Inside the Vault: Scott Lawlor

Brother None

This ghoul has seen it all
Orderite
Obsidian audio director Scott Lawlor Inside the Vault.<blockquote>Can you give us a broad sense of what goes into the design of a New Vegas sound effect? How much original recording have you done?

We have done a ton of original recording for New Vegas. Some sounds end up being relatively easy to replicate. For example, the sounds of boxes and bottles bouncing on the ground are somewhat simple. We just search for an object that sounds like we want and throw it around in our recording studio for a while. Those recordings get edited into usable sound effects and pretty much go straight into the game.

On the other hand, some sounds are significantly more complex to recreate. Even something as simple as a footstep can be quite a process. We really wanted the footsteps on wood to have a very particular quality to them. They needed to be solid and strong, yet gritty and decayed at the same time. In order to achieve this we went to some pretty ridiculous lengths. We have brought in multiple types of wood and boards into the studio but it still felt like something was missing.

The final sound effect is actually a mix of a number of different wood footsteps. One is from a broken down wooden trailer from trip we all took to Paramount Ranch, an old movie set were they used to film westerns. Another layer of the sound comes from a ghost town called Panamint City on the edge of Death Valley National Park. After a six mile climb up waterfalls and rocky paths we came to the city and found a number of old cabins with decaying wood floors that had the perfect sound quality that we were looking for.

It may seem like a lot of work for a footstep but it all pays off when it is for a sound you hear thousands and thousands of times as you play the game.
(...)
Which Fallout effect do you think is the most iconic?

There is no doubt about it, VATS. That sound has been with the series since the beginning. In FNV we want to remain true to that sound but at the same time we want to “kick it up a notch.”</blockquote>My favourite is the pigrat skull exploding.
 
I'm all for good sound effects, but one would imagine there'd be some sort of sound effect library they could use for trivial things like footsteps.

sounds like money spent that could have been better spent elsewhere.
 
The Goon said:
Sounds good in theory but that would probably go against some copyright laws.

Not if they paid for them, which I assume happens plenty of times.

And maybe I'm slow today but what does he mean by VATS?
 
only if they used stuff they weren't allowed to use. but why would they do that?

Guiltyofbeingtrite said:
And maybe I'm slow today but what does he mean by VATS?

the sound you hear when you enter combat/VATS. this guy probably hasn't played the first two games and simply assumed VATS is in all games. not that big a deal considering he's the sound guy.
 
There is a library of sounds, but the sounds aren't unique, as they have been used to death. How many times have you heard a creaky door open and thought "Haven't I heard that before?" Oh, my most hated sound in the generic crowd "Gasp!" that is used in every freakin' movie trailer, television show, everything! Enough! No more generic "Gasp!" please! Having unique sounds is a good thing, and it's not like any company just goes into a project without first setting a budget. Ha.

There is no doubt about it, VATS. That sound has been with the series since the beginning. In FNV we want to remain true to that sound but at the same time we want to “kick it up a notch.
What?

Edit: Ah, I get it, I guess. Entering combat you say?
 
The Goon said:
Sounds good in theory but that would probably go against some copyright laws.

Not really, there are lots of royalty free sound libraries, and lots of sounds where you can buy sounds pretty cheaply (like http://www.soundsnap.com/). I'm pretty sure they used a mix of sound libraries (with some mixing and changing) and internal made sounds.

Music in this game is tied to locations and is reactive to how the people in the locations feel about you.

That sounds pretty interesting. I wonder how it will end up working in practice.
 
MrBumble said:
So...Is Inon Zur out of the picture ?

Inon Zur is the composer (presumably), not the sound director.

Elhoim said:
I'm pretty sure they used a mix of sound libraries (with some mixing and changing) and internal made sounds.

s what they usually do
 
Brother None said:
Which Fallout effect do you think is the most iconic?

There is no doubt about it, VATS. That sound has been with the series since the beginning. In FNV we want to remain true to that sound but at the same time we want to “kick it up a notch.”
:eyebrow:

VATS has been with Fallout since the beginning? Or does he mean the sound when you enter VATS? I don't think it's the same sound you hear when you use targeted shots in Fallout 1 or 2.

I really confused.
 
Reconite said:
I don't think it's the same sound you hear when you use targeted shots in Fallout 1 or 2.

I really confused.

Since Fallout 3, "VATS" is the name of generic combat mode in all Fallout games, which was nothing exotic back in "the old days". And yes, it's the same sound- start combat in Fallout 1, 2 or activate the pause function in Fallout 3, you will hear it (the moving button sound, even thou' in Fallout 3 aren't any moving buttons).
 
Reconite said:
I don't think it's the same sound you hear when you use targeted shots in Fallout 1 or 2.

The sound plays in Fallout 1/2 when you enter combat and the metal panels in front of the "END/TURN COMBAT" slide open. They did reuse that sound for VATS, he's correct there. As for him calling it VATS, a bit stupid, but whatever.
 
Dragula said:
MrBumble said:
So...Is Inon Zur out of the picture ?
NMA French News Team

Heh, one would think you would know the difference between the composer and the sound effects guy.

He's not just the "sound effects guy", he's the audio director.
The interviewer asks him how involved he is in the music and he gives a rather elaborate answer, hence my question.
 
I like that there will be separate music for the different areas in the game. The music shifting on your actions, well.. It's a nice idea and could work well but I *really* hope they keep it subtle.

I've never been a fan of the "you look like a monster" visual feedback if you play evil in some games (Fable, ME2) and I don't want an audio equivalent of that. But if it's kept subtle then yeah... Could be quite interesting.

As for composing, Zur will probably handle that. But it seems like there might be a decent amount of screwing around with the mixing and editing by the audio director, especially since he mentions morphing instruments and that.

My favorite sound effect in the Fallouts is probably when you critical hit someone with a SMG or other bursting weapons. Extremely satisfying. I hate the pig rat sounds generally speaking (especially their attack, gah). Pigrat skull exploding is nice but... disgusting.
 
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