KH3 Ultimania: Interview with Keiji Kawamori (Music Supervisor)
DISCLAIMER: This is only a tentative translation. It is possible there are mistakes.
Previously worked on: KH BbS, KH3D, KH 1.5, KH 2.5, FFVIII, FFX
Q: What kind of work were you responsible for?
A: Various duties related to creating the BGM, and direction of the music in the cutscenes.
Q: How do you feel about the evolution of the aspects of sound in the PS4 or Xbox One?
A: Though it wasn't used for the music in this game, effects processed through DSP (note: digital signal processing, which takes digitized audio, video etc and manipulates it mathematically) can be connected to things inside the game, or sounds that play at the same time can be used to make variations of the same track.
Q: Which point was the biggest struggle?
A: In the case of scenes where the video and music had to match up, we weren't able to put in any work until the length of time was decided exactly, so it was a fight against the schedule, but with the cooperation of the sound team, who has always had a hand in KH, we were able to make it through.
Q: Please tell us if there's any small gimmick that's hard to notice
A: Within the BGM, there are some parts that can be heard in surround-sound. If you have a chance, please play in an environment where you can use surround-sound.
Q: Which point did you fuss over the most?
A: In past works in the series, for each world there was just one field theme and one battle theme as the base, but this time around there are different arrangements matched up to various situations. Also, I managed to figure out how to make and adapt good arrangements for the melodies and incredible theme songs that Shimomura-san has made for us thus far.
Q: Which part of this production do you want us to hear?
A: Of course, the new songs, but it would make me happy if you could notice and listen to the various new arrangements of tracks from past works.
BONUS! "A secret about the game only you know"
This time around, including cutscenes and smaller tracks, 200 tracks were implemented into the game, and the boss themes from past works are arranged slightly differently depending on the world.