Releasing 2 new tracks, and the title theme are released in this update!
In this update we release the rest of the ASI sound track. So, we'd thought we'd release a part of our internal documentation that informs the sound design, foreshadowing what we will hear in game.
GDD Audio Excerpt:
General Sound Overview
In both music and effects the ASI is a dichotomy of man and machine. Unlike other machine races in fiction, the people who assimilate into the ASI retain their humanity. So there always has to be a human element to the general sound design.
The music has feeling to it. It's not unfeeling electronic techno, but rather grand and epic classical with an electronic overlay. Music that produces feelings that are numbed with the transformation from man to machine. There's also the middle-eastern undertones denoting their regional nationality. So overall it's human emotion, numbed with the electronic, in the middle-east. It's a daunting task to say the least, but check out the tracks that have been produced to date and you'll get the idea.
Sound Design Overview
The same goes for the effects side of the sound. Unit call & responses are all a merging of man and machine. There are 3 basic levels that all the units fall into, mostly human, half and half, and mostly machine. Your basic infantry unit has only a light texture of machine and if fairly human sounding, see T1 Infantry disintegrator for an example. You half/half is still intelligible but with a well defined machine sound, see the T3 Infantry commando for an example. Then you have the full blown machines, those units that have retained little of their humanity. These are generally the heavier vehicles which will be either barely intelligible speech or straight machine-talk. Machine-talk being created just by effects and synth-sounds, not modified voice-overs. Beyond that there is the voice of the ASI which will be a doubled male/female voice that is lightly processed (mostly for gameplay reasons).
Main menu music: Extended Initiation sequence: