Asbjoern Andersen


The world of sound design is an exciting one to those who work in the field – but to the uninitiated, it’s also shrouded in mystery. Or, in other words, people have no real clue what a sound designer actually does.

That’s what Norwegian sound designer-turned game developer Leif Hopmoen wants to change. He’s assembled some of Norway’s brightest minds to develop a game that could open up this specialized craft to a much larger audience. His secret weapon? Sound Designer – The Game.

2016 UPDATE: Leif has just emailed me the very latest about the project. If you’ve already read this exciting story last year, you can skip straight down to the latest info here. Otherwise I recommend you simply continue reading below, so you’re fully in the loop.

 

Hi Leif, what inspired you to create Sound Designer – The Game?

Well, you know the feeling. You’re standing in, say, a bar and someone asks you what you do. Tell them you’re a film director – people instantly know what you do. Say you’re a musician – bingo, people know what that means, no problem. Now say you’re a sound designer. People just give you that blank, dead stare. It’s frustrating, and I want to change that.
 

So what’s your plan?

My idea is essentially to show the journey of a sound designer – from the humble beginnings, to the holy grail of sound design: The Paying Gig. We’ll obviously sex things up quite a bit to give it that mass appeal.

 
[tweet_box]Surprising new details about ‘Sound Designer – The Game’ just unveiled:[/tweet_box]  

What’s the plot in Sound Designer – The Game?

The game is divided into two stages. The first stage is a tutorial of sorts – it portrays the beginning of this wonderful journey.
The player starts out as an aspiring sound designer, looking for that big break AKA The Paying Gig. At this stage, the player is presented with a random series of projects that need some sound – we call these Opportunities. It could be a student film, a wedding video or similar.

At this stage, the player is presented with a random series of projects that need some sound – we call these Opportunities.

We want to keep the realism high here, so to get the job done, the player will only be equipped with a selection of sounds from Freesound. The player is then given a fictional project with a pre-rendered video, in a layout that closely mirrors the one you know from ProTools, Cubase, Reaper and similar DAWs.

It’s set up with markers, and the challenge is then to add the appropriate sounds to each marker in the project. We call it the DAW View.
So what would be an appropriate sound? Well, say the bride slips during that wedding video. A slide whistle or similar comical sound effect would be a great choice here. Maybe even add some canned laughter to really take this one to 11 and set the YouTube crowds on fire.

After successfully completing an Opportunity, the player is rewarded with a selection of achievements. These range from the promise of free exposure, a thank-you in the credits list, a link on a website, a project reference for the resume, and/or potential payment if the project ever evolves beyond the hobby stage.

While these are brilliant offers when you’re just starting out, they do make it somewhat hard to sustain even a basic living – so this is where the secondary element comes in. The Funding: The player has the opportunity to use various resources, such as bank loans, taking on a 2nd job – and we also have a bit of a wildcard entitled Call Mom, for when food is running critically low. The player must carefully balance these resources to stay in the game.

Then, at a certain point – again, chosen completely at random – the player moves on to the next stage: The Paying Gig.
 

Ok, to be totally honest, that first stage sounds pretty challenging?

You could say that – but you could also focus on the fact that it’ll only get better from there. And that it’s a learning experience. It all depends on your outlook on life.
 

Fair enough. So I guess things really pick up in that second stage?

You bet! You’ve still got that cool DAW View from the first stage – only this time, we’re mixing it up a bit: To reflect the pressure of looming deadlines, the pre-rendered video will be played back in real-time. Your challenge is to then find and fling appropriate sounds onto the timeline before the clock runs out. To make things even harder, we’ll change the timing of the video at critical points throughout the project – especially towards the end, to really get the pulse racing.

Internally, we refer to this stage as Guitar Hero for sound design.

If you fail, the project will sound terrible and you’re off the project – and if that happens too many times, tough luck, it’s back to the tutorial stage again. Internally, we refer to this stage as Guitar Hero for sound design. I know it sounds fun, and believe me, it’s even more fun in real life.

For realism, Motion Capture is used throughout the game. Here's actor Ole Nisse on set, performing a 7-hour field recording scene for the MoCap team.

For added realism, Motion Capture is used throughout the game. Here’s actor & stuntman Ole Nisse on set, performing a 7-hour field recording scene for the MoCap team.

Now, as a sound designer, those SFX libraries won’t always cut it, and you’ll need to head out to do some field recording to get the sounds you need. This is where the game gets REALLY interesting: The whole perspective changes from that DAW view, to a 1st person view similar to what you see in the Battlefield or Call Of Duty series. We call this mode FPS, or First-Person Sound recordist mode.

In FPS mode, the player is sent on field recording missions around the world, equipped with microphones, recorders, a boom pole etc – the whole package, basically. Once there, the player’s task is to then activate the in-game sound recording mode and stand still for extended periods of time. We’ll be monitoring via the Xbox Kinect to ensure people really don’t move – move just one muscle, bam, your recording is unusable.

Remember I mentioned earlier that we’ll be sexing things up a bit to reach a new audience. So how do we do it? I have one word for you: Combat.

During the periods of trying to stand extremely still at various locations, you’ll encounter a series of enemies, ranging from noisy crowds, annoying birds, sudden bagpipe players – and the toughest of all: Rival field recordists.

You’ll use the gear at your disposal to take them all down: Rycote windshields for projectiles, Zoom H4’s as relatively inexpensive grenades – and boom poles for jousting with other field recordists. You can also set up booby traps and snares using various types of cabling, and for protection, you’ll be using the new Sound Devices 688 as a kind of shield – those things are built like a tank, supposedly by actual tank engineers.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

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  • Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

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    The recordings highlight the internal mechanisms of locks: opening, closing, locking, unlocking, clicks, and latch movements. The collection also features isolated key handling and keychain sounds.

    The set provides detailed and usable sound material for sound design, post-production, or mechanical analysis.


Latest releases:

  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

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  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly in Southern California around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

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    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.

Need specific sound effects? Try a search below:


How about multiplayer – will that be supported?

Yes, we’re planning an add-on called the In-house Position, which sees the player as an in-house game sound designer. Here you’ll compete against other team members in challenges like Middleware – who can learn a new middleware solution the fastest? Every time you get the grips on one of them, a new industry standard comes out.

Compete against other team members in challenges like Middleware – who can learn a new middleware solution the fastest?

Another challenge is that DAW View again, only this time, up to 16 players are working on the same project at once. The final one is asset management, where we simply randomize filenames and metadata whenever we feel like it. Pretty challenging stuff.
 

Do you think this gives a realistic picture of what life is like for a sound designer?

Not really, but since we’re having a blast developing the game, does it really matter? Haha, no it doesn’t.
 

So how far along in the development process are you?

We’ve got the initial stage fleshed out, and the second one is coming along well. However, we really need sounds for the missions – so here’s an invitation to all the sound designers out there: Drop everything you’re doing, come to Norway and help us create sounds for the game. Our funds are pretty tight, so there won’t be any pay, as such. But you’ll get to work with a killer team, there’ll be daily pats on the back for motivation, and oh, quick tip for you: It’ll look stunning on your resume.
 

Where things stand in April 2016:

It’s been exactly a year since Leif Hopmoen broke the news about the exciting new project – and for those of you who are wondering how the project is going, here’s an update I just received from him this very morning:

“Hello everyone, this is Leif, the creative force behind ‘Sound Designer – The Game’. I’ve had many people ask me how things are going with the project, and I’m happy to share the latest details.

I’ve got two letters for you:

V.

R.

Yes, ‘Sound Designer – The Game’ is now 100% virtual reality-based, as this is seemingly all the rage these days. If you read our initial ideas for the game, I’m sure you’ll agree they’re pretty much a perfect match for VR. Just imagine how much fun it’ll be to play the Asset Management mode in full 360 degree 3D. That’s some immersive metadata editing, let me tell you. Or that combat mode, where you’re taking out other sound designers with boom poles, etc.

Remember how we also made a unique simulation of life as an aspiring sound designer? That bit is just incredible in VR.

Not knowing when you might catch your big break is incredibly intense and rewarding in 3D

The whole aspect of having to work for pats on the back, a mention in the credits list, paying the bills with goodwill, and not knowing when you might catch your big break is incredibly intense and rewarding in 3D. In fact, for a lot of people, it’s simply too overwhelming and nerve-wrecking, or – as we like to call it internally – immersive.

Oh, and another thing: Have you noticed the controllers for the HTC Vive? Notice how there’s a peculiar little hole in the middle of those controllers?


htc-vive-controllers

Notice the holes in the HTC Vive controllers – they’re there for a very special reason…

Here’s a fun fact: ‘Sound Designer – The Game’ was one of the very first titles used for testing the Vive alpha-hardware, and needless to say, the teams at both Valve and HTC were blown away by the whole boom element of our game (where you have to stand completely still to ‘record’ for hours and hours). It was a downright giggle-fest. They liked it so much, in fact, that they designed the controllers around it!

So I’m excited to break the news that those holes in the controllers are there.. so you can mount a boom pole for extra realism.

There’s really nothing like waving a large boom pole around in your living room while you’re lost in a 3D-world

The Boom Accessory is coming later this year, and let me tell you: There’s really nothing like waving a large boom pole around in your living room while you’re lost in a 3D-world – the hectic waving really engages any bystanders and surrounding pets too. From what I’m hearing, HTC and Valve are also planning a ‘Sound Designers’ edition of the Vive, with much better headphones and all sounds up-sampled to 192kHz as it makes a huge difference.”

So that’s where things stand today – I for one can’t wait to see how the project evolves. Good luck, Leif!

 

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

    20 %
    OFF
    20 %
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    OFF
  • Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

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  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

    20 %
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  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly in Southern California around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

3 thoughts on “The Secret World of Sound Design unveiled in ‘Sound Designer – The Game’ (2016 update!):

  1. Hi!

    I just read the lovely article about Sound Designer – The Game. Great stuff! Thanks for doing the interview. I’m interested in contacting Leif Hopmoen, but I can’t find his contact details anywhere in the web. Could you perhaps help me?

    He’s looking for people to help with sounds, and I’m conveniently moving to Norway in June.

    Have a wonderful day sir!

    Kind regards,
    Ken

    • Hi Ken, glad you enjoyed it! And yeah, he seems like a great guy to work with, motivational back patting and all – but strangely, he’s seemingly gone missing since April 1st :)

      • Haha yeah I was a bit worried for that when I saw the date of publication. We’ll see then :)

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