Two Years, One Voice: The Making of Fantasy Vocal Phrases

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Christian Wirtz has been part of the Sonuscore family for some years. As a composer and producer specialising in game and film music, he brings years of hands-on scoring experience to every library he creates. His work spans medieval fantasy, cinematic orchestral, and hybrid scoring, with credits across major game productions. He’s also a guitarist, a studio owner, and the kind of person who spends two years perfecting a product before releasing it.

For FANTASY VOCAL PHRASES, Christian worked alongside his wife, Katharina, a professional vocalist whose credits include The Elder Scrolls Online: High Isle and other major fantasy game franchises. Together, they’ve created something that fills a genuine gap in the composer’s toolkit.

We sat down with Christian to understand what went into building this library, and why it matters for composers working in fantasy, games, and cinematic scoring.

 

Where It Started

FANTASY VOCAL PHRASES began with a recording session for The Elder Scrolls Online: High Isle. Christian watched Kathi perform improvised vocals in a language that didn’t exist. Elvish-adjacent. Flowing and mournful. Utterly convincing.

“I’ve been working in game and film composition for years,” Christian explains. “Medieval fantasy, mostly. The Witcher territory, Game of Thrones atmosphere. The music demands human texture. Real breath. Real performance. And watching Kathi work on these sessions, I realised other composers needed access to this kind of material.”

That realisation kicked off a two-year development process.

The Problem with Single-Note Samples

Ask any composer working in orchestral or hybrid styles: getting convincing vocal texture into a track is hard. Sample libraries give you sustained notes, an “ah” here, an “oh” there, but something essential gets lost.

“Single-note samples are building blocks,” Christian says. “But a sustained vowel played on a keyboard will never capture what happens when a trained vocalist commits to a phrase. The micro-timing. The emotional arc. The way consonants and vowels interact across a melodic line.”

This is the fundamental tension in sample-based composition. You want the convenience of a library, with instant access, no session booking, no singer availability issues. But you also want the unmistakable quality of a real human performance.

Phrase libraries attempt to bridge this gap. But most come with significant limitations.

“A lot of phrase libraries lock you into specific melodies, specific moods, specific keys,” Christian notes. “You find something that almost works, but the tonality is wrong, or the phrasing doesn’t fit your tempo, or the emotional colour clashes with what you’re building. Useful sometimes. Limiting always.”

FANTASY VOCAL PHRASES was designed to solve these problems directly.

What “Fantasy” Actually Means

The name is deliberately broad. We’re talking The Witcher. The Elder Scrolls. The Lord of the Rings. Game of Thrones. Dragons and elves and ancient kingdoms. Mournful solo lines floating above orchestral textures.

But there’s a crucial distinction that shapes the entire library: the difference between constructed languages and improvised fantasy language.

“Tolkien’s Elvish is a fully developed linguistic system,” Christian explains. “It has grammar. Etymology. Internal logic. That’s not what we’re doing here. What we’ve created sits in a different space. Improvised fantasy language. It sounds like speech. It feels like meaning. But there’s nothing to translate.”

This approach emerges directly from professional game scoring practice. When Christian and Kathi work on major franchise soundtracks, they’re rarely asked to sing in actual constructed languages. The production teams want something different. Vocal performances that exist somewhere between real language and pure vocalisation.

“You get the liveliness of real language without anything recognisable,” Christian says. “No subtitle required. No translation risk. No worried emails from localisation teams asking what the singer is actually saying. Just pure vocal texture that implies ancient, otherworldly communication.”

The phonemes feel familiar. The phrasing suggests syntax. But the words themselves are invented in the moment, shaped by the musical line rather than any dictionary.

The Sound: Ethereal, Flowing, Minor

Fantasy rarely lives in major keys. The genre gravitates toward melancholy, toward yearning, toward vast emotional landscapes that suggest loss and longing. The vocal performances in FANTASY VOCAL PHRASES reflect this.

“Ethereal is a good word for it,” Christian says. “Flowing. Soft. Predominantly minor tonality, because that’s what the genre demands.”

Think of that solo female voice in every The Lord of the Rings trailer. The one that makes you feel something vast and melancholic before a single word of dialogue lands. That’s the sonic territory this library occupies.

But “ethereal” doesn’t mean “limited.” The phrases cover a substantial emotional range within the fantasy genre. From quiet introspection to dramatic climax, from intimate solo moments to phrases that could ride above full orchestral textures.

“We recorded in our home studio,” Christian explains. “Everything captured dry. The instrument includes a dedicated reverb section, so you get a production-ready sound out of the box. Full, finished, ready to drop into a mix. But you can strip it back entirely. Add your own processing. Shape the sound to fit your track.”

This flexibility was a deliberate design choice. Some composers want instant gratification, a phrase that sounds finished the moment they play it. Others want raw material to process through their own signal chains. FANTASY VOCAL PHRASES allows for both approaches.

Tonality and Key Matching

One of the most frustrating limitations with phrase libraries is key compatibility. You find a perfect phrase, it’s the right mood and the right length, but it’s in the wrong key for your track. Pitch-shifting introduces artefacts. The phrase becomes unusable.

FANTASY VOCAL PHRASES is designed to deal with this very issue.

“Every phrase is available in all twelve keys,” Christian says. “That’s the first thing you do when you load the instrument. Match the key to your track.”

This isn’t simple pitch-shifting applied to a single recording. The multi-key approach means composers can select phrases based purely on musical and emotional criteria, knowing that tonality will never be a blocking issue.

A Different Workflow

The workflow differs fundamentally from traditional sampling. You’re not playing individual notes and building melodies from single-sample building blocks. You’re curating performances.

“What you usually do is play the beginning of one phrase and then put an end with another,” Christian explains. “Start with phrase A, cross into phrase B. You’re building new musical sentences that never existed in the original sessions.”

This combinatorial approach means the library’s creative potential far exceeds its raw phrase count. Two phrases become dozens of potential combinations. Ten phrases become hundreds. The mathematics of combination works in the composer’s favour.

But Christian is careful to position the library accurately. This isn’t a replacement for traditional samplers or choir libraries.

“If you want to build chords by stacking voices, that’s what choir libraries are for,” he says. “FANTASY VOCAL PHRASES gives you the solo line. The elvish voice that rides above your orchestral bed. The one that transforms a good cue into something memorable.”

The distinction matters. Choral textures and solo vocal lines serve different functions in a mix. Trying to force a phrase library into choral territory produces unconvincing results. Understanding the library’s strengths and its intended role leads to far better outcomes.

The Singer: Katharina Wirtz

The voice behind FANTASY VOCAL PHRASES belongs to Katharina  Wirtz, a professional singer with substantial credits in game music. Her work includes The Elder Scrolls Online: High Isle and Anno: 117 – Pax Romana, among other major franchise productions.

“She’s sung on a lot of big game soundtracks,” Christian says. “That’s exactly the style we’re capturing here. The same approach, the same vocal quality, the same improvisational technique that she brings to professional sessions.”

This matters for authenticity. FANTASY VOCAL PHRASES wasn’t created by hiring a session singer to approximate a style. It was created by a vocalist who has already performed this exact material for released, shipped, critically-acclaimed games.

The performance approach, improvised fantasy language, flowing ethereal delivery, and minor-key emotional palette, isn’t theoretical. It’s the actual technique used in professional game scoring.

And here’s the significant detail: until now, you couldn’t access Kathi’s voice in a library.

“She’s been on lots of games, but this is the first time you can get her voice for your own productions,” Christian confirms. “That’s what took two years to develop. Capturing the right performances, building the instrument, making sure everything worked the way composers actually need it to work.”

Production and Technical Details

The recording took place in Christian’s home studio, an environment he knows intimately, which allowed for precise control over the capture process.

“The recordings are dry,” Christian says. “Clean, unprocessed performances. But the instrument includes a special reverb section, so when you load a phrase, it already sounds like a full production. Finished. Ready for your track.”

The reverb can be disabled entirely for composers who prefer to apply their own processing. Compression, EQ, spatial effects, everything remains accessible.

“Some composers want total control,” Christian notes. “The option exists. You can turn it all off and put your own compressor and reverb on, whatever processing fits your project.”

The technical implementation prioritises usability. Key selection is immediate. Phrase auditioning is fast. The goal was to remove friction between inspiration and execution. The moment a composer hears a phrase that works, they should be able to deploy it without technical obstacles.

Reference Points: Games, Film, Television

When discussing the intended application, Christian gravitates toward specific references.

The Witcher is the obvious one,” he says. “Medieval fantasy. Dark. Mournful. Lots of magic and monsters and morally complicated characters.”

The Elder Scrolls represents another key reference, unsurprising given Kathi’s direct involvement with that franchise. The game features extensive fantasy vocal content, establishing clear expectations for the sonic territory.

Lord of the Rings is always there,” Christian adds. “Game of Thrones. Anything with elves and dwarves and ancient kingdoms. That’s exactly what this falls into.”

The common thread across these references: human voice as atmospheric texture, not dialogue or lyrics. Pure vocal sound that establishes emotional context and implies a world larger than what’s shown on screen.

This is the role FANTASY VOCAL PHRASES is designed to fill. The solo line that elevates a cue from functional to memorable. The human element that sample-based orchestration often lacks.

“It all comes down to the performance of the phrases,” Christian says. “Wonderful content that’s very usable. Unique in style. Very inspiring for you to create something.”

Two years of development. One exceptional voice. It’s not hard to see that this is a phrase library built by composers, for composers, and that matters.

A REAL VOICE FOR FANTASY WORLDS

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FANTASY VOCAL PHRASES – demos

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