Battlefield 1 sound Asbjoern Andersen


‘Battlefield 1’ from EA DICE is out for PC, Xbox One and PS4, and it’s an absolute stunner. One area that stands out to me in particular is the sound — so it’s a great pleasure to present this in-depth look at the clever, creative work that went into creating the game’s spectacular sound:


Written by Jennifer Walden, images courtesy of EA DICE





Battlefield 1 Official Gameplay Trailer


The official gameplay trailer for Battlefield 1


 
Battlefield 1 is, amazingly, the fifteenth installment of EA DICE’s successful Battlefield franchise. As the franchise has grown, so has the complexity of the game sound. Each release expands on the accomplishments of the one before it. Battlefield 1’s sound features an impressive collection of weapons, a wide assortment of transportation options from horses to armored trains, and variable weather events. Battlefield 1 even offers Dolby Atmos playback for PC gamers.

Orchestrating this epic audio undertaking is Bence Pajor, the audio director on Battlefield 1. He’s joined by Lead Sound Designers Andreas Almström and Mari Saastamoinen Minto. And because it really does take an army to make a AAA war game of this caliber, the DICE sound team was also supported by outside studios like Pole Position Production, and other contracted game audio pros, such as the team at Criterion Games in the UK. Here, Pajor, Almström, and Minto discuss just what it took to create the complex, realistic, and emotive sound of Battlefield 1.
 

Looking back at such a long-running franchise as the Battlefield series, what have been some of the major milestones in terms of sound? And what were some of the most important lessons learned from the past games in the series that you could use for BF1?

Bence Pajor (BP) – The leap from mono to stereo. The first huge step was moving away from the Battlefield 2 and Battlefield 2142 game engine, where all sounds were mono except for the first-person weapon sounds. For Battlefield: Bad Company in the Frostbite engine where we started using stereo sounds for all bigger and energetic events like weapons and explosions. Stereo feels so real because most of us have two ears and our brain is used to real stereo.

We also wanted to have a much more dynamic mix. We wanted it to feel more like film or reality where loudness and energy of sounds have a perceived effect on other sounds. We wanted to make better use of the fairly small dynamic range a couple of speakers offer when portraying an extremely dynamic event like war – ranging from a falling leaf to an atomic bomb. The big problem being, how can you make the sound of the leaf quiet enough to still make the sound of the bomb feel hugely loud, while still being able to enjoy the calm sound of a falling leaf?
[tweet_box]Behind the incredible sound of ‘Battlefield 1’:[/tweet_box] We were really keen to play fewer sounds simultaneously than before, making the mix clearer. Since we were making a war game, loudness was the most obvious parameter to choose.

So a loud sound is going to affect the amplitude of a quieter sound, making it quieter there by allowing a bigger difference in amplitude between the two sounds. The effect is that you perceive the sound we have chosen to be the louder one as even louder than the actual wave form is. This way the sound of an explosion can completely cancel the sound of let’s say a tree falling over. One sound instead of two. Or even one sound instead of twenty in a given moment. Basically, more clarity in the mix.

Another big leap for us was when our technology allowed us to crossfade between different content depending on distance. Before, we had modeled the distance to a sound with filters. Now we can record the same event from several distances and just crossfade between them.

Andreas Almström, Bence Pajor and Mari Saastamoinen Minto from the Battlefield 1 sound team

Andreas Almström, Bence Pajor and Mari Saastamoinen Minto from the Battlefield 1 sound team


We started recording these events not only from varying distances but also in different environments. A gun shot or an automatic rifle sounds very different when fired in a forest, in a concrete room, or out in an open field. This in turn together with memory constraints led us to the next level of making guns and explosions.

When we still had to support the last generation of consoles and produce a huge game like Battlefield 3 we had very little runtime memory for sounds. It was impossible to fit the sounds of the all weapons and explosions – recorded at several distances and in different environments, in memory.

So, we started looking at what aspects are shared and what aspects are unique for weapons and explosions. They all go boom in one way or another. But there are different calibers, different mechanics, and various rates of fire but these are still shared across many weapons. In the end, our list of shared and unique sounds needed was a lot shorter than the amount of different guns and explosions we had to make. We built something resembling gun and explosion-synthesizers, except they didn’t use synthesis.

The source material we record or use always needs to have a natural life and energy

They used real recordings, chopped up in common and unique samples that we put together in the Frostbite engine. We could build a lot of guns using a few sounds. And since they were put together from a lot of pieces always moving depending on distance, environment, angle and rate of fire, they never sounded like a looped sample of a gun.

One thing though that is crucial is that the source material we record or use always needs to have a natural life and energy that sort of propels and gives motion and direction to the sounds. For us it is impossible to make good immersive audio with static or “dead” recordings no matter what tech we have at hand. Everything needs to move all the time so the listener can’t get a grip or see through the illusion.
 
Mari Saastamoinen Minto (MSM) – From a level audio point of view, namely the ambient effects, we have really honed our process which really came to the forefront with the Bad Company titles through to Battlefield 3 and Battlefield 4 and taken us to where we are today with Battlefield 1.

We’ve explored dense jungles, snowy mountains, and dry deserts, to crumbled cities hit by earthquakes in the Middle East. We’ve visited cities like Shanghai, Paris, and Baku, and we have been plunged into typhoons, EMP blasts, and aboard carriers being torn apart. The level audio in Battlefield is an everlasting challenge that constantly changes, and as sound designers we need to really nail those soundscapes so the players feel immersed and also believe in the worlds we are building. With Battlefield: Bad Company 2 we really went for it, moving the large ambiences into surround content. Changing the ambient sounds and varying them depending on how the environment changes around you also works really well. You go from a field to a village to a forest to the beach to the open sea.

Unique content for each area caters for constant change in the soundscape, keeping the level audio interesting. For Battlefield 1 all previous knowledge has now been put together and adapted to cater to the world of this game.

The most important thing is that you as a player should be able to close your eyes and feel you are really there — whether it be trenches, forest, desert or the French countryside at night

Dynamic Weather was added and of course gave us new challenges but the most important thing is that you as a player should be able to close your eyes and feel you are really there — whether it be trenches, forest, desert or the French countryside at night. With Dynamic Weather all content for multiplayer would have to be quadrupled if we were to go the same way as with previous Battlefield games. Here we had to be really smart with content creation and time management. Also, the first map you sound design also takes the longest. Finding the frequency range where your ambiences cooperate with guns, explosions and vehicles, carving out and cutting off mid and low end, as well as being careful with high end content so it won´t take detail out of the guns or be tiresome for the ears. Rain is always a challenge for example and finding those perfect recordings of rain that aren’t just white noise.


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What did you hope to accomplish with sound on Battlefield 1? How did the team divide and conquer the different aspects of the sound?

MSM – We are a very close team with a good team spirit. We look after one another and it really feels like a second family that over the years, like families do, grows with new team members as you become closer.

Similar to Battlefield 4, we divided the team between our single player War Stories then also to multiplayer and core. Andreas and I, for example, have been working together since Battlefield 3 and know our strengths and weaknesses and we complement each other in these areas.

Every individual in the team has their own specialty, be it technical sound design, content creation, code, music implementation or planning. On each project we come together and complement each other and help one another, no matter if it’s content, design, feedback, mixing or just meetings.

I think this team spirit is what makes us create the things we do

Everyone is a doer and we are not afraid to question one another. We are all dedicated to the game we are building and at the same time we are good friends. I think this team spirit is what makes us create the things we do.
 

Campaign/Story mode tells several grim tales through the eyes of different characters. How do you use sound to help reinforce the gravitas of the stories?

MSM – A good example of this is during the Fall from Grace section of our War Story Friends in High Places where you start off by hanging in a tree in enemy territory. On the horizon you can see the frontline, and it looks like you have to go through a lot to get back home. Our challenge here was to make the world feel hostile, somewhere you don’t want to be, compared to the earlier section Test Flight which we wanted to feel romantic, to the excitement of the start of an adventure and freedom and joy flying planes in the sky.

Whether you want to play Fall from Grace stealthily or not we needed the sound to be quiet but at the same time loud, to cover your presence and footsteps from the enemies. We worked a lot with the sound of The Great War being ever so present, weighing heavily on your chest as you progress through the level. Ominous birds, such as flocks of crows, are circling around, and rats run away from corpses.
 

We worked a lot with the sound of The Great War being ever so present, weighing heavily on your chest as you progress through the level

As you enter No Man’s Land and battle we make everything louder and work a lot with distant rumbles of thunder to make it feel as if the sky and earth is breaking apart as your character is forced to make a decision that impacts his life.
 

What are some of the weather systems that a player will encounter? How much detail does the sound design go into for weather – and how did you use the audio system in the Frostbite engine to help manage the weather sound elements?

MSM – You will encounter everything from a rough sandstorm in the desert, thunder and lightning by the Italian coast to a sunny day in a little French village where small birds are chirping and a soft breeze flows through the countryside.

You’ll see how the weather changes and clouds get grey, the wind picks up and the weather moves to overcast and then later to rain or fog. We do add a lot of detail and love to our ambiences. We try and make them feel as real and geographically accurate as possible always researching what birds and animals are found in that specific part of the world.

We’ve got a huge sound library that grows bigger every year. We are all interested in recording and creating our own content — be it weapons, first-person Foley or ambiences. For Battlefield 1 I used recordings my husband and I had from being on holiday in France or away in the desert in the UAE.

For rain I always bake in another one of my own favorite recordings, “rain on head”, recorded from inside the hood of my coat

For the storm I used a recording I did for Battlefield 4 on a boat. It’s just a very dynamic “wind in microphone” recording that really has that first-person perspective in its characteristics, and that is one of my secret weapons when it comes to sound designing storms.

For rain I always bake in another one of my own favorite recordings, “rain on head”, recorded from inside the hood of my coat. Adding that to the ambience just gives that authentic first-person perspective of rain.

So yes, a lot of detail goes into the creation of ambiences. On top of this, we have a randomized sound system called “big world sounds”. These are one shot sound effects, anything from birds to thunder, explosions or wind gusts. They can be mono or stereo, positioned near or far away from you, or both. They add one extra layer of detail to the quad ambiences, together with spot ambience sounds, such as windmills or running water to VFX sounds like falling dust, fires, lightning and smoldering wood.
Mari and Andreas - ready to record
The variable weather meant we had a lot more content to create for each level because of the different settings. This meant we needed close collaboration with design, VFX, and lighting to make sure our systems played nicely together. It was a challenge timewise, not only for audio but for lighting and VFX, to make these weather changes work and the results turned out really great.

We did set ourselves deadlines and deliverables. We created a design which defined each weather and what that would contain. For example, clear weather meant small birds and insects, soft breeze, and warmth, whereas overcast meant large birds like magpies, crows or a buzzard, to more wind and foliage, and a lot more wind gusts in the big world systems. Once we had defined what each weather event contained sound-wise we could apply this to the different settings.

The ambience system we have allows for creativity and variation from a content point of view so we adapted and expanded that system to include variable weather. Our ambience systems also use raycasts now, to simplify implementation and the scaling of ambiences in a destructible environment where roofs can collapse and walls disappear.

How to get Battlefield 1:

 
As mentioned, Battlefield 1 is out now for PC, Xbox One and PS4 – and if you want to get your hands (and ears) on the game, here’s where to find it.

 

The game features everything from horses, planes, airships and tanks to armored trains and battleships… What were some of your favorite vehicles to design? How did you create their sounds?

Andreas Almström (AA) – To start off with, the breadth of vehicles that we have is amazing, and setting out to create content for all of them was a huge challenge. We have sourced planes, tanks, armored cars, motorcycles, and boats with our friends at Pole Position Production who have been a great partner and it has been a great opportunity to actually see, feel and appreciate the hardware.
 



Battlefield 1 Gameplay Series: Vehicles


A look at some of many vehicle features in Battlefield 1


 
For transport vehicles we worked very closely with our collegues over at Criterion Games in the UK. They have a lineage of building great sounding racing games so we challenged them to build off-terrain transport vehicles that rattle in contrast to the carbon fiber, no clearance, v10 perfection that they excel at. The results are there in-game where the transports now have a racing-level fidelity to gear shifts, surfaces, and the roars from under the hood.

The behemoths were a lot of fun, but also a challenge because of their sheer size. They are very intricate with many seats and positions — some are closed such as turrets, and some are open like AA cannons and machine guns. The driver cares mostly about the engine while the rest of the players in the vehicle care more about their positions.
BF1 vehicle sounds
Making everything sit together and be relevant inside the vehicle and still be impressive at a distance without taking up all the dynamic range truly was a challenge. The sounds used are a mix of our recorded content and libraries. We didn’t have the opportunity to conduct a recording session of an actual armored train since they are quite rare nowadays, but we tried our best to mimic references and expectations

It all adds to the full experience of riding a 130-ton armored train

A feature we managed to get in on the armored train is that you can alter the intensity and the pitch of the train whistle when playing with a controller. Together with the sounds of coal being shoveled into the furnace, the slow and heavy chugging it makes when starting, the sounds of the loose couplings between the carts, and the screeching breaks when it slowly comes to a stop; it all adds to the full experience of riding a 130-ton armored train.
 

Hear more about the sound of ‘Battlefield 1:’

 
In this new edition of the ‘Soundworks Collection Podcast’, Michael Coleman speaks with Andres Almström and Bence Pajor from EA DICE’s Stockholm studios. They talk about developing the sound of ‘Battlefield 1’, from its powerful weapon systems to its detailed ambiences. They discuss working with artists and directors in the early phases to ‘sketch’ concept sounds and how authenticity was not only a goal for the period-specific WWI weapons and vehicles but also for the geographically accurate ambiences and natural reverbs. After running through the trenches and blasting your Model 97, listen to this episode to learn how it was all made:
 

 

Was it difficult to track down era-appropriate weapons? Once you found appropriate weapons, where did you go to record them? And how did do bring everything together in audio system in Frostbite?

BP – When going out to record the weapons we try of course to get our hands on as many as possible. Many of the weapons are museum pieces and couldn’t be handled or shot. We usually do several recordings with very different purposes, some sessions concentrate on the report from different environments such as forests, fields, mountains, trenches, barns and urban areas at all thinkable distances and configurations. Here it doesn’t really matter if it’s the exact model and make of a gun. Caliber, action and barrel length makes the most difference here. For recording, we mainly use stereo or surround setups, small handhelds, ABs, XYs, stereo shotguns at as many different distances as possible.

Some sessions are mainly focused on the core elements of the weapons, like mechanic sounds during firing and the core report from the caliber. We try to do these sessions outdoors where there isn’t a clear report, deserts are preferable. We use everything from normal dynamic mics, kick mics to shotguns and lavaliers up-close.
 



Battlefield 1 Gameplay Series: Weapons


The Battlefield 1 team shares what went into designing the weapons for the game


 
We also conduct Foley sessions where we focus on on getting the right guns, but substitutes with similar action and materials usually suffice. For miking, a good stereo pair straight above the gun together with a lavalier on the weapon is usually good enough, but as always, more is more! We perform the weapon Foley ourselves since we have a fairly good idea on how it needs to sound in the end.

We did some of the sessions here in Sweden, but we’ve also been in California and Idaho. It’s all about finding the right locations that sounds great that lends itself well for shooting guns for days on end with as little interference as possible.
 

Any fun field recordings for the flamethrowers and explosions?

AA – A couple of years ago Ben Minto (Audio Director for Star Wars Battlefront, also developed by DICE in Stockholm) did a recording session of explosions in Finland that we have been using bits and pieces from.

There is more to an explosion than the concussion of the blast though — there needs to be other elements that describes the energy and the size. Shrapnel, shockwave, environmental report and debris raining down on the soldier are some of the elements that we have worked a lot on for this game.

There is more to an explosion than the concussion of the blast though — there needs to be other elements that describes the energy and the size

For shrapnel we used bullet impact and flybys that we recorded and then sequenced to tell the story of shrapnel flying past the player. Recording debris is as easy as just throwing dirt up in the air and have it land on various surfaces, pieces of uniform, a helmet etc.

We unfortunately haven’t had access to a flame thrower, but if there are any readers that are willing to help out please contact us!
 

The PC version also offers Dolby Atmos playback – what are some highlights of the Atmos playback for Battlefield 1?

BP – Dolby Atmos offers a more spacious soundscape I would say. By having ceiling speakers you get verticality what you don’t have in let’s say a 5.1 surround where all the speakers are in the same horizontal plane.

Also spreading the number of sounds to many speakers instead of a few means you get fewer sounds per speaker and it sounds clearer I think.

It’s of course very cool to hear a cannon projectile or an airplane fly past above you when you’re hiding in a trench.

A big thanks Andreas Almström, Bence Pajor and Mari Saastamoinen Minto and the rest of the Battlefield 1 team for the inside-story behind that Battlefield sound – and to Jennifer Walden for the interview!

 

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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:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

    What’s Inside
    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    City Bicycles – Perspectives Demo

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    City Bicycles – Extra Surfaces Preview

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ 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.
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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