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Add to Collection. This item has been added to your Favorites. Game Content: Sounds. File Size. Created by. Subscribe to download Battlefield Theme Main Menu. This item has been added to your Subscriptions. Some games will require you to relaunch them before the item will be downloaded. Unlike the previous one, this replaces the main menu.
Subscribe 2. Download GCFScape 3. Find the VPK It should be named in. Issues: If the music is silent, you must enable another main menu music addon and disable that. Share to your Steam activity feed. You need to sign in or create an account to do that.
Sign In Create an Account Cancel. Edit links. The official Battlefield Soundtrack is here. Content Creators will have select tunes from the soundtrack cleared to use in streams and videos, and we encourage you to use them to enhance your content. The Battlefield Official Soundtrack is available for purchase on iTunes and other major digital music services worldwide. The soundtrack is currently available to be streamed and purchased on Spotify, Apple, Amazon, Google, Deezer, and Tidal.
For the collectors out there: Lakeshore Records and Invada Records are teaming up to bring the Battlefield Official Soundtrack to vinyl at a later date! Already want a quick taste of the soundtrack? You can find out more about their process in the interview below. The Observation of Beautiful Forms - A stirring, melancholic track conveying a messy and transitional world. Unwave - An unnerving and creeping piece that ramps up the tension as the beat goes on.
Dry Ice - A tingling, electric herald of the disorder to come, this one makes the hairs on the back of our necks stand. Hildur : That music is nonlinear in games was the big one. That shift was something we were both interested in and keen to try out, so that was one of our main motivations for working with DICE.
Nonlinearity seems like a great way to work with sound and music in a more open way; you have more possibilities for things to change and develop as you work. Our approach was to base each soundworld in the materials of each map as every location has very distinct material characteristics. For example, in Hourglass, where glass and sand are the strongest elements, we worked to make music out of those particular elements in order to bring the player into the world. That artificialness gives us license with the sounds to take these elemental, material ideas, to stretch them and exaggerate them in much the same way that the visual concepts in Battlefield are real yet stretched.
At the beginning, we were working with concept art for the maps. They were mostly reference pictures that were inspirational to DICE level designers and those materials became more in-depth and refined as we continued to work. Eventually, we got video run-throughs of each map. The nice thing about this process is it enables you to use your imagination.
We were looking at rocks and ships, terrain, and so on. Hildur : We were in an in-depth conversation with the sound team during the entire project, with weekly meetings where we discussed audio and the soundscape. It was a very constructive and open dialogue. The knowledge bank they have when it comes to sounds and recording sounds is so vast.
The conversation was always inspiring. Sam : The process was fantastic because, unlike films where sound and music teams are more distinct, in Battlefield we were all just part of the audio team. Therefore, all the conversations we were having musically were also influencing the sound design or vice versa. Early on, we established the elemental material themes and an idea of tension between two materials.
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