Halo 3 outtakes: Full Metal Jacket & ranting lesbian space marine

Read on below the break for a few words on composing audio for the series, Adam Baldwin's Halo-style take on Full Metal Jacket, and comedienne Debra Wilson's take on a angry, ranting, foul-mouthed, lesbian marine. Even better: the Wilson outtakes have apparently never been made available outside of Bungie's studio before.
Gallery: Halo 3
Jay Weinland began by exploring the transition from the Xbox to the Xbox 360. Halo 3 was their first title for the platform, and as a result they made some substantial changes to their workflow. Software tools they'd put in place for the previous games continued to be developed, improving their tools and adding options. They also had the chance to make use of technology advances when moving from the original console to the 360.
The console's multi-thread processor was divvied up among the game systems, and almost an entire two threads of the chip were dedicated to audio elements. There is also an onboard audio chip, which gives the developers access to "free decodes" of audio data. As a result some 320 independent voices can be piped through the system at the same time. The problem they were running into was that they couldn't make best use of the system because of rendering issues. They ended up actually using "32 mono, 32 stereo, 12 4.0 and 8 5.1 voices" over the course of the game to ensure that players had a quality experience.
To keep us interested Weinland then went on to play two clips from Halo 3 audio sessions. First we have Adam Baldwin's riff on a speech from Full Metal Jacket:
Then we have the angry, ranty stylings of Debra Wilson:
After the clips the team went on to make use of a great big room (called the "stripey room") inside the game engine to show off the audio fading system they use. Close-up sounds have a lot of detail, but as the source of a sound fades into the distance the quality decreases until the sound is just a mono clip. The room in the game is made of up striated bands consisting of every material in the game, to ensure that the sound designers can judge aural elements against wood, metal, etc.
The change was quite striking, as up close you'd hear elements like the bullets in the chamber / shell casings hitting the ground. Far off, the mono sound would fade into the background noise often heard as window dressing in the multiplayer maps. They also dropped a Mongoose vehicle into the room to show what the change in quality sounded like for consistent noises - a marked improvement over previous Bungie titles.
Composer Martin O'Donnell, well known for his work on the Halo soundtrack, finished out the session by demoing his composition software. Essentially he and Mike Salvatore create musical pieces than can be formed into a cohesive whole by simply overlapping and interlocking pieces. By setting a drumbeat going, or a single high note, he sets a mood that can then be modified through the addition of other compositional elements.
This software allows for the level of variety needed in a videogame environment, ensuring that (except when it's dramatically appropriate) the musical landscape will be a varied as the firefights you'll encounter in-game. O'Donnell's cardinal rule is "do no annoying", and by mixing and matching in the studio (and on the fly) the composers can create all new experiences for players that enjoy the dramatic series music.










Reader Comments (Page 1 of 1)
Ranus Studios @ Feb 27th 2008 6:39PM
I do love me some Firefly and FMJ.
Mr.ESC @ Feb 27th 2008 6:46PM
Am I the only one seeing Red Xs?
CouchPotato99 @ Feb 27th 2008 9:25PM
If you want to hear the audio but it's not working for you, you can stream the mp3s from here:
http://podcasts.aolcdn.com/joystiq/audio/halo3_fullmetaljacket.mp3
http://podcasts.aolcdn.com/joystiq/audio/halo3_angry_marine.mp3
eljeeffa @ Feb 27th 2008 6:48PM
yup no go on the audio
Cheezeman3000 @ Feb 27th 2008 6:51PM
Marty's a fun guy. I met him up at the Play concert in Seattle. I am VERY intrigued as to the type of software he showed off... is there a name for it? :P
GrimReaper @ Feb 27th 2008 6:58PM
I do believe the name of the software is
"Something us people cant afford 2008 v.5"
Demeth @ Feb 27th 2008 6:54PM
I tried the audio in Opera, and it didn't work.
However, it did work in Firefox.
ZenGaijin @ Feb 27th 2008 6:57PM
I love Debra Wilson
So fun & sexy.....
GrimReaper @ Feb 27th 2008 6:59PM
Debra wilson was awesome in mad tv.
BIGGEN @ Feb 27th 2008 7:02PM
wow, what a misleadingingly HiDef screen shot of halo3 ;D yuck yuck yuck
Arteen @ Feb 27th 2008 7:23PM
Because nothing says HiDef like a 490 by 276 screenshot?
BIGGEN @ Feb 27th 2008 7:34PM
i can't tell, are you trying to be an ass for no reason Mr. Rightclickproperties?
rv @ Feb 27th 2008 8:11PM
High def is 1280x720 minimum, so there is really no chance it would be hi def. You dont need to right click to figure that out, because if it was, chances are it would fill your whole screen.
BIGGEN @ Feb 27th 2008 9:35PM
OMG, you two DRASTICALLY missed the whole point:
http://xbox360.joystiq.com/2007/09/28/halo-3-not-hd-runs-at-640p-pixel-counters-claim/
it's really a shame when you have to explain a joke
Zeus.:God @ Feb 27th 2008 10:44PM
Yeah, not to mention that was a fabricated hi-def screenshot that Bungie originally took to show the "amazing graphics" of their engine. Obviously the game doesn't look like that, so it can be played off both ways, Biggen.
Hello @ Feb 28th 2008 11:29AM
It's a good thing too, that screen shot was ugly as hell.
Master Devwi @ Feb 27th 2008 8:15PM
Yeah, the audio isn't working for me either.
nyankobrulee @ Feb 27th 2008 8:19PM
"You make me dryyyy..."
Love it!
Paradox @ Feb 27th 2008 9:20PM
Same with me, the audio is broken.
Ryan @ Feb 27th 2008 9:41PM
Firefly ftw.
And holy crap, I never realized any of those guys were in the game. Does anyone have the clips that Baldwin and Tudyk did in the game?
And Nathan Fillion is the Sarge? As in the guy who's one of the main characters? It sounds nothing like him, heh.
Master Devwi @ Feb 27th 2008 11:09PM
For those of you who can't play the audio files (like me), I've dug through this page's source code and extracted the links.
Full Metal Jacket - http://podcasts.aolcdn.com/joystiq/audio/halo3_fullmetaljacket.mp3
Angry Marine - http://podcasts.aolcdn.com/joystiq/audio/halo3_angry_marine.mp3
EclipseCDN @ Feb 27th 2008 11:38PM
I love Marty's music. I'm a huge fan of a lot of game audio, but Halo stands out as the best action game music I've ever heard - I love how he's started out in Halo 1 making dynamic music back when everyone was just playing a static audio clip. Marty's always ahead of the curve, and he always puts a lot of love into his music -- great story.
joemoemino @ Feb 28th 2008 2:32AM
If you mean what I think, then you should know that XWing and TIE Fighter had a dynamic music system, and that was back in '93.
EclipseCDN @ Feb 28th 2008 1:03PM
Really? I'm surprised I didn't know that -- I loved TIE fighter. Anyway, the point I was making is that most action games that I played at the time tended to use a static audio clip that kicked in whenever the action picked up - Halo was one of the first games I played that I really noticed the music "morphing" as I played it.