Thank you all for your great response!
I didn't expected to see so much is so few time. I should have answered earlier but I had to leave unexpecteadly for the week end.. Now here is a lengthy, but hopefully usefull reply:
I like this very much! It has an nice smooth flavour while not being boring or sad, It reminds me a lot of Teledahn's 'SporeMe' music (which is one of my favorite music in Uru). I'm not sure which specific part of the Age TW had in mind when doing this though, (if any). I find it a little too 'intimate' and smooth for the streets. It makes me think more of a very still place, maybe a closed space. And while the city is still and empty right now it is supposed to be full of activity in a (hopefully) not-too distant future. But I have to say this piece fits quite well the current mood of the streets. I'm not too sure what to do of it..
Paradox: since you're in contact with him, could you ask TW whether he'd be willing to come say hi? It'd be easier to discuss.
Chacal sent me this thread as I work in sound for films, and I too would be willing to take a shot at creating ambiences. (...) For the Hub, I created the most minimal ambience I could, while avoiding monotony. This means layered drones that slowly undulate (Philip-Glass style) punctuated by faraway metallic or crystal sounds.
Hi GhostWriter, and welcome! Your help is very appreciated.
I really like your piece, it makes for a relaxed, serene atmosphere, that's pretty much the kind of atmosphere I'm looking for. But as I mentionned the Hub building is a very open building, in the sense that a lot of air can enter it. And I'm not sure how well that kind of low warm atmosphere can hold up if some wind is added on top of it.. Although if it does work it coud make for an nice combination.
(Somehow, when I listen to it I think it could fit very well the nexus cavern; but I might be wrong.)
However, I find the volume is very low; I'm not sure whether it comes from my setup but I have to really push the volume on my speakers to properly hear it.
Weren't you looking for ambient sound effects, like air and noises, rather than an amelodic musical score?
Absolutely, and for two reasons:
1) The Age should be released at the end of this month, so I thought it would be too short to make some decent music (even texture sounds) in that timeframe. Obviously I have been proven wrong.
2) As far as the core of the city is concerned that Age will be so varied because of the different shells, I think it may not be possible to find something that will fit all of the Age.. That's why I was aiming at something neutral, like a simple wind atmosphere. We have to keep in mind that this Age will evolve a lot as new shells are opened (at least I hope), new buildings, new areas.. So the atmosphere of the city will be quite different from place to place. (like any real city)
That said, several areas will have a fixed (or at least a dominant) atmosphere: the hub, the lake around the hub, the nexus. But also (and most of all) the 3 largest courtyards. Unfortunately those courtyards aren't created yet, so it's hard to start working on any sound for those. (These courtyards are the center of each district, and will respectively feature: mineral, vegetal, and aquatic, wide-open environments)
I think the most important sound atmosphere will be that of the streets, because it's where people will probably spend the most time.. That sound atmosphere should be essentially a warm wind (again, something like clftVolcanoWind_Loop.ogg), but ideally, any sound texture beside this should be inviting, almost upbeat (almost), and with a slight touch of wonder and amazement.. When someone enter the Age he should be amazed by the scale of the city and all the possibilities awaiting to blossom; and not be crushed by it or by its emptyness..
Wind noise dynamics would be affected by surrounding structures, so will there be emitters for each alley section, with sound sources depending on its geographic orientation, etc?
For the next version things will be limited both by the time I can spend on this and my technical abilities regarding sound integration (which isn't easy right now). In the future (after the holidays and the new year) I will try to be more ambitious, but right now it'll be pretty basic; one fixed ambient sound for each section (city/hub/hub lake/Prin Pahts nexus).