Hi everybody,
I have been working on the soundtrack for a game called Battle Brothers and the release on Steam EA is drawing near. We already got more than an hour of music recorded but I feel that the material still needs some polish.
You can find many of the tracks in this soundcloud play list:
https://soundcloud.com/breakdownepiphanies/sets/battle-brothers-ost
The game is a turnbased tactical/rpg hybrid taking its inspiration from older titles like the original X-Com, Jagged Alliance or Warhammer - Shadow of the Horned Rat. The setting is low fantasy/medieval and you captain a mercenary company.
I would be grateful if some of you took the time and listen to some of the pieces to give some feedback and criticism. I would be mostly interested in suggestions regarding the overall sound/mixing/mastering. This not only is my first soundtrack release but the first time I worked with orchestral arrangements so there must be tons of stuff that I don't understand yet. Of course we can talk about the compositions and arrangements too but I am not sure how much I will be able to change in that regard as the project is close to its release.
What needs to be done:
Remastering all the tracks and try to achieve even levels and a cohesive sound. Revisiting some of the mixes, especially the ones that were created early in the production process.
What has been done:
- Regarding libraries and instruments the orchestral stuff is mostly Albion 1-3 from Spitfire, then some instruments (mostly percussion) from the Kontakt library and Komplete 9. There are a few "booms" and transitions from Hybridtwo's Project Alpha in there, but not that much as we did not want to go down the "hybrid" route but aimed for a warmer orchestra sound. Some of the tracks feature acoustic guitar parts that we recorded in the living room "studio" ;) (2 channels into a Focusrite Liquid Saffire 56 interface, one signal directly from the pickup and one recorded with a Shure KSM42 Mic).
Mixing:
- Up until now the tracks are mostly organized with an orchestra seating in mind. We did not use a lot of processing on the instruments. Strings are just eq-ed, brass have some compression on top of that and drums/percussion are often treated with with compression too + they. We did not use compression on the strings because I felt they sounded nice and had a lot of "air" to them as it stands, but that might be debatable.
Generally I felt that the instruments did not call for a as much treatment as for example a rockband setup. Levels and panning/three-dimensional space seem to be very important...
- Everything has a send that is routed through a channel with some glue compression and a reverb to simulate a room for the instruments (a big space from the NI RC 24). This signal is fed into the master out on a low volume.
- On the master out in the DAW we had again a tiny bit of glue compression and eq-wise a low-cut and a little bit of a boost in the higher frequencies starting at about 3.5khz
Mastering:
- We mastered everything using software (T-RackS CS) as we do not own an analogue mastering setup. The chain was EQ->Compressor (working around 1-2dB reduction)->EQ (for some boosting)->Limiter. I am still unsure on the limiting part, especially on the ceiling. At them moment some of the tracks are at a ceeling of -0,8db and few go up to -0,2. I am thinking to go with the lower levels. But on the other side that reduces the dynamic range.
So that's roughly it. I am still debating whether I should try out a different reverb for the Room-Channel, whether the strings need more processing, whether the drums should sound less bumpy and be more in the background etc. etc.
Again thanks for listening and thanks for reading. I will be working on the remastering during the next few days so any comments would be greatly appreciated!
Cheers,
Patrick