#RPI - Liam Price
1 messages · Page 1 of 1 (latest)
Hello everyone! Thanks for joining us for another RPI 🙂
So, as always, please remember to keep questions on topic with our Liam. Upvote or react to questions you'd like answered. Let's have some fun 🙂
What sound in the game would you say has the strangest/most unexpected source?
what is your favorite sound design in the total war warhammer franchise?
Which spell had the hardest sound design to figure out?
What genre and band did the music for chaos dwarfs take the most inspiration from?
Hello Liam! If you're only working on Lamassu, the sound team must be much bigger than I thought (3-4 people). How many people are there in your team?
What was the oddest item you used to help make the sounds for the Chaos Dwarfs DLC?
Hey Liam!
While I think the whole sound design is amazing in WH3 the monster roars are a stand out to me in the trailers. Was Yuey the dub for them? 
Jokes aside, what were some awesome and creative tricks you used to achieve what you achieved? (if it's not a professional secret to share
)
Out of all the monsters, which one was the easiest to make sounds for?
Hey Liam! I have a question since we're on the topic of sounds. Will we ever get actual diplomacy voice lines for Isabella when she's the leader of Sylvania? I love playing her as LL but i'm always saddened to see Vlad does all the diplomacy talks even when he's the legendary hero and she the lord/faction leader. Thank you in advance for any answer you can provide! ❤️
Hey there!
The little sound details on the campaign map you've mentioned have always been my favorite, is there anything you would like to expand even further on that front?
Also on another node: Does the sound team plan on bringing back the unique sounds that played when clicking on the TK priest king techs? That seems to have been broken for quite a while (and the associated db/audio_technologies_tables with it)
Hi! I’m curious about how you go about designing something like the Lamassu’s sound. It’s something cruel and sorcererous, bull and dwarf. So how do you go about welding those features into its sound design? Where do you even begin? Hearing a bit more on the process would be fascinating!
Please only one question
Liam: I would have to say all the Tzeentch magic abilities and spells - some of these big spells mute all other sounds when they activate giving them a cool sonic boom effect. Very satisfying - wahoo take that!
What was the biggest bug encountered with sound design over the course of WH3 development ?
The Chaos Dwarfs and their units thus far seem to have no English voicelines, only speaking in a conlang, unlike their cousins - what prompted this, as a design choice?
Big love for everything the sound team does. Are there other future factions you are currently working on that haven't been announced?
Hello Liam! I know your team has done a lot of amazing work, and I'd like to ask a question regarding that. Which unit or spell that you've worked on would you say has had the most interesting development regarding how it sounds? For example, did you begin the process only to later find it not to your liking and make a 180 and go another route?
Hi there with the old voice actors back in the immortal empire launch trailer last month any possibility that there will be update with their voice works ( e.g new diplo lines etc)
For all the brilliant sound design in warhammer, I feel that some older artillery lack a certain oomph. Does the sound team has plans or desire to revisit old gunpowder unit's sound design?
When implementing any kind of sound into the game, do some of them get lost inside the mix? Some RPI ago another sound designer told that in the main menu there are background sounds that are almost inaudible when the soundtrack is on, are there other examples?
Liam: I worked on many aspects of the Total War: WARHAMMER III DLC not just Lammasu. The sound design team will work on multiple sound components of the game. there are a total of 5 sound designers and a lead sound designer in total.
Hey Liam, are there any sounds or voices that you think might need a touch up when their race gets back around to a dlc?
Yea will anything get a rework?
Can you tell us more about the (Hob)goblin throat singing, which is available on the campaign map as background sounds? I freaking love those!
@frosty plaza only one question
Hi Liam. What did it take to make that roar for the K'daai destroyer at the end of the Chaos Dwarves trailer? That's easily some of my favourite sound design yet!
Liam: Kid goo from a toy shop. Very very gross Nurgle sounds. I used metal straws in an MMA glove for claws for Lammasu. An escalator that squeaked became Khorne ambiance 
Reacts should be active now, sorry!
Is there any sound design that you would like to go back and improve? For example, giving Alberic a unique voice actor and giving him unique voicelines
Working on the chorfs gave you an excuse to go see barn cows?
One question only
It is, shut your gob
Was there ever a sound you thought would be complicated but was really simple?
Work you have been doing has been top notch! I would ask if you do an option to use the Tww2 sounds for clicking on and selecting things
I keep being amazed by how layered the soundscape is, especially during battle.
How do you manage to have so many dynamic sounds add up to the chaos without making it a noisy cacophony that is awful to listen to?
Are there any plans on working on musicians for the armies since they have been a thing on TT and past Total Wars titles, they would be a great addition to the game imo 🙏
Okay NOW they should be working for everyone
Most important question. Do the trains go Choo Choo?
How did you find a goblin irl to voice the hobgoblins?
Liam: Yes, totally I just went up to Yuey and asked him to scream into the microphone with as much rage as possible. He found it strangely very easy. Hmmmm (or choose something that would invoke a scream in you, ice cream running out, etc) No jokes aside the trailer scream you are talking about is a very beefed up/ enhanced version of what's in the game but it was made of tigers, plunger sounds in water, with sweetener layers of a schnauzer dog pitched down. The tools we used were distortion effects going into transient shaper plugins.
Liam: None of them are easy!!!
Creature vocalisations are the most challenging but funniest sound design to do. I think Blue Pink Horrors were the easiest because they were members of the audio team, some hired actors, and ME! Just slightly pitched up. We love to scream a lot....for the good of the game......bonus therapeutic value from it.
Love the sounds and music of Chaos Dwarfs so far! What will be the musical inspiration for the Snakemen of Khuresh theme? 😅
Liam: I'm glad you liked the campaign map sonic detail! I hope it adds to all the hours you spend on the campaign. To try and spice things up a bit listen out for when various corruption takes over regions - listen for the forest sounds changing, the lava or prop sounds changing and the region ambiance changing a little. These are slow changes but we dynamically change the sound as more corruption takes over. If it becomes more Slaanesh the land turns purple, and the sound will be more.... Slaaneshy. Let me look into the TK priest. I will try and get that fixed for you!
Toy goo, metal straws, plunging noises, Schnauzer cries... Every time I hear about sound design in games, eclectic stuff like this comes up. Finding the right sound source seems like a really fun aspect of the job!
So how do you go about finding sounds and deciding which ones to use? Are you always keeping an ear out for sounds that might be useful to you?
Liam: You know I can't answer that 😅 but the future DLC roadmap has some insane but amazing sound design challenges ahead. I really can't wait. The Lammasu was a walk in the park in comparison!
How do you and the team come up with/decide on the methods used to create the fantastical sounds found ingame?
Sorry if it has been asked but are there plans to go back and update older races voice lines in battle? Simple things like dwarfs cursing elfs or skaven instead of them allwas wanting to kill urks
Liam: The music in Chaos Dwarfs has lots of Middle Eastern influences. Also, the Mines of Moria soundtrack from Lord of the Rings was also an influence - heavy metallic percussion and some deep reverberant sound design booms and hits. Can't wait for you all to hear them.
(PLEASE NO LOTR OR ARABY CONFIRMED thanks 😅)
Araby confirmed, you heard it here first folks
Thanks Yuey, can't wait for my genies
Is there plans to add unique music to the Warhammer 1 races ? I know you introduced a new technology in WH3 that's randomly mixing different "parts" on the campaign map but I feel it lost a bit of uniqueness actually.
Henry Cavill voiced character when ?
Regarding Hobgoblins - having watched the recent vids on Astragoth and Drazhoath - they appear to be the same size as Goblins, Night Goblins, etc Lore wise they are actually taller and longer of limb than their cousins. We will they be taller, more ganglier or the same height/build as normal gobbo units?
I really love the audio snippets when casting spells. Do you have a favourite spell lore audio wise and why is it shadows?
The K'Dai destroyer roar at the end of the Chaos Dwarf Trailer sounded amazing and so unique! What original audio samples were used to create it? Thanks!
Liam: Honestly good shout. Please highlight this in any feedback. We love to hear this so we can fix it and give old sounds the update they deserve. The Total War: WARHAMMER series has been around for 7 years now and some of the original sounds just get old. We are always improving our techniques and processes and the technology and tools we use which means newer sounds will sound better! There are even more resources around for us to use, with bigger better sounds and we can also update sounds with our own recordings of explosions. If we get the chance we'll put the kaboom back for you. We'll turn on the oomph button some more 😛
I love the sounds and animations as I zoom around the map, makes the world really feel alive, thank you! How do you know when a sound is 'done'?
Hi great fan of the sound design, I actually praised you guys today.
What goes into the design of the music for a faction for example we have heard the particular music for the Chaos Dwarfs?
Thanks
From the first Warhammer game to now, the sound evolved pretty heavily, so how did you guys find your own identity as the series moved forward? I’ve personally noticed that a lot of music and sounds has a lot more oomph as the series develops.
Were there ever plans for battle standard bearers?
Liam: We knew from the start that flavour-wise we wanted to give them some depth and uniqueness to set them apart from all races, and not only from their Dwarf cousins.
They more or less have their own slice of the map, are relatively isolated in lore, and have been there for a very, very long time, so it was clear that their own language was loosely based on the same roots as ancient Khazalid (the Dwarf language) would probably develop.
Ancient Middle Eastern was the clear direction for the new language to start with, and since they are Daemon-worshippers we threw in a bit of Dark Tongue too. The real debate on the design side was to what extent we wanted to have them speak it because we were intent on mixing in English or English-sounding words to not keep it too disjointed for the players. In the end, we did go towards very little of that, and it's a very full-on language! (credit to Andy Hall)
As a fan of Jurassic Park and hearing what sound they had to mid, I have always been fascinated by how sounds are produced. What’s the weirdest thing you’ve had a foley artist do in the studio?
Liam: If you google the creative process you will learn it is NEVER done. I get dragged away from my desk by my dev manager because it never ends. It's a map that's alive. Needs constant mixing 😢
Hey there, regarding Chaos music, why did you choose to get rid of the WH1 Chaos score ? Daemon Prince curiously has its own new score while all the rest of Chaos (next to 20 Lords) shares a single batch of WH3 music.
Hello Liam - i got big chills when i heard how the k'daai destroyer sounded, i really like it. Can You tell us more about how You got the idea to make it sound like it does in the trailer and (i hope) in game?
How much do you guys usually add to the voice acting? Many of the sounds and music you guys make are chilling but the voice acting in the game is easily top tier.
Edit: Thanks for the replay, I love zooming in on troops and hearing their pre battle roars
Hello Liam. Great work btw with the game overall. A question I do not know if it was already raised, but how does it work in terms of the order of sounds in terms of the code, like, are sounds necessary to trigger specific functions like an animation? For example, the charge sound, does it need to happen in order for the bonus to kick in, or can it be overuled and it still affects it?
Liam: We are a team that constantly learns and adapts and critically reviews our work in playthroughs. We huddle together and brainstorm how to do things better. The team has evolved and changed over the years and that roster of audio legends is some of the best in the industry - literally. I am walking on the shoulders of giants. As a team, we are always sharing sound design tips and tricks and regularly reviewing each other's work to keep the quality bar high. Then we have an amazing dedicated audio QA team to keep us on our toes. I highly respect everything they do. But also we have a crack team of coders to implement all our mix tech systems that we come up with. Under the hood in the big battles, there is sooooo much happening to dynamically mix all the chaos and cacophony of voices, magic, and melee. We focus on Lord Heroes more and spotlight bigger units in battle by dipping out regular soldier units. Big-hitting moments are supported by our audio engines HDR system and so much more. Sorry, that's a boring techie answer innit?
Are there any plans for other lores of magic to get updated sounds (and visuals) like how the Lores of Metal/Death were updated?
Keep the questions relevant to the topic please
It has to be related to sound design 😔
Liam: On DLC there are 3 dialogue engineers working away casting, scripting, recording, editing, processing, implementing, and then mixing all the character dialogue. We use some of the best voice talents we can find and also to burn off steam we will jump into the studio for battle war cries and scream ourselves if needed. Quite a few members of the dev team lost voices making Chaos Dwarfs.
Did you get a chance to visit a shooting range to make sounds for all the chorf weapons?
Their sacrifice feeds the flames of industry!
do you think you might be ble to sort out how the empire is using the same music as bretonnia and the dwarves, try to give them some more unique pieces? I think we've all heard the chaos and the empire music so many times we know it by memory, but there has been a MASSIVE improvement from wh1 to wh2 in terms of music
A question just to follow up on this one.
How much detail did the team feel was necessary when designing the Chaos Dwarfs khazalid language? Did someone go out of their way to implement consistent rules/grammar for the language or is it all gibberish with a phonetic theme?
Hi Liam, I wanted to thank you for the hard work you and all other sound engineers did on this game. I must say, I love sound of the cathay-an? cannons and probably will love sound of the chorfs artillery as well. I wanted to ask how is it possible sound of artillery improved so much from prequels?
Liam: Last year the team rebuilt the magic casting system and made it more modular. Chris Quinn who was featured last year in an RPI designed this. So if you cast a Lore of Waaaagh spell the casting phase will have sounds from that same lore.
Liam: Looooaaads of detail. Our lead writer Andrew Hall came up with the language and provided a long set of phrases and sentences for us all to use. In actual fact, it was the dialogue team who enforced the pronunciation. They recorded it and were checking every single syllable was said correctly. Even the war cries. They worked together with Andy and by the end, they had phonetic versions of all the lines to help the voice talent pronounce the words. It's so freakin cool. I love it.
Liam: We just gathered better source material that's higher quality than before and also implemented it to give those hits and transients more pop and oomph 😄
Is there any interest in releasing notes on the dawi zharr language? I remember a similar thing was done for the Beastmen back in the day and thought it would be cool if there was a basic guide released for it.
Liam: The Lammasu was a challenge. It needed to roar like an angry beast but whisper maniacal incantations so it needed to talk as well. For all of the growls and roars I used a cello as a bass, and a large metal door creak pitched in so it felt angry like it was screaming as well. You feel its anger! But then it also speaks and yes in Khazalid! We recorded actors in a style and performance that's very.....suggestive and demonic and then I processed that with a plugin called Manipulator. ......... fitting since this is what the Lammasu does. It manipulates minds!