PiratesInBatavia_sound-17 Asbjoern Andersen


Here's an A Sound Effect blog first: talking about sound design for an amusement park ride! Sound Designers Ana Monte and Daniel Deboy of DELTA Soundworks discuss their approach to 'Pirates in Batavia' ride for Germany's Europa-Park.
Interview by Jennifer Walden, photos courtesy of Europa-Park, and Ana Monte
Please share:

We often talk about how sound enriches films, TV series, and games, but it also adds to the experience of amusement park rides. Can you imagine Disney’s Magic Kingdom “It’s a Small World” ride without that catchy track? Or their “Pirates of the Caribbean” ride without the storm sounds and cannon shot effects?

Europa-Park in Germany has its own famous pirate ride called “Pirates in Batavia.” And like its American counterpart, this water ride features a soundtrack that immerses passengers into the world of pirates. Here, DELTA Soundworks co-founders Ana Monte and Daniel Deboy share some behind-the-scenes details on the challenges and creative opportunities that came from working on this amusement park ride!



The Pirates in Batavia are back!


The Pirates in Batavia are back!

You’ve designed sound for an amusement park ride? Awesome! Can you tell me a bit about the ride?

Ana Monte and Daniel Deboy (AM and DD): Europa-Park is Germany’s biggest amusement park and the second most popular theme park resort in Europe (after Disneyland Paris). They have been around since 1975. One fan-favorite and the park’s oldest ride, which opened in 1987, was the 8-minute dark ride “Pirates in Batavia.” You can, however, imagine the sadness and shock when, in 2018, fans found out the ride was burnt to the ground due to a horrible fire. Thankfully, no one got hurt!

The family-owned park vowed to rebuild the beloved ride and so they did.

Some key facts about the ride:

Area: 14.319 m2
Water volume: 2,000 m3 (1.8 million litres)
Animatronics: over 100, with 8 saved from the previous attraction
Duration of the attraction: approximately 8 minutes
Capacity: 1,800 people / hour
Construction time: 24 months
Decoration: Over 8 tons of authentic decoration from Indonesia
Manufacturer: Mack Rides GmbH & Co. KG

 ‘Pirates in Batavia’ amusement park ride sound floor plan

An overview of the ride’s floor plan – Image courtesy of Europa-Park / Mack Rides

 

PiratesOfBatavia_sound-4

DELTA Soundworks co-founders Ana Monte and Daniel Deboy on-site at Europa-Park

Who was your point-person for this project?

AM and DD: We’ve been involved with the park’s media production company, MackMedia, for a while, having produced the sound for a couple of their movies.

Our first collaboration was doing the complete sound production for their short film Pandora which promoted their yearly Halloween event “Horror Nights – Traumatica.”

So instead of creating a traditional ad, they created two short films.

Later, we were hired to do the sound for two teasers that promoted the return of the pirates to the park. The park wanted to let fans know that the ride was being rebuilt, but decided to expand the storyline around the life of the pirates. So instead of creating a traditional ad, they created two short films.

The shorts feature an animated otter which is the main pirate’s sidekick. Jopie, the otter, was quite the challenge to create the sound for since he had to be realistic and not too cartoony, but at the same time should sound cute and not annoying.

On the first teaser, he only shows up at the end and does about three seconds worth of sound. So for that first teaser, Ana recorded her cat who does an adorable squeak sound when she is hungry.


https://www.youtube.com/watch?v=qExv-FetpXg&feature=youtu.be
Footage from the ‘Pirates in Batavia’ ride, captured by park guests

Jopie, the otter, was quite the challenge to create the sound for…

For the second teaser, we were wondering how to solve the Otter problem since Jopie makes more sounds. Foley artist to the rescue! We told our Foley artist that we were having a hard time with the Otter sound and when he sent us the Foley session, he just said, “By the way, I had a random idea for the Otter sound. It might work; it might not. Just see.” So with a lot of editing and a talented Foley artist-turned-animal-voiceover-actor, the Otter’s voice was created.

Why do we talk so much about the Otter and what does this have to do with the amusement park ride? Well, the animated Otter was our golden ticket to getting the project!

 

PiratesOfBatavia_sound-3

What was the direction for the sound on the ride? What were you asked to create?

AM and DD: Fast forward a couple of months after the final sound mix for the second teaser. We got a call from the project manager overseeing the reconstruction of “Pirates in Batavia,” saying, “Hi! I heard that you guys did the sound for Jopie. We’ll have a couple of animatronic Jopies on the ride and we were wondering if you could create some sounds for them?”

For the ride, Jopie was again quite the challenge because he would stand next to the hero pirate…and would have several conversations.

We were initially asked to create the sound for Jopie’s animatronics and some other animals like the villain’s pet monkeys. For the ride, Jopie was again quite the challenge because he would stand next to the hero pirate, Robbemond, and would have several conversations. Once again, we contacted our Foley artist who had done a great job on Jopie’s voice for the teaser and we were able to create a recording session where Jopie expressed a series of emotions. These sounds were edited to fit the lines spoken by Robbemond and Jopie.

 


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


Trending right now:

  • Cinematic & Trailer Sound Effects Collision Play Track 3735 sounds included, 250 mins total $112.49

    Introducing ‘COLLISION’ by Rock The Speakerbox: The ultimate impact sound library crafted for game, trailer, and film sound design. ‘COLLISION’ delivers over 3700 dynamic, punchy sounds tailored to meet the needs of modern, high impact productions. From deep, cinematic slams to distorted synthetic hits, this library offers everything you need for powerful and immersive soundscapes.

    Structured into three comprehensive packages:

    Construction Kit (2,820 Sounds):

    The core of ‘COLLISION’, this kit boasts a massive range of sound elements. From destructive debris blasts to deep, cinematic drums and complex metal scrapes, this package offers unlimited creative possibilities. Includes everything from subtle tonal drones to intense, raw impacts. Ideal for creating high-energy soundscapes that captivate and engage.

    Building Blocks (756 Sounds):
    Streamline your production with pre designed layers that include Intros, Outros, Hits, and Whooshes. These sounds are designed to bring instant structure to your game or UI audio, ensuring smooth transitions and dynamic moments. Perfect for layering elements in fast paced sequences or enhancing atmospheric moments with polished audio components.

    Design Kit (160 Sounds):
    Expertly organized into four categories:
    Whoosh Hits, Physic Impacts, Game Impacts, and Regular Impacts.
    Each sound is meticulously crafted for versatile cinematic uses, providing extended, atmospheric sounds that enhance any scene with depth and power.

    With ‘COLLISION,’ you can elevate your sound design to new heights. This comprehensive library provides everything you need to build immersive, high-energy audio for games, trailers, and cinematic projects.

    25 %
    OFF
  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • City Life Sound Effects Exterior Crowds Play Track 59 sounds included, 110 mins total $99

    A collection of exterior crowd ambiences covering locations like downtown city streets, suburban parks and markets. Canada, USA, Mexico and England.

  • When you’re ready to step up to the next level of sound effects or if your needs are limited but with a wide range—this is the pack for you. With high-quality content covering everything from ANIMALS and MECHANICALS, to EXPLOSIONS, MAGIC, WEAPONS and FOLEY, this is the perfect collection for aspiring video producers, and anyone starting out in sound design.


Latest releases:

  • Foley Sound Effects Peugeot Boxer 2002 van Play Track 236 sounds included, 45 mins total $65
    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Introducing the first library of the Bicycles Sound Effects series; Bicycles: Trainer.

    This is a focused collection of 98 high-quality sounds in 58 files that captures every nuance of trainer bicycles with exceptional clarity.

    It has a comprehensive range of a variety of sounds from different trainer bikes, including magnetic and fluid trainers.

    What’s Inside:

    – Pedal and Chain Noises: Smooth pedalling, rhythmic clicks, and chain movement unique to trainer setups.

    – Rides on the Trainer: at different speeds (from 3 perspectives: front, back, rider), bicycle hub sounds, brake sounds, gear shifter sounds, cyclist shoe sounds, trainer setup sounds, and accessory sounds like water bottle clicks, towel movements, and fan noises.

    – Resistance Adjustments: Distinct sounds of changing resistance levels, from soft shifts to heavy gear transitions.

    – Cadence and Speed Variations: Sounds at different cycling speeds, from gentle warm-ups to intense sprints.

    – Multiple Sound Perspectives: Features mono close-up, distant, and onboard recordings to match any project need.

    100% royalty-free – comes with intuitive naming and detailed description – UCS compatible.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Bavaria 36 Sailing Boat for access to 58 unique files of 32m 35s duration, including sailing, sail Foley, engine ignition starts and cut offs, water movements, different RPMs, interior and on-deck Foley and ambiences from different perspectives like front, rear, near the water, inside the hull.

    Mercedes-Benz Axor 1840 is another option with 54 pristine sounds with multi-channel tracks of exterior and onboard perspectives; ranging from engine starts and stops, rev-up, idle, gearshifts, accelerating and decelerating to constant and high, medium, low RPM, driving slowly and fast.

     

    35 %
    OFF
    Ends 1735599600
  • Foley Sound Effects Painting Play Track 150+ sounds included $18.85

    This unique collection features 117 high-quality sound effects, meticulously recorded with the guidance of an experienced painting artist. Each sound captures the true essence of painting, covering a wide range of tools, objects, and actions.

    From the crisp sounds of brushes on canvas, both long and short strokes, to the textured scraping of spatulas mixing paint on a palette, this library has everything painting-related.

    You’ll find expressive sounds like oil paint being squeezed from a tube, the rhythmic tapping of fingers on the canvas, and the soft swishing of fan brushes applying delicate strokes. The creativity and precision of the performance shine through, offering immersive sounds perfect for film, games, or creative projects.

    If you need the sounds of real painting tools in action, this library brings the studio to life, featuring the textures and techniques of an authentic artist’s workspace. Perfect for artists, sound designers, and content creators looking to add a touch of realism to their projects.

    96kHz-24bit, 100% royalty-free, UCS compatible and comes with intuitive naming and detailed descriptions.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Pottery Workshop for access to 84 unique files of the cosy natural rhythms of hums, scrapes, splashes and thuds that soundtrack the pottery workshop.

    Essential Foley Bundle is another option with 12 essential libraries in one solid Foley toolkit; including 11.968 organic sounds of handling endless diverse objects and materials.

     

     

    35 %
    OFF
    Ends 1735599600
  • Household Sound Effects Massive Clocks Play Track 3312 sounds included, 160 mins total $24.99

    MASSIVE CLOCKS – is an extensive sound library containing 3312 unique files of various types of clocks, real and imagined. From the Chimes of Grandfather Clocks to the Ratcheting of Mechanisms and Ticking of time to Miscellaneous. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    ‘Massive’ Libraries – is our take at recreating sound effects through the use of state-of-the-art resynthesis, this approach generates semi-accurate recreations and mimics the target sound effect, however this method also produces novel and unexpected results. These are our otherwise more “Experimental” libraries.

    50 %
    OFF
  • Hello Creators!

    Here’s my new pack: “RPG Inventory Sounds“

     

    YouTube Preview

    List of SFX included

     

    The approach for this pack was to create sounds for the inventory all RPG/Fantasy video games have.

    I recorded some bags and items I have in my home :)

    There are different types of SFX inside this pack: bag, remove items, coins, equipment, clothes, food, stones, armour, etc…

    They can be used in different styles of video games or other media projects.

    I hope you enjoy implementing this sounds in your project!

     

    Related Packs (created by me)

    Inventory Sounds – Volume 01

    Click Sounds (UI SFX)

     

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a 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.

    Check out this guide that maybe will help you

    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.

     

    Contact

    Any doubt, any idea, any proposal, please contact me on: The.Sound.Guild.SFX@gmail.com

     

    Check all my packs

    https://www.asoundeffect.com/sounddesigner/the-sound-guild/

     

    Cover Image Credits

    https://www.istockphoto.com/en/vector/dice-d20-for-playing-dnd-gm1492638988-5165…

     

    Tags: sound pack, sfx, sounds, vgm sounds, vgm sfx, inventory, inventory sounds, inventory sfx, bag, bag sounds, bag sfx, clothes, ceramic, wood, arrows, interactions, user interface, ui, user interface sounds, assets, sack, backpack, backpack sounds, kitbag, purse, travel bag, rpg, fantasy, rpg sounds, fantasy sounds, character sounds, loot, equipment, sword, characters, bag, arrows, bow, equipment, clothes, first aid kit, books/paper, food, stones, book, books, page, pages, paper, papers, mineral, armour, click, clicks, tool, tools, metal objects

    35 %
    OFF
Need specific sound effects? Try a search below:


PiratesInBatavia_sound-13

Photo courtesy of Europa-Park

What were your goals for sound? How did you want to use sound to make this ride an even better experience?

AM and DD: Our objective for the project was to take “Pirates in Batavia” to the next level of immersion. The ride is set during a pirate raid on Jakarta (known as Batavia until 1942) in the 17th century at the beginning of the Dutch colonization of Indonesia.

The team initially contacted us for some basic sound design. We made a counter-offer for the creation of a whole immersive environment with complex ambient sounds that would place the park guests inside the story. We explained how sound could elevate the ride and we came up with a sound concept for several scenes that take place within the 8-minute ride.

…we did some research on Indonesian languages such as Bahasa Indonesia and Javanese to make sure the wallas we were using had a correct “rhythm” to the language pattern.

We did a lot of research to have a feel for the ambience and how it might have sounded back then. We also did a lot of research on the fauna of Indonesia to make sure the animals sounded accurate. Last but not least, we did some research on Indonesian languages such as Bahasa Indonesia and Javanese to make sure the wallas we were using had a correct “rhythm” to the language pattern.

One of the scenes is an Indonesian stilt village with a lot of background activity. Even though all the sounds coming from the village are muffled, the Indonesian language has a different rhythm compared to English-speaking background sounds that you can find in libraries. So it was important to us that those background conversations felt right.

Since the ride caught on fire, we weren’t able to visit the original ride for inspiration.

Another great resource was YouTube. Since the ride caught on fire, we weren’t able to visit the original ride for inspiration. We weren’t able to hear how the sound could be improved. But thanks to YouTube and the fans of the park, there are a lot of on-ride videos of the old ride and this was a great help.

For the technical implementation, we received architectural plans and were able to see how many loudspeakers each room had and where they were hiding, which ones were used for the animatronics and which ones could be used for the ambient sounds. The sound system is highly complex with over 300 loudspeakers.

 

[tweet_box]The Exciting Sound Design for Amusement Park Ride “Pirates in Batavia”[/tweet_box]

PiratesInBatavia_sound-10

Photo courtesy of Europa-Park

Did you have to create numerous assets? Or one long sound file that plays for the duration of the ride?

AM and DD: Yes, I guess you can call them assets. Most of them were created as loops containing one element of the scenery — for example, birds in a jungle or pirates fighting in a battle. Some of them were triggered sounds such as a gate opening or a cannon shooting. For the animatronics, we basically delivered source material to the programmers of the animatronics’ movements and they’d sync it up.

 

PiratesInBatavia_sound-6

Photo courtesy of Europa-Park

What were your delivery specs? Were they stereo tracks? Did you have to master the assets to a certain level?

AM and DD: Most sounds were delivered as mono files and integrated in the control system of the ride, where a DSP takes over the playback and routing to the dedicated loudspeaker. Sounds could also be mixed to several destinations.

The files were mastered to a common level as a starting point, but we were able to adjust it in the DSP and add EQs at this stage to address the playback properties of the loudspeaker in its position. Kraftwerk LT — the Austrian company responsible for the audio-visual solution of the ride — did a great job calibrating the speaker system. Still, this is obviously far from an ideal listening environment that you’d have in a studio or home setup.

 

PiratesInBatavia_sound-9

Photo courtesy of Europa-Park

How did you create this sonic experience? What was your DAW? Did you custom record sounds? Any useful sound libraries?

AM and DD: We created this sonic experience with a combination of tools. We designed the sound using Pro Tools. For the mastering, we used Reaper since it’s a great tool for exporting multiple assets at once. We also used the game engine Unity. Since we do a lot of immersive audio design for virtual reality, we used our tools to test out sounds in real-time to get a feeling for the environment.

As for sound libraries, yes! A big shout out to BOOM library for supporting us with their two libraries: Medieval Life and Historical Firearms. We also used Pirate Game Sounds from Audio Alchemist.

 

PiratesOfBatavia_sound-2

Photo courtesy of Europa-Park

What were some challenges you faced in creating the sound for an amusement park ride?

AM and DD: The sound creation was quite a unique approach if you come from film, but if you come from gaming (and in our case VR), we are used to the acoustics changing as you walk through a certain environment. This ride wasn’t that different.

So you can’t just send your client a stereo file of all the things happening in the scene since it will just create a cacophony.

You sit on a boat that floats through different scenes. The beginning of the scene will sound different from the end of the scene. If I’m in a jungle and I have a monkey shout next to me in the beginning, I won’t hear it that much at the end. So you can’t just send your client a stereo file of all the things happening in the scene since it will just create a cacophony.

Also, keep in mind this production happened this summer during the COVID pandemic and while the ride was still under construction, so we couldn’t just go and check out the sounds anytime we wanted. Plus, many of the loudspeakers weren’t even installed.

 

PiratesInBatavia_sound-15

Photo courtesy of Europa-Park

How much did environmental noise factor into your design plans?

AM and DD: There were definitely some challenges regarding environmental noise. For example, when we “mixed” the final sound, there was no crowd. Also, some features of the ride weren’t fully functioning yet such as a waterfall in the jungle scene, which obviously created a lot of sound once it was turned on. The water flow creates a constant background noise that we underestimated. When the water stream to move the boats was turned on, it masked quieter sounds and therefore limited the dynamic range.

These and more issues had to be kept in mind when we did the final mixing, but we could only truly hear the final mix on the grand opening day.

 

PiratesInBatavia_sound-7

Photo courtesy of Europa-Park

Once the ride was operational, were you able to test and rework your design to better fit the playback environment? Or to tailor your soundtrack to the ride even better?

AM and DD: A lot of changes happened on location. We were given time to mix the sound one week before the grand opening. So for two days we rode the ride over and over and over again and made adjustments as we went. We had a colleague wearing fisherman pants and pushing us around on a boat from scene to scene. If a certain scene had disturbing sound elements, we would jump out of the ride, re-export things out of Reaper, load it onto the system server and re-start the tweaking.

 

PiratesInBatavia_sound-14

Photo courtesy of Europa-Park

What are you most proud of in terms of your sound design for this ride?

AM and DD: We are honestly most proud of being able to convince the park that sound design would be an important upgrade to the old ride. Parks know the importance of music and invest a lot in the score, which is great! But sound design also plays an important role in the ride experience, making it even more immersive.

 

A big thanks to Ana Monte and Daniel Deboy for giving us a behind-the-scenes look at the sound of “Pirate of Batavia” and to Jennifer Walden for the interview!

 

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:

  • Cinematic & Trailer Sound Effects Collision Play Track 3735 sounds included, 250 mins total $112.49

    Introducing ‘COLLISION’ by Rock The Speakerbox: The ultimate impact sound library crafted for game, trailer, and film sound design. ‘COLLISION’ delivers over 3700 dynamic, punchy sounds tailored to meet the needs of modern, high impact productions. From deep, cinematic slams to distorted synthetic hits, this library offers everything you need for powerful and immersive soundscapes.

    Structured into three comprehensive packages:

    Construction Kit (2,820 Sounds):

    The core of ‘COLLISION’, this kit boasts a massive range of sound elements. From destructive debris blasts to deep, cinematic drums and complex metal scrapes, this package offers unlimited creative possibilities. Includes everything from subtle tonal drones to intense, raw impacts. Ideal for creating high-energy soundscapes that captivate and engage.

    Building Blocks (756 Sounds):
    Streamline your production with pre designed layers that include Intros, Outros, Hits, and Whooshes. These sounds are designed to bring instant structure to your game or UI audio, ensuring smooth transitions and dynamic moments. Perfect for layering elements in fast paced sequences or enhancing atmospheric moments with polished audio components.

    Design Kit (160 Sounds):
    Expertly organized into four categories:
    Whoosh Hits, Physic Impacts, Game Impacts, and Regular Impacts.
    Each sound is meticulously crafted for versatile cinematic uses, providing extended, atmospheric sounds that enhance any scene with depth and power.

    With ‘COLLISION,’ you can elevate your sound design to new heights. This comprehensive library provides everything you need to build immersive, high-energy audio for games, trailers, and cinematic projects.

    25 %
    OFF
  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • When you’re ready to step up to the next level of sound effects or if your needs are limited but with a wide range—this is the pack for you. With high-quality content covering everything from ANIMALS and MECHANICALS, to EXPLOSIONS, MAGIC, WEAPONS and FOLEY, this is the perfect collection for aspiring video producers, and anyone starting out in sound design.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Foley Sound Effects Peugeot Boxer 2002 van Play Track 236 sounds included, 45 mins total $65
    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Introducing the first library of the Bicycles Sound Effects series; Bicycles: Trainer.

    This is a focused collection of 98 high-quality sounds in 58 files that captures every nuance of trainer bicycles with exceptional clarity.

    It has a comprehensive range of a variety of sounds from different trainer bikes, including magnetic and fluid trainers.

    What’s Inside:

    – Pedal and Chain Noises: Smooth pedalling, rhythmic clicks, and chain movement unique to trainer setups.

    – Rides on the Trainer: at different speeds (from 3 perspectives: front, back, rider), bicycle hub sounds, brake sounds, gear shifter sounds, cyclist shoe sounds, trainer setup sounds, and accessory sounds like water bottle clicks, towel movements, and fan noises.

    – Resistance Adjustments: Distinct sounds of changing resistance levels, from soft shifts to heavy gear transitions.

    – Cadence and Speed Variations: Sounds at different cycling speeds, from gentle warm-ups to intense sprints.

    – Multiple Sound Perspectives: Features mono close-up, distant, and onboard recordings to match any project need.

    100% royalty-free – comes with intuitive naming and detailed description – UCS compatible.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Bavaria 36 Sailing Boat for access to 58 unique files of 32m 35s duration, including sailing, sail Foley, engine ignition starts and cut offs, water movements, different RPMs, interior and on-deck Foley and ambiences from different perspectives like front, rear, near the water, inside the hull.

    Mercedes-Benz Axor 1840 is another option with 54 pristine sounds with multi-channel tracks of exterior and onboard perspectives; ranging from engine starts and stops, rev-up, idle, gearshifts, accelerating and decelerating to constant and high, medium, low RPM, driving slowly and fast.

     

    35 %
    OFF
    Ends 1735599600
  • Foley Sound Effects Painting Play Track 150+ sounds included $18.85

    This unique collection features 117 high-quality sound effects, meticulously recorded with the guidance of an experienced painting artist. Each sound captures the true essence of painting, covering a wide range of tools, objects, and actions.

    From the crisp sounds of brushes on canvas, both long and short strokes, to the textured scraping of spatulas mixing paint on a palette, this library has everything painting-related.

    You’ll find expressive sounds like oil paint being squeezed from a tube, the rhythmic tapping of fingers on the canvas, and the soft swishing of fan brushes applying delicate strokes. The creativity and precision of the performance shine through, offering immersive sounds perfect for film, games, or creative projects.

    If you need the sounds of real painting tools in action, this library brings the studio to life, featuring the textures and techniques of an authentic artist’s workspace. Perfect for artists, sound designers, and content creators looking to add a touch of realism to their projects.

    96kHz-24bit, 100% royalty-free, UCS compatible and comes with intuitive naming and detailed descriptions.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Pottery Workshop for access to 84 unique files of the cosy natural rhythms of hums, scrapes, splashes and thuds that soundtrack the pottery workshop.

    Essential Foley Bundle is another option with 12 essential libraries in one solid Foley toolkit; including 11.968 organic sounds of handling endless diverse objects and materials.

     

     

    35 %
    OFF
    Ends 1735599600
  • Household Sound Effects Massive Clocks Play Track 3312 sounds included, 160 mins total $24.99

    MASSIVE CLOCKS – is an extensive sound library containing 3312 unique files of various types of clocks, real and imagined. From the Chimes of Grandfather Clocks to the Ratcheting of Mechanisms and Ticking of time to Miscellaneous. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    ‘Massive’ Libraries – is our take at recreating sound effects through the use of state-of-the-art resynthesis, this approach generates semi-accurate recreations and mimics the target sound effect, however this method also produces novel and unexpected results. These are our otherwise more “Experimental” libraries.

    50 %
    OFF
  • Hello Creators!

    Here’s my new pack: “RPG Inventory Sounds“

     

    YouTube Preview

    List of SFX included

     

    The approach for this pack was to create sounds for the inventory all RPG/Fantasy video games have.

    I recorded some bags and items I have in my home :)

    There are different types of SFX inside this pack: bag, remove items, coins, equipment, clothes, food, stones, armour, etc…

    They can be used in different styles of video games or other media projects.

    I hope you enjoy implementing this sounds in your project!

     

    Related Packs (created by me)

    Inventory Sounds – Volume 01

    Click Sounds (UI SFX)

     

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a 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.

    Check out this guide that maybe will help you

    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.

     

    Contact

    Any doubt, any idea, any proposal, please contact me on: The.Sound.Guild.SFX@gmail.com

     

    Check all my packs

    https://www.asoundeffect.com/sounddesigner/the-sound-guild/

     

    Cover Image Credits

    https://www.istockphoto.com/en/vector/dice-d20-for-playing-dnd-gm1492638988-5165…

     

    Tags: sound pack, sfx, sounds, vgm sounds, vgm sfx, inventory, inventory sounds, inventory sfx, bag, bag sounds, bag sfx, clothes, ceramic, wood, arrows, interactions, user interface, ui, user interface sounds, assets, sack, backpack, backpack sounds, kitbag, purse, travel bag, rpg, fantasy, rpg sounds, fantasy sounds, character sounds, loot, equipment, sword, characters, bag, arrows, bow, equipment, clothes, first aid kit, books/paper, food, stones, book, books, page, pages, paper, papers, mineral, armour, click, clicks, tool, tools, metal objects

    35 %
    OFF

   

Leave a Reply

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

HTML tags are not allowed.