trick is, what you're hearing that sounds buzzy is what the synth sounds like before it's programmed filter sequence is triggered. In fact, when I loaded it, it too was broken on my end, though whether being MIDI keyboard controlled or not. Hahaha okay Walker I figured it out by playing around with this patch myself. ![]()
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