Warzone_sound-2 Asbjoern Andersen


Earlier this year, Infinity Ward's sound team on Call of Duty: Modern Warfare took home two MPSE awards for best sound editing – one for game cinematics and one for interactive game play. They also won Best Audio Design at The Game Awards in 2019. The sound team has built on that success with Call of Duty: Warzone, a Battle Royale game released this March. Here, we ask Audio Director Stephen Miller and his team to talk about their approach to weapons, vehicles, UI, real-time processing for reactive environments, and much more.
Interview by Jennifer Walden, photos courtesy of Infinity Ward/Activision
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  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

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    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
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    Bonus: Two extra libraries included for free:
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  • – Evolved WATER Sound Library


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    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

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  • THE COMPLETE JUST SOUND EFFECTS COLLECTION
    Introducing the JSE Everything Bundle, your one-stop-shop for all your audio needs. This bundle includes every JUST SOUND EFFECTS sound library ever created by our team of sound designers and field recordists, giving you access to an extensive collection of high-quality sound effects.

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    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.

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    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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The Call of Duty franchise has stepped into the arena of Battle Royale free-to-play gaming with Call of Duty: Warzone. It offers fan-favorite weapons from Modern Warfare and an ever-expanding cache of new ones for the upcoming seasons. Plus, there’s an array of vehicles for traversing the map — something that’s new to the franchise.

Members of Infinity Ward‘s award-winning sound team, including Audio Director Stephen Miller, Principal Sound Designer Stuart Provine, and Senior Lead Technical Sound Designer Tim Stasica, and Source Sound Co-owner & Creative Director Charles Deenen discuss the different play modes in terms of sound, Modern Warfare asset sharing and modification for Warzone, designing and implementing dynamic vehicle systems, creating rewarding UI sounds, the challenges of mixing this massive game, and much more!



Official Trailer | Call of Duty: Warzone


Call of Duty: Warzone – Official Trailer

Sonically, how does Plunder mode compare to Battle Royale mode? What were some of the challenges in designing sound for each play mode?

Stephen Miller (SM, Audio Director): The pace of the two game modes is what drives them sonically. At their core, the modes are the same – the weapons, Foley, vehicles, ambience – but all of the sounds and music supporting the modes is what enhances each experience. The challenge was approaching the design and implementation of sound and music accordingly. Plunder is “go-go-go, grab all the cash you can!!!” While Battle Royale is all about keeping your cool, as Captain Price would say, “Stay frosty.”

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Audio Director Stephen Miller at Infinity Ward

In Plunder it is all about the action with arcade elements provided by big UI slams for all of the missions and mode changes. It also has more vehicles racing around you, with helicopters and jets screaming across the sky regularly. The music approach in Plunder is adrenaline focused with the score ramping up as teams frantically collect cash and get closer to the end goal. So it’s ok to have longer more intense music cues that kick in to drive that rush.

The approach in Battle Royale is different, it is about cautiously listening for enemies and distant skirmishes while trying to stay alive. Matches can get pretty sweaty as the gas approaches and you are down to only a few players left. We use music sparsely here to build on the tension the players feel in each moment. It’s also used as a useful warning to players that the gas is closing in and you’d better find a safe place to move. We let the game breathe much more in Battle Royale and focus on the subtleties. That space lets players get scared by the creaky wood roof or the metal pinging that might be someone nearby or just be the wind.

 

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Were the weapons in Warzone pulled from Call of Duty: Modern Warfare only? Were you able to pull the gun assets from that game? What were some challenges in adapting those gun sounds to fit Warzone?

Stuart Provine (SP, Principal Sound Designer): The weapons in Warzone come from Modern Warfare.

However, during the course of Warzone‘s development it became clear that the distances involved in its much more immense playspace were going to require some changes.

Primarily, there’s greater audible range for the guns than we initially expected. Fortunately, we anticipated this scenario and recorded multiple perspectives of distant weapon fire during our shoots. Having the wide variety of source material on-hand made it possible for us to evolve the assets into what they needed to be to fit into Warzone.

Initially, none of the maps in Modern Warfare let players (or us) get far enough away to precisely know exactly what our most distant perspectives in Warzone were going to need sonically. So, at least in terms of asset creation, we’ve been trying to make the latest 3rd-person perspective sounds fit into the larger scope and scale of Warzone while also occasionally updating and refreshing previously made assets. We’ve also had to do a lot of mix tweaking to these distant sounds in order to accommodate the pace of gameplay and expanded player count in Warzone.

 

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In addition to modifying the weapons from Modern Warfare, did you get to create any new weapons for Warzone?

SP: There is a symbiotic relationship between Modern Warfare and Warzone. New weapons continue to debut as the seasons are released. Our primary focus these days is creating the sounds for those upcoming weapons, and sometimes other things too in order to take a break from gunfire sounds.

That said, when a certain aspect of an older gun bothers us enough or if we notice a trend among player feedback that seems to warrant a revision, we will sometimes update sounds. We try to be mindful when considering these modifications as sudden changes can sometimes irk fans who liked how it sounded when the game shipped.

In general though, we’re creating new stuff that will appear in the future. The release of new content regularly prevents me from being as obsessive about it as I would be otherwise. A blessing in disguise, I’m sure.

 

 

What are some ways you used sound to quickly communicate important information to players? What are some sonic cues that players should listen for, to improve their survival rate?

Tim Stasica (TS, Senior Lead Audio Technical Design): So many sounds communicate useful game information to players, but here’s a few that are new and unique to Warzone.

• Players can now equip body armor, and when you shoot someone the hitmarker sound is different when you’re hitting armor vs. when it’s been depleted.

• We’ve added a ping system to aid in communicating with teammates, and each type of ping is unique. You’ll quickly know whether a teammate is pointing out pending enemies nearby, or whether they just think you should pick up that shotgun.

• The music in Battle Royale comes in just before the ring starts and stops moving – it can be a useful reminder of whether you need to move as well.

• The plunder chests hidden around the map have several layers of sound – these were a real challenge and went through many iterations. There is a layer that is only heard up close, and a layer that is not heard when below. Once you’re used to these details, you should be able to quickly tell if that chest is upstairs or not.

 

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Can you tell me about your use of Foley in the game? What sounds did Foley cover? What is their priority in the mix?

TS: We lean heavily on Foley in Warzone. Despite the game being a completely dynamic, all player-controlled experience, we wanted it to feel gritty, real and cinematic. Part of that is using Foley not just for typical player movements but also on game actions – reviving a teammate, opening airdrop crates, calling in an extraction chopper – all of the sounds for player actions are Foley based even when there might not be an accompanying animation. This really helps the continuity of the soundscape, and it makes everything feel like a real tangible world.

 

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The environment: How do the 5 sectors of the Verdansk map differ sonically? What are some unique sonic characteristics of each sector? How do the environmental sounds support gameplay?

TS: When we were working on the map, it was more granular than 5 sectors; there were more like 15 or 16 subsections of the map, plus the more sparse rural areas separately as well. Each of these subsections has their own ambient sounds and reverb. There will be more slap heard in the downtown area than in the open farmlands, for example. The top of the dam will have a lot more wind than the denser downtown area.

The challenge was in creating ambiences that add to the experience without inhibiting gameplay. There’s no distant airplanes or gunshots or any sounds that another player could make in the ambient sounds, but there are definitely wood creaks and pipe rattles that make players uneasy. We wanted to keep players on edge, but never fool them.

 

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Is there real-time processing for reverb and EQ? How did you handle environmental reactions and proximity changes to match the sound of the space with what the player is doing/hearing?

TS: Yes, there is real-time reverb, delay, and EQ in game, and they work alongside asset changes depending on distance and environment. We run several real-time reverbs and delays to effect the player’s location as well as the locations of 3rd person players who are in different interior zones. We use EQs for LPF and HPF over distance, as well as differentiating interior spaces. But that is all polish on top of the assets. Our weapon reflection system plays different assets based on the player’s location, orientation, and the distance of the reflections, so every shot fired is a unique experience.

 

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What went into creating the vehicles’ sounds and how they work in-game?

TS: Call of Duty traditionally isn’t a vehicle-based game. Vehicles are normally used for more cinematic moments, not exclusively dynamic. With the size of the map in Warzone, we knew players would be spending a lot of time in vehicles, and we had to implement a new vehicle system unlike anything Call of Duty has had before.

We worked with Adam Boyd at Red Pipe Sound Company and used Crankcase Audio’s REV middleware for the engine sounds. REV is an all-in-one solution for implementing dynamic vehicle engines into the game, rather than using less intuitive loops. Adam has a ton of first hand experience creating REV assets. We worked together to cast the vehicles, and he, along with John Fasal and Bryan Watkins of Warner Bros. Game Audio, recorded those assets.

Those assets and REV only covered the vehicle engine sounds. We also had to design and implement a system of sounds to cover the vehicles interacting with the world – actions such as impacts, suspension creaks, tire movement, braking, skidding, drifting for all of the vehicle types and surface types we have in Warzone. We worked with our amazing vehicle engineer, Manu Marin, on getting the playback parameters set up for the REV engines and additional vehicle sounds. It took a lot of trial and error to get vehicles feeling right, there’s no copy and pasting, every vehicle is a unique set of parameters.

The one exception to this workflow was the little bird, which was coded by Guillermo Garcia-Sampedro at Raven, and which a team of us from Infinity Ward recorded in California City in 2019.

 


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Trending right now:

  • 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.

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    The extraordinary awaits within.

     

    KEYWORDS:

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
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    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

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

  • – Evolved WATER Sound Library


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  • 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.

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    About Medieval Warfare SFX Pack

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HIGHLIGHTS:

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

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    SOURCE: (1,110‬ sounds)
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  • – Evolved WATER Sound Library


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Need specific sound effects? Try a search below:


What was your approach to creating the UI/UX sounds? And what were some tools that helped you in creating them?

SM: We worked closely with Charles Deenen and the incredible team at Source Sound on all of the UI. The original Modern Warfare series had always taken a hyped-up, raw, arcade-like approach to the UI. With the new Modern Warfare came a new approach and a new partnership. Stylistically, the UI needed to feel gritty, but still feel rewarding for big payoff moments.

Charles Deenen (CD, Co-owner & Creative Director at SourceSound): The approach we had for the main UI was to tell a story. We wanted to keep the sounds grounded to reality, by creating them from camera recorded items, dirty mics, etc. Then, offset those with clarity items (recorded radio beeps, etc.) and extend them with little snippets, which when put in random sequence could tell a bit of a story of the level and the feel of the game. This turned out to be a massive undertaking.

The rest of the payoff-type UI was built in a similar manner, but we added the usual size and a bit more of arcade-like feel to it. They play a lot and have to be recognizable, while not “hide” in the sound bed. I think there were over 400 of those types of sounds.

 

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Was Warzone created using the same game engine as Modern Warfare? If so, how has your experience of creating Modern Warfare had an impact on your approach to Warzone?

TS: Yes, Warzone uses the same engine as Modern Warfare. This helped us in that we didn’t have to do any new experimentation or preproduction planning. We knew our tools, we knew what works and what doesn’t. But Warzone is its own monster; we’ve never shipped something this massive before. The memory challenge involved in having this many sounds for players, locations, vehicles, weapons, and game actions available to play at any given time was intense. We knew you had to hear sounds that are important to the player at a much greater distance than ever before, and that’s a mixing, asset creation, voice availability, and memory issue.

 

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What were some of your challenges in mixing this game?

TS: The biggest mix issue is the sheer amount of sounds that can be playing at any given time, and the huge distance they can play from. You can’t just throw out distant sounds when you can be sniped from a half mile away. You can’t just throw out quiet sounds because you’ll lose the intimate grounded feel of the Foley interactions. There’s a lot going on all the time, and what’s fun is that it’s a live game. We’re constantly witnessing new gameplay that we’ve never seen before and reacting to it.

 

[tweet_box]Behind the impressive sound of ‘Call of Duty: Warzone'[/tweet_box]

What’s the optimal playback system? Should players be using headphones?

TS: The best playback system… that’s an opinion that you can probably ask 10 people and get 10 answers. I prefer playing on a surround system. I can locate enemy positions much better in surround than on headphones.

 

The breathing in this game stresses me out!! Was that mixed to be intentionally present, to create this feeling of fight-or-flight?

TS: Of course the breathing should stress you out! Same as the creaking wood floors when you’re camping in an attic. The soundscape in Warzone is very dynamic, so when there’s not a loud A10 strafing by, there’s still a lot of sound happening to help immerse a player in the action.

 
Warzone_sound-13

Sound-wise, what do you love about this game?

TS: I love the addictive cash pickup sounds from Charles/SourceSound. I love the long spooldown of the Little Bird. I love the almost survival horror sound of the dam interior ambiences. I love the physics impacts of a ragdoll’d body sliding down a cliff. Of course, I love all of the weapon sounds that Stuart Provine has so expertly created. But what I love most is seeing all of our sounds and systems come together in such an immense, dynamic playspace to create a unique experience every time you play.

 

A big thanks to Infinity Ward’s Stephen Miller, Stuart Provine, and Tim Stasica, and Source Sound’s Charles Deenen for giving us a behind-the-scenes look at the sound of Call of Duty: Warzone 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.

    30 %
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