gdc game audio 2019 Asbjoern Andersen


What's it like attending GDC for the first time? Sound Designer Megan Frazier shares her experiences, highlights, strategies and lessons learned as a first-time attendee - and why GDC is much more than just a long networking event:
Written by Megan Frazier. Image courtesy of Megan Frazier.
Please share:
Animal Hyperrealism IV Is Here!

The Plan

I’ve heard GDC spoken of as a rite of passage in hushed whispers among sound designers. As if a magical level-up tone plays when you place the shiny badge around your neck and you are suddenly serious. I knew from the beginning that line of thought was a fallacy, akin to the need to have super expensive gear to make great sound. But in the weeks leading up to GDC, I admit to being overwhelmed by how monstrously enormous GDC is. Sifting through the schedule of all the activities, parties, and people, I imagined myself standing on street corners grunting and throwing my business card at random passersby (and I found a nifty card shooter that might do the trick for future GDCs). However, having now been through the rite of passage myself, I realize GDC is more than a long networking event. I came away with a deeper sense of belonging in the audio community as a whole, being more comfortable with myself, and actually being inspired.

As the metallic roar of the BART tore through South San Francisco, I promised myself I would stick to three strategies in order to shape my experience:

1.    I would not ask for business cards
2.    I would strive to branch outside of my discipline: Audio for Virtual Reality
3.    I would always follow spontaneity as chance encounters came up

A woman with short hair smiles.I know that a few of you might be surprised at number one on my list, since GDC is one of the largest networking events of the game industry. Since I used to be in sales I know deeply how to “work the room” when going to networking events. One of the skills I have been practicing for over a decade is being able to memorize names, companies and locations of people plus conversation points I’ve had with them, then write them down in my sales journal when I got home. This allowed me to not need anyone’s business card if I wanted to reach out to them at a future date and eventually business cards have become more of a secondary defense against forgetting someone.

One of the drawbacks of being good at this is I tend to get into the “game” of networking where I tend to start evaluating people whether or not I have a short term value add to their business, if I believe can get it, and moving on quickly by closing with “hey, can I get your business card?”. The problem that I was attempting to address was that ending up with lots of contacts wasn’t what I was looking for; I needed to establish authentic and genuine connections. I didn’t know if taking away the easy way to close would help, but I thought it would craft a unique experience.

Genuine connections take time and need to be nurtured.

For example, on Monday afternoon I was chatting with a stranger after being introduced by an acquaintance and I felt the need to move on and start making as many connections as possible. I fought this urge, decided to stay and focused on shifting internally to making a genuine connection. What came out of it was I gained an insight into that person’s business struggles as an indie developer. I also by random chance bumped into this person Thursday evening in the line to the Unparty, where we talked about more personal things like their own experience with burnout in the industry. I realized I needed to slow down if I wanted to make genuine connections with people. Genuine connections take time and need to be nurtured.

An unintended negative consequence of choosing not to ask for business cards actually occurred on Wednesday when I was coming out of the Women and Marginalized Genders Roundtable. The Roundtable itself was an amazing smorgasbord of topics I had never had a chance to talk about or explore in person, and I recommend it to anyone because you will absolutely learn something, no matter your gender. One ally brought up the struggle in finding diversity in good candidates, and that resonated with me since I began my professional career as a headhunter. When I emerged from the Roundtable with a group of people, it would have been natural to thank him, gauge quickly if he wanted to continue the conversation, and ask for his business card. Since I wasn’t asking for business cards, I made a slower transition, and a group of other folks from the Roundtable quickly formed, making that “right time and context” passed. The teachable moment for me is that making connections is all about context. It’s ok to go for a quick close if they are moving on.

Imposter Syndrome

The second very specific choice I made – to branch out from VR Audio – really paid off at the Failure Workshop. I was intrigued by the title because so much of GDC focuses on teams’ well-deserved success, and the more technical overviews I could rewatch in the GDC Vault. In my experience as a sound designer, my failures have often taught me better and more important lessons than my successes, so I thought I’d at least be in good company.

To see someone successful, with courage and dignity, expose the dark side of the creative process was incredibly liberating.

Of the three speakers, Jon Remedios from Actual Humans was whom I resonated the most with. Jon spoke extensively about withdrawing from people, not taking care of himself physically and mentally in the process of developing his game. The moment that actually made me tear up was when he said something to the effect of “when getting to the couch and doing nothing…and that was a good day”. It resonated so deeply with me because I have, and still do, have those days. Those days are the crux of my imposter syndrome; this secret truth that I’m not cut out for this industry, that I’ll never see my dreams come to fruition, and that anything I do that isn’t directly correlated to making money through sound design is utterly worthless. To see someone successful, with courage and dignity, expose the dark side of the creative process was incredibly liberating. I feel like those nasty internalized voices are a bit quieter, and that is a good thing.

While I have touched on the major points of his talk, I wholeheartedly recommend listening to the Failure Workshop if you have GDC Vault access. I never expected to come away resonating with the speakers’ trials, or to have a confirmation of how important self-care is in the process of crafting stories and bringing life and wonder to games. Without the proper self-care, it becomes difficult to be inspired or inspiring to others.


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


Trending right now:

  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

  • Metal Sweeteners / Gun Hyper-Realism contains hundreds of metal sounds to enhance your gun fights.

    We recorded tons of different metallic objects like wrenches, cameras, stands, microphones,etc… to create different hits and textures for the Source Material kit, everything was recorded at 192 kHz with the famous Sennheiser MKH 8040/8050 microphones in order to capture all the harmonics up to 50-60 kHz.  Then we layered/edited/pitched, crushed them to create the sounds in the Designed folder.

    The “Source” folder contains 91 files and hundreds individual sounds divided into these categories:
    – Hit
    – Scrape
    – Screw
    – Rattle
    – Mech
    – Click
    – Slide


    The “Designed” folder contains 20 files and many more individual sounds, all created from the “Source Material”:
    – Silenced/Suppressed shots
    – Reload
    – Bullets
    – Mechanics
    – Ejections

    The “Synced” folder contains multiple groups of 8 layers + 3 silencers/suppressor, all sync’ed on some of the most common guns rate of fire :
    – Ak 47
    – M16
    – Uzi
    – MP5
    – M60
    – M4

    All the sounds are 192 kHz / 24 bits, giving you all the process flexibility you need. Most importantly the files are embedded with exhaustive metadata compatible with Soundminer, Basehead, etc…

    This library is perfect to spice up “boring” real life recordings, create a whole new futuristic weapon or just to give that ” Hyper Realistic ” feel to the project you’re working on.

  • Inspired by app market hits like Clash of Clans and Candy Crush, we present to you Mobile Game – a truly fun and genuinely gameplay inspired sound effects library. Filled with a thorough selection of popular game ready audio assets, Mobile Game gives you sounds that you can quickly implement inside any game to give it a familiar “hit app” game feel.

    • Includes 578 files
    • All files in .Wav 96k 24bit
    • Plus game ready mp3 files
    • Inspired by today’s best App Games
    • Includes Soundminer metadata
    • 891.9 MB of samples
    Mobile Game features sounds such as:

    Bubbles • Building • Coins • Crafting • Mechanisms and Contraptions • Musical Stabs • Objective Completes • Pick Ups • Potions • Tonal Designed Organic fx • UI/Menu • Upgrades

    20 %
    OFF

Latest releases:

  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • Animal Sound Effects Horses Vol. 3 Play Track 150 sounds included, 54 mins total $25

    Capture every detail of the equine world with this massive library. Features gallops on every terrain, vocalizations from gentle breaths to terrified screams, and intricate harness and carriage sounds. Perfect for film, documentaries, and game audio requiring authentic horse SFX.

    ASE Horses Vol 3 is the definitive sound effects library for anyone needing high-quality, realistic horse sounds. This extensive collection of 150 files provides an unparalleled range of equine audio, covering locomotion, vocals, and historical contexts. Find everything from the subtle sounds of a single horse grazing and breathing to the overwhelming power of a full herd stampede. Specific highlights include gallops on dirt, grass, and sand; close-up vocalizations like whinnies, snorts, and panicked squeals; detailed Foley of horses milling and trotting; and immersive recordings of horse-drawn carriages and sleighs with harness rattles and hoof clops on cobblestones. Whether you’re scoring a western, a historical drama, a fantasy battle, or a documentary, this volume offers the perfect sound to bring your project to life.

    50 %
    OFF
  • A mega pack of 450 cinematic sound effects — risers, stingers, drones, atmospheres & more — crafted to add depth, drama, and scale. Perfect for film, games, streaming, and any project that needs sound that moves stories.

    A MEGA PACK of 450 handcrafted sound effects designed to take your projects beyond the ordinary. From sci-fi risers that stretch tension, to haunting horror stings, angelic swells, and mechanical whooshes that shake the air — every effect is built to elevate emotion and amplify impact. Inside the Mega Pack: 450 epic SFX – risers, stingers, drones, atmospheres & more. A rich blend of dark, magical, futuristic, and orchestral textures. Ideal for film trailers, video games, streaming, and immersive content. Sounds that add depth, drama, and cinematic scale instantly. Step into the world of sound that moves stories. Don’t just tell your story — let your audience feel every moment.

    50 %
    OFF
  • Ambisonic Sound Effects Sirens Vol. 3 Play Track 100 sounds included, 41 mins total $25

    Need to add urgency? Our siren library has you covered. Featuring police wails, ambulance highs/lows, historic air raid sirens, and epic sci-fi alerts. Ideal for action sequences, documentaries, and creating instant tension. Make some noise!

    Turn up the tension with Sirens Vol 3 – your ultimate toolbox for audio emergencies. This isn’t your average siren library. We’ve packed 100 authentic sounds with everything you need to create heart-pounding moments.

    What’s inside?

    • The Classics: Get all the essential wails, yelps, and high-lows from real police cars, ambulances, and fire trucks.

    • Global & Vintage Vibes: Spice things up with distinct European signals and epic vintage WWII air raid sirens for that historical feel.

    • Next-Level Realism: It’s not just about the sound, it’s about the scene. Choose from close-up blasts, dynamic pass-bys (with that cool Doppler effect), and distant city ambiance blends.

    • The Unique Stuff: Go beyond the ordinary with glitchy malfunctioning sirens, old-school hand-cranked sounds, electronic whoops, and a killer selection of sci-fi and fantasy alarms for your game or film.

    Perfect for building: cinematic car chases, gritty urban environments, intense disaster scenes, and any project that needs a serious shot of adrenaline.

    Stop searching and start creating. Find your perfect siren sound right here.

    50 %
    OFF
  • Weather Sound Effects Hyper Thunder Play Track 800+ sounds included $49.50

    Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.

    Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.

    Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.

    Key Features

    • 800+ files of synthesized thunder and lightning
    • Both designed hits and source layers for full creative control
    • Covers subtle distant rumbles through to massive cinematic impacts
    • Crafted 100% from synthesis for a unique, larger-than-life sound
    • Perfect for film, games, trailers, and any project needing storm power
    • Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)

    From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.

    50 %
    OFF
Need specific sound effects? Try a search below:


Spontaneity

There was a lot of intention behind my GDC experience, but I actually think the most value came from my third strategy: to embrace spontaneity. I talked to multiple sound designers who had full books at GDC, and it made me nervous because while I had a few options for things to do during the day, I certainly didn’t have anything that couldn’t be dropped in a heartbeat for something more interesting. It was like standing on one leg among all the other flamingos cawing “Am I doing this right?” I’m glad that in this case, I was simply wrong to worry. A packed schedule would have completely taken the fun and wonder for me out of the experience.

For example, I had attended a morning audio Coffee Meetup hosted by Damian Kastbauer at the Sennheiser store, and heard about a meetup that evening called “Day of the Devs.” I didn’t know anything about it, but for whatever gut instinctual reason, I wanted to go. I had originally planned to more of a standard meet-and-greet by Facebook Reality Labs, so I had a backup in case.

Later that day, in the middle of attending an audio talk, I got a text from my best friend’s mom that he was in the hospital. After making sure he was ok and sorting through the logistics of coordinating with my partner to make sure he’d be ok when he got home, I was emotionally drained and just wanted to hang around a familiar face. Fortunately, I bumped into an audio acquaintance, Carlye Nyte from Camoflaj, and I mentioned I didn’t have a ticket but wanted to sneak into “Day of the Devs.” She knew Camden Stoddard from Doublefine who just happened to have a free ticket and connected me. It was in this old timey dine-in theater where they featured the respective indie developers playing their demos on a huge screen. It was an absolute blast!

Self-Care

Every bit of my internalized imposter syndrome declared if I wasn’t taking advantage of every moment at GDC I wasn’t ever going to be a successful sound designer.

The only downside to leaving things “open” was when I didn’t feel well later in the week I found it hard to want to engage with anything. I had left Thursday fairly open to walk the expo floor, leaving chance guide me to fun things.  I lost my voice Thursday because I went to a loud party Wednesday night, and ultimately pushing myself too hard Thursday made me truly sick Friday. I found it frustratingly hard to take basic care of myself. After taking a quiet moment for myself (which can be hard to find at GDC), I did manage to play the coolest little game I saw at Day of the Devs earlier that week, Inmost, but overall I pushed myself a bit too hard simply for the sake of “putting myself out there”. Every bit of my internalized imposter syndrome declared if I wasn’t taking advantage of every moment at GDC I wasn’t ever going to be a successful sound designer. I only realize this in reflecting on it afterwards, but it was incredibly difficult to manage my internalized imposter syndrome while not feeling well. The way I have found to keep it at bay is through community.

For example, on Monday, I realized at lunch I had slept poorly and was dehydrated and had to head back to my hotel and sleep, instead of networking or going to the talk I had planned for. I almost wanted to break down and bawl in the middle of the fecal ridden streets of the Tenderloin. My internalized imposter syndrome huffily declared me going to nap was obviously a sign I’d completely wasted all of GDC, which I had gotten on scholarship from the Audio Mentorship Program. I didn’t even have the dignity to waste my own money with frivolous naps!

In order to combat this irritatingly powerful feeling of guilt, I actually messaged a mentor of mine, Matthew Marteinsson, announcing that I was instead going to take a nap than hang out with him. It was almost comical to see him reply with “Nap it up!” and realize that internalized imposter syndrome was completely out of touch with reality. I found out that taking a 90-minute nap was exactly what I needed, and I bounced right back. I felt great reconnecting with Matthew later for dinner, and meeting wonderful new people that evening. I will probably struggle with feeling guilty about taking care of myself throughout my career. But the people I’ve aligned with, the mentors and peers who have lifted me up, that’s something that IS magic.

Life in Game Audio

The point of Stephan’s talk was that context is more important than “acoustic perfection” and to bear the user in mind first.

There is a nigh limitless buffet of audio talks at GDC, but there were two I came away inspired by moving forward. The first would be Stephan Schültze’s talk about VR audio. Since my specialization and interest in audio is in a virtual reality context, I was excited to learn a few tips or tricks. What came out of that talk, especially the question segment, was this idea that choosing to use mono, stereo, binaural, or spatialization in the right context of the experience is actually something I need to consider more often in my design process. In the times I’ve worked on experiences, I defaulted to spatializing a lot “because it’s VR. That’s what you do right?” The point of Stephan’s talk was that context is more important than “acoustic perfection” and to bear the user in mind first. While it might seem a simple concept, I feel inspired to bring a wealth of different kinds of sounds appropriate for the application on my next project.

The second talk was at CarouselCon by Gwen Guo, co-founder of IMBA Interactive. For the uninitiated, CarouselCon is an informal lunch meetup behind the carousel during GDC (Wednesday-Friday) where people will give short impromptu talks about any topic. Gwen’s talk focused largely on her journey starting the studio and the relationships between the founders being like a “marriage” when undergoing challenges and the feeling of triumph overcoming them. Her most poignant point was when the studio was struggling for money and they got an opportunity to bid a lucrative contract for a casino. One of her co-founders could not justify the studio taking the contract, because someone close to them had destroyed their life through gambling, and they actively work to help their community deal with gambling addiction. She described the contentious screaming fight that they went through, working through the agony of going the ethical route when bills are due. She mentioned how her work and her personal life are mixed and that she could never separate them, and why making work a positive place was so essential.

Experimenting with the idea that with the passion and life I bring to my work, it becomes almost odd to separate personal from professional. It’s all my life!

This idea of work and my personal life being mixed has been something I have been processing from the beginning of choosing to become a sound designer. In my previous career I had a very divided life; my work persona was very different from who I was as a person. I was actively ridiculed for being a gamer while in sales, which led to this odd double-life between work and home. While I do feel comfortable now talking about being a gamer in professional circles, I still largely only lurk on social media, and if I do emerge to contribute, it’s in a very professional way. Gwen’s talk seemed to hint that experimenting with the idea that with the passion and life I bring to my work, it becomes almost odd to separate personal from professional. It’s all my life!

 

A big thanks to Megan Frazier for sharing her experience and insight gained at GDC! Learn more about Megan and her work here, and meet her on Twitter here

 

Please share this:


 



 
 
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:

  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

  • Metal Sweeteners / Gun Hyper-Realism contains hundreds of metal sounds to enhance your gun fights.

    We recorded tons of different metallic objects like wrenches, cameras, stands, microphones,etc… to create different hits and textures for the Source Material kit, everything was recorded at 192 kHz with the famous Sennheiser MKH 8040/8050 microphones in order to capture all the harmonics up to 50-60 kHz.  Then we layered/edited/pitched, crushed them to create the sounds in the Designed folder.

    The “Source” folder contains 91 files and hundreds individual sounds divided into these categories:
    – Hit
    – Scrape
    – Screw
    – Rattle
    – Mech
    – Click
    – Slide


    The “Designed” folder contains 20 files and many more individual sounds, all created from the “Source Material”:
    – Silenced/Suppressed shots
    – Reload
    – Bullets
    – Mechanics
    – Ejections

    The “Synced” folder contains multiple groups of 8 layers + 3 silencers/suppressor, all sync’ed on some of the most common guns rate of fire :
    – Ak 47
    – M16
    – Uzi
    – MP5
    – M60
    – M4

    All the sounds are 192 kHz / 24 bits, giving you all the process flexibility you need. Most importantly the files are embedded with exhaustive metadata compatible with Soundminer, Basehead, etc…

    This library is perfect to spice up “boring” real life recordings, create a whole new futuristic weapon or just to give that ” Hyper Realistic ” feel to the project you’re working on.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • Animal Sound Effects Horses Vol. 3 Play Track 150 sounds included, 54 mins total $25

    Capture every detail of the equine world with this massive library. Features gallops on every terrain, vocalizations from gentle breaths to terrified screams, and intricate harness and carriage sounds. Perfect for film, documentaries, and game audio requiring authentic horse SFX.

    ASE Horses Vol 3 is the definitive sound effects library for anyone needing high-quality, realistic horse sounds. This extensive collection of 150 files provides an unparalleled range of equine audio, covering locomotion, vocals, and historical contexts. Find everything from the subtle sounds of a single horse grazing and breathing to the overwhelming power of a full herd stampede. Specific highlights include gallops on dirt, grass, and sand; close-up vocalizations like whinnies, snorts, and panicked squeals; detailed Foley of horses milling and trotting; and immersive recordings of horse-drawn carriages and sleighs with harness rattles and hoof clops on cobblestones. Whether you’re scoring a western, a historical drama, a fantasy battle, or a documentary, this volume offers the perfect sound to bring your project to life.

    50 %
    OFF
  • A mega pack of 450 cinematic sound effects — risers, stingers, drones, atmospheres & more — crafted to add depth, drama, and scale. Perfect for film, games, streaming, and any project that needs sound that moves stories.

    A MEGA PACK of 450 handcrafted sound effects designed to take your projects beyond the ordinary. From sci-fi risers that stretch tension, to haunting horror stings, angelic swells, and mechanical whooshes that shake the air — every effect is built to elevate emotion and amplify impact. Inside the Mega Pack: 450 epic SFX – risers, stingers, drones, atmospheres & more. A rich blend of dark, magical, futuristic, and orchestral textures. Ideal for film trailers, video games, streaming, and immersive content. Sounds that add depth, drama, and cinematic scale instantly. Step into the world of sound that moves stories. Don’t just tell your story — let your audience feel every moment.

    50 %
    OFF
  • Ambisonic Sound Effects Sirens Vol. 3 Play Track 100 sounds included, 41 mins total $25

    Need to add urgency? Our siren library has you covered. Featuring police wails, ambulance highs/lows, historic air raid sirens, and epic sci-fi alerts. Ideal for action sequences, documentaries, and creating instant tension. Make some noise!

    Turn up the tension with Sirens Vol 3 – your ultimate toolbox for audio emergencies. This isn’t your average siren library. We’ve packed 100 authentic sounds with everything you need to create heart-pounding moments.

    What’s inside?

    • The Classics: Get all the essential wails, yelps, and high-lows from real police cars, ambulances, and fire trucks.

    • Global & Vintage Vibes: Spice things up with distinct European signals and epic vintage WWII air raid sirens for that historical feel.

    • Next-Level Realism: It’s not just about the sound, it’s about the scene. Choose from close-up blasts, dynamic pass-bys (with that cool Doppler effect), and distant city ambiance blends.

    • The Unique Stuff: Go beyond the ordinary with glitchy malfunctioning sirens, old-school hand-cranked sounds, electronic whoops, and a killer selection of sci-fi and fantasy alarms for your game or film.

    Perfect for building: cinematic car chases, gritty urban environments, intense disaster scenes, and any project that needs a serious shot of adrenaline.

    Stop searching and start creating. Find your perfect siren sound right here.

    50 %
    OFF
  • Weather Sound Effects Hyper Thunder Play Track 800+ sounds included $49.50

    Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.

    Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.

    Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.

    Key Features

    • 800+ files of synthesized thunder and lightning
    • Both designed hits and source layers for full creative control
    • Covers subtle distant rumbles through to massive cinematic impacts
    • Crafted 100% from synthesis for a unique, larger-than-life sound
    • Perfect for film, games, trailers, and any project needing storm power
    • Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)

    From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.

    50 %
    OFF

   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.