ComposerSuccessSeries_JG Asbjoern Andersen


Want to make it as a game composer? In this interview, you'll hear what it takes to get started and succeed in composing for the game industry, from multi-award-winning composer Jason Graves, known for his scores on EA's Dead Space, Square Enix's Tomb Raider (2013), and Polyarc's Moss.
By Jennifer Walden and Asbjoern Andersen, images courtesy of Jason Graves
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The Composer Success Series – and what it’s all about:

The Composer Success Series is dedicated to helping you succeed as a composer – offering inspiration, advice on getting started and advancing your career, creative tips and tricks, helpful resources and lessons learned, from some of the industry’s most successful composers for film, games and beyond.
 

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• Jump straight to the Jason Graves interview

 

More interviews in the Composer Success Series:

Charlie Clouser • Sherri Chung • Cindy O’Connor • Inon Zur Pinar Toprak • Nainita DesaiJonathan SnipesGareth Coker Elyssa Samsel and Kate Anderson Daniel Kluger Peter McConnell Winifred PhillipsRonit KirchmanZach RobinsonAlec PuroAriel MarxMatthew EarlChristopher Thomas

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Two-time British Academy Award-winning composer Jason Graves is renowned for his textural concept scores and innovative orchestration in cinematic narrative games such as The Dark Pictures Anthology, Moss, Tomb Raider, Far Cry Primal, Until Dawn, The Order: 1886 and Dead Space. His repertoire is truly diverse, from aleatoric and sweeping orchestral journeys in space, to haunting and immersive soundscapes in historical, gothic and supernatural worlds, to manipulating ancient instruments in a Stone Age natural environment and whimsical waltzes for an intimate pastoral palette.

Most recently, Jason scored interactive drama The Dark Pictures: Little Hope, the second installment in Supermassive’s intense survival horror anthology series. Starring Will Poulter (The Maze Runner, Midsommar), the standalone story takes place in multiple time periods and settings including the 17th Century during the Salem Witch Trials. Jason also returns to the mysterious rings of Saturn to score Ready At Dawn’s A.I. psychological thriller Lone Echo II. In television, his music can currently be heard in the DC Comics’ series Swamp Thing on CW.

Learn more about Jason’s work at jasongraves.com


• How did you get started in the composing industry? What was your first game score and what was that experience like for you?
I worked in film, TV, and corporate music for about six years before I discovered music for games. I had 2-3 years of local, indie games before my first “legit” game score, which was The Hobbit released in 2003.

I had 2-3 years of local, indie games before my first “legit” game score, which was ‘The Hobbit’ released in 2003.

I was originally brought in to tackle all of the live orchestra in the score. At first I was simply consulting and advising on orchestration and sample libraries for the demos. That quickly led to a more permanent role on the music team which included music composition, arranging, music prep, and conducting the entire live score over multiple recording sessions.

In turn, my experience on The Hobbit is what led to my first solo outing as a composer, which was King Arthur in 2004, based on the film of the same name.

 

• Any advice you’d share on how to land a composing job in the game industry?
I know I was only brought onto the music team for The Hobbit as a direct result of my openness and willingness to share what many considered “trade secrets” about sample libraries and Hollywood-style orchestral composition techniques. I still believe in that kind of transparency today and honestly think it can only advance your career.

I also believe business connections stem directly from personal connections…

I also believe business connections stem directly from personal connections and go out of my way to get to know as many people in games as I can. Even at annual game conventions like GDC, I’m a lot more focused on connecting on a personal level than talking about music.

 

• What were some essential lessons you’ve learned throughout your career?

1. Don’t pigeonhole yourself as a “game music composer.” Keep an open mind to other music opportunities! As a matter of fact, don’t even restrict yourself just to music. I’ve recorded hundreds of radio voiceovers, produced and recorded bands in the studio, made live archival recordings at the Montreal Jazz Festival, recorded and mixed sound design for 5.1 in-game cinematic, worked on signature sound design logos for Intel (remember those “Intel Inside” commercials from the 90’s?), and even shot and produced commercials and corporate videos for regional businesses and politicians. That may seem far removed from composing an action cue for a game, but everything else I did besides writing game music actually made me a better game composer. Plus, it paid the bills and kept the creative juices flowing!

…everything else I did besides writing game music actually made me a better game composer.

2. Gear does not matter. Software choices do not matter. All that matters is the emotion your music evokes when someone listens to it. While that may be a fairly sweeping statement, it’s completely true!

3. In the beginning of your career, you do not have to know how to technically implement game audio in order to compose music for games. But it never hurts! Don’t be afraid to admit what you don’t yet know — everything I learned was from asking direct questions to the audio team I was working with. And not just questions about music implementation — I still ask just as many questions about sound effects design and implementation. Audio people love talking about their work and sharing tips!

…if I were starting out in games today the first thing I would do is get accredited with the Wwise online program.

4. In contrast to the previous advice, if I were starting out in games today the first thing I would do is get accredited with the Wwise online program. This is not necessarily to better secure a composition gig, but to make myself more well-rounded in all things game audio. And I would learn sound design and basic VO recording. As a result, I would be doubling or even tripling my chances at getting work if I could create music and sfx, record VO AND implement everything, if needed.

 

• Any favorite tricks and workflow tips that help when composing for games?

I like to have a captured playthrough of the current level I am working on, which I usually just leave on loop in the background as I compose. Or, if I need something more specific, like a battle scene, I will drop it into my DAW and sync that one scene I’m currently focusing on.

You can never be too well-informed or be brought onto a project too early!

I also enjoy playing the game as I’m working on it and encourage developers to share as much about the game as they can. You can never be too well-informed or be brought onto a project too early!

 

• What are your favorite sites and resources for composers?

I love Computer Music magazine for the technical side of things. Their primary focus is dance-oriented music, but I’ve found all their production techniques, mixing ideas, and sound design approaches translate very well to the world of instrumental underscore. They also include 100+ plug-ins and virtual instruments for free in every one of their issues.

I still believe Dover scores are the best resource for classic orchestration or composition information. Some of them can be had for less than $20 and they are literally the basis of our “modern” film and game music.

There is also Omni Music Publishing, who have been ramping up their film score releases in recent years. Twenty years ago, I never would have thought you would be able to purchase an officially engraved copy of Basic Instinct, North By Northwest, or How To Train Your Dragon. Unbelievable!

 

• What’s one special thing you did to become a successful composer?

…embrace who you are and where you come from, because you are unique!

I don’t think there’s any one specific thing anyone could allocate to a successful career. But after about 10 years of music in games, I finally realized that everything I had once considered to be my biggest handicap as a composer — being a drummer (and not something more directly relatable, like a pianist or string player) — was actually my greatest strength. So I embraced it and now regularly record live drums, percussion, and anything else I can find (piano, strings, guitars) on all my scores.

So my advice would be to embrace who you are and where you come from, because you are unique! And if you hold true to your heritage, culturally and musically, your output will be unique as well.

 
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[tweet_box]Jason Graves on what it takes to get started & succeed in composing for Games[/tweet_box]

 

Highlights from A Sound Effect - article continues below:

 
  • Cinematic & Trailer Sound Effects Cinematic World Play Track 600+ sounds included $99
    Cinematic World┃SFX Library┃Trailer

    This cutting-edge library was created in collaboration with several award-winning sound designers, whose credits include Disney+, Diablo 3, The Outsider, Soul, Starcraft 2, Heroes of the Storm, Hearthstone, Assassin’s Creed Valhalla, Mortal Shell and many others.

    Cinematic World includes over 600 highly detailed designed, signature and source sound effects.

    All sound effects come in 24bit 96kHz, including detailed naming conventions and rigorous Soundminer-embedded metadata.

    All source sound effects were recorded with professional high-end equipment, including Sound Devices 788 with ORTF setup of Sennheiser MKH 8040’s and MKH 8050, as well as Rode NTG8, LOM Elektrosluch, DPA 4060 and Sony PCM D100.

    Library Review:

    RT Sonics’ libraries are awesome and irreplaceable – not only do they feature ready-to use-designed assets that stand out from the crowd, but also have immaculately recorded construction kits that I keep coming back to! You can tell that these libraries are created by sound designers, for sound designers.” –

    Alex Previty

    Sound Designer Audio Lead | Spider-Man (PS4), PlayStation

    Cinematic World features:

    Heavy Hits, Low Hits, Pulses, Clock Loops, Mech Suit Buildups and Weapons, Strings, Risers, Pings, Car Whooshes, Monster Roars, Bass Drops, Braams, Whooshes, Whoosh Hits and much more.

  • Dark ERA, ancient pagan music and the sound of the Vikings

    With Dark ERA, Eduardo Tarilonte – the master of mystical sounds – leads us back into the dark age where legends were born and where old northern gods still determined the fate of mankind. This library allows you to discover sounds to which the vikings and other already forgotten cultures and tribes were celebrating and singing their myths.

    The fascinating sound of Dark ERA ranges from the transcendental drones of the ancient stringed-harp Tagelharpa to the unmatched grace of the gut-stringed Lyre to the distinctive and characteristic sound of the Nordic bone flutes and the overtone flute Fujara. Goose bumps are guaranteed with the sound of war horns such as the wooden Lur, thunderous mighty percussion, a full ensemble of frame-drums as well as mystical throat chants.

    These instruments are complemented by an impressive collection of pulsating pads and atmospheric soundscapes which evolve over longer periods. These unique sounds ensure that Dark ERA can clearly be regarded as the next masterpiece created by Eduardo Tarilonte.

  • RAW CELLO FX features manipulated and mangled cello sound effects designed to provide the full character of the instrument and harmonic richness in order to create a completely unique set of organic samples between music and noise, intimate and vivid bold sounds expanding new possibilities out of this instrument.

    Different techniques and less-than-conventional microphone placement have been used to create gorgeous harmonics and a wide array of interesting sounds. We “played” with fingers and hands, different bows against the strings, objects and kitchen utensils, bowing, scraping or hitting single and multiple strings or parts of the wood body. 

    The collection features designed hits, bow, crescendo, screech, woosh, swell, bonus fx folder and is ready for trailer and soundtrack projects.

     

     

  • Realtime Pitchshifting PlugIn version 2!

    Elastique Pitch is the real time pitch shifting solution for RTAS, VST, AU and AAX. Powered by zplane’s élastiquePro pitch shifting engine which is used by millions of end users around the world, the plugin ensures the highest, program independent pitch shifting quality.

    Elastique Pitch focuses on the essential things: you won’t find any unnecessary or confusing controls or functionality. Instead, the plugin offers you quality, stability, and ease of use.

    In the second edition we´ve added a feedback delay and the infiniSTRETCH function of the new élastiquePro v3 engine. Both make it easy to use Elastique Pitch in a more creative way.

    The key features of Elastique Pitch V2 are:

    • multi channel: support for synchronous pitching of up to 8 audio channels
    • real time: no offline pre-analysis required
    • feedback with delay for more creative usage
    • Three different views
    • Program-independent high quality with the highly-acclaimed élastiquePro v3 engine (speech, single-voiced, classical/popular music, etc.)
    • phase coherence: absolute phase stability between all channels
    • MIDI input: for pitch control
    • formant shifting: shift formants independent from pitch
    • factory presets: for typical film pull-ups/pull-downs
    • AU, VST, AAX and RTAS support for Mac & PC

    technical specifications

    • audio format: 1-8 channels (I/O), 44.1-192kHz sample rate
    • plugin format: AAX, RTAS, AU, VST
    • pitch range: ± 12 semitones = 50-200%
    • timbre range: ± 12 semitones = 50-200%
    • plugin latency: 150ms @48kHz
    • min. system CPU: 2GHz
    • OS: MacOsX >10.6.8, Windows 2000/XP, Vista, Win7/8
    • Host: Pro Tools > V8

    DOWNLOAD THE DEMO HERE
    WIN | MAC

  • A crush on music

    Distortion and saturation play a very important role in music production. From subtle, clean and warm tube or tape saturation to the wildest multiband guitar amp effects: FabFilter Saturn 2 delivers.

    Saturn 2 introduces a host of new features such as a redesigned interface with modulation visualization, new subtle saturation and linear phase processing for mastering, many new distortion styles, and more.


    Warmth, harmonics, color and dynamics

    FabFilter Saturn 2 offers a range of different high quality distortion models, inspired by the vintage sound of tubes, tape, transformers and guitar amps. In addition, you get five creative FX distortion styles to mangle your sounds in weird and unexpected ways.

    With its multiband design and per-band feedback, dynamics, drive, tone and modulation options, Saturn 2 will bring a unique flavor to your music.

    Bring your sounds to life

    Add life and depth to your music using the extensive modulation section. By applying subtle modulation to crossover frequencies, dynamics, band levels or tone controls, great warmth and definition can be achieved.

    With all the XLFOs, EGs, XY controllers/sliders, envelope followers and MIDI sources you will ever need, you get practically unlimited modulation possibilities. Creating new modulation connections could not be easier: just drag and drop. And Saturn 2 visualizes all modulation in real-time to show exactly what’s going on.

    FabFilter goodies

    Finally, FabFilter Saturn 2 contains all the usual FabFilter goodies: perfectly tuned knobs, MIDI Learn, Smart Parameter Interpolation for smooth parameter transitions, interface resizing and full screen mode, support for Avid control surfaces, GPU-powered graphics acceleration, extensive help with interactive help hints, SSE optimization, and much more.

  • Animal Sound Effects Collections Animal Hyperrealism Vol I Play Track 290+ sounds included $170

    Animal Hyperrealism Vol I is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1300 individual sounds in 290 files.

    The sounds were partly recorded with animals trained for media production, partly recorded in zoos and wildlife centers. The asset list includes but is not limited to: african lions, bengal tigers, horses, donkeys, cows, exotic birds, owls, bobcats, pumas, dromedaries, wolves, dogs, geese, lemurs, gibbons and many more.

    All the content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image. All files are delivered as stereo bounce of these four mics, though in some instances an additional couple of CO100K was added to the sides.

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

    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.
  • Cold Weapon Sound Effects Swordfighter Play Track 479 sounds included $25

    Swordfighter is a robust package with sharp sounding swords, heaps of variations and all the extras you need to make a fight come alive. Build unique sword swings with various hits, swooshes, schings, different fighter vocals and impacts on various surfaces. All up there are 137 sword sounds, 93 surface impact sounds, 15 knife throwing sounds, 48 swooshes and 180 fighter vocals.

    This version includes two sub-folders: one optimised for a film & TV workflow and the other optimised for video games workflow. Plus a few bonus sounds of a charging army.

  • Genres Vintage Anime SFX Play Track 350+ sounds included $69

    The Vintage Anime Sound Effects Library brings all of the excitement of your favorite Japanese animated series to your fingertips. Inspired by classic cartoons from the 80’s and 90’s, these recognizable and versatile sounds will instantly enhance any FX collection. Vintage synths were used to create the auras, beams, mecha blasters, atmospheres, magic spells, guns, sonic blasts and explosives that makeup this pack of over 350+ custom 24bit/96khz .WAV files. Perfect for film, video games, podcasts and any project that could benefit from a power up!

    Both designed sounds and source recordings:
    • Classic anime sfx from the 80’s and 90’s

    • Auras, mecha, beams, blasters, spells, explosives and more! 350+ sounds!

    • Tons of source material for experimentation

    • Expert crafted metadata

    • Vintage Anime PDF

  • Creature Sound Effects WINGS Play Track 1444+ sounds included From: $99

    We are extremely proud to present our first library, WINGS – a one-of-a-kind sound library.

    From tiny insects to small birds, from fairies to dragons, WINGS offers a creative palette with a diverse range of sounds to choose from.

    With over 1400 files (more than 4 GB for the 192 kHz version ) we’re confident you will find the perfect sound.

    When purchasing WINGS you get 2 packs, our Design category that includes 180 files and the Source category that offers more than 1200 sounds. Featuring the very best of our foley sessions.

    All single flaps have been careful edited, allowing for unique speed or rate adjustments.

    Pick your preferred version at the introductory prices below:


Need specific sounds, instruments or plugins? Try a search below:

 

BONUS: Expand your skillset with the free Sound Success Guide:
Sound Success GuideWant to branch out beyond composing? Learning new sound skills can open up opportunities for additional revenue – and with the (entirely free) 60+ page Sound Success Guide, you get insights from 20 industry experts on how to get started and succeed in 18 different types of audio jobs:
 
Click to download (.zip)
Click to download(.PDF)


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A big thanks to Jason Graves for sharing their valuable insights with us!

Want the free Composer Success Series e-book as soon as it’s released? Sign up to be the first to get it here

More interviews in the Composer Success Series:


Charlie Clouser – composer on the Saw franchise, Fox’s Wayward Pines, CBS’s Numb3rs, & NBC’s Las Vega
Sherri Chung – composer on The CW’s Batwoman and Riverdale, NBC’s Blindspot, and CBS’s The Red Line
Cindy O’Connor – composer on ABC’s Once Upon a Time
Inon Zur – composer on Fallout, Dragon Age, Prince Of Persia, Outriders, and The Elder Scrolls.
Pinar Toprak – composer on the Captain Marvel, The Wind Gods, and The Tides of Fate
Nainita Desai – composer on The Reason I Jump, American Murder, and For Sama
Jonathan Snipes – composer on A Glitch in the Matrix, The El Duce Tapes, and Murder Bury Win
Gareth Coker – composer on the Ori franchise, Studio Wildcard’s ARK: Survival Evolved, & the upcoming Halo Infinite.
Elyssa Samsel and Kate Anderson – composers on “The Book Thief,” “Between the Lines,” & Disney Animation’s Olaf’s Frozen Adventure
Daniel Kluger – composer on the play “The Sound Inside,” “Oaklahoma!” (2019), & “Judgement Day”
Jason Graves – composer on Dead Space, Tomb Raider , Moss , and more.
Peter McConnell – composer on Hearthstone: The Boomsday Project, Broken Age Act 2 (2013), and Psychonauts 2.
Winifred Phillips – composer on Lineage, Assassin’s Creed, Total War, God of War, The Sims, and LittleBigPlanet.
Ronit Kirchman – composer on Evil Eye, Limetown, and The Sinner.
Zach Robinson – composer on the Impractical Jokers movie, the documentary series Artbound, Quibi’s Die Hart, Norwegian comedy The Oilfund, Josie and Jack, and the video game Cobra Kai: The Karate Kid Saga Continues.
Alec Puro – composer on Wicked Tuna, Black Summer, The Crew, Running Wild with Bear Grylls, and more.
Ariel Marx – composer on American Horror Stories on FX, Children of the Underground mini-series on FX, and the Roku Original docu-series What Happens in Hollywood.
Matthew Earl – composer on Virtual Reality games/experiences such as the Star Trek: Dark Remnant and Men in Black: Galactic Getaway VR simulation rides.
Zach Robinson – composer for the Evermore Adventure Park, Knott’s Berry Farm, Queen Mary Chill, Dreamland (UK), Los Angeles Haunted Hayride, Dent Schoolhouse, and The Void 4D virtual reality games.
 
 



 
 
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:

  • 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.
  • Music Impressionism Play Track 100 sounds included $5

    Impressionism, masterfully crafted by Ni Sound, is a captivating collection of 100 textural music tracks inspired by the evocative soundscapes of Monument Valley and Journey. This cinematic anthology weaves intricate layers of string ensembles, harp, piano, synthesizers, and flute, creating immersive soundscapes that evoke themes of healing, epic grandeur, warmth, and haunting suspense. Tailored for documentaries, art games, advertisements, and projects inspired by literature, Impressionism invites listeners into a world of introspection, adventure, and profound emotional depth.

    Delivered in pristine 96 kHz WAV format, every composition undergoes professional post-production mastering, ensuring exceptional clarity and impact. With a total duration of 2 hours and 26 minutes, Impressionism is the perfect choice for creators seeking to enchant audiences with sophisticated, emotionally resonant sound.

    Additional Features:

    • Easy to use, drag and drop ready
    • AAA mixing and mastering
    • free updates to higher versions, Forever!

    Technical Details:

    • 100 audio files
    • wav format: 24Bit 96khz
    • unpacked size: 5.09GB
    • total run time: 2h 26m 16s

    The content of our sound fx library is free for use in commercial or non-commercial sound production purposes.

    90 %
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    Ends 1793487599
  • FOR THE HIGHEST DEMANDS – YOUR COMPLETE SOUND LIBRARY
    This is the ultimate collection for professional and high quality sound design. All 89 original BOOM Library packs guarantee you the right sound at the right time for professional post-production, trailers, games, movies, TV shows and anything else that needs a striking sound design.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Drones & Mood Sound Effects Pipe Noise & Flow Play Track 131+ sounds included, 233 mins total $54

    Pipe Noise & Flow is a sound effects library built around the hidden voices of pipe systems, large and small. Captured over several years across industrial plants, residential buildings, factories, sewers, underground tunnels, caves and public infrastructure, this collection brings together a wide range of sonically rich material.

    You’ll hear water, gas, and air moving through pipes made of metal steel, copper, aluminium, plastic, glass, concrete, and stone. There are massive flows and subtle trickles, bursts of pressure, hollow resonances, eerie whistles, and the strange tonalities that emerge when systems crack, leak, or fail. Many recordings feature broken or deteriorating pipes, full of texture and unpredictability. While there is plenty of industrial and subterranean grit, you’ll also find more subtle sources like kitchen sinks, bathroom plumbing, and everyday interior systems; sounds that can lend realism or eeriness to intimate scenes.

    This library is designed to be flexible and inspiring. Use it to create detailed ambiences for sci-fi, horror, and post-apocalyptic settings, to build layered mechanical textures for machines and user interfaces, or to design unique elements for hybrid weapons, alien devices, strange creatures or abandoned environments. Whether you need the realism of urban infrastructure or the surreal qualities of a forgotten machine, Pipe Noise & Flow offers an unexpected toolkit full of possibility.

    Pipe Noise & Flow - Audio Demo Spectrogram

    What’s inside:

    • Flowing water, rushing air, and gas movement through pipes
    • Large industrial pipes, small tubing, and flexible hoses
    • Pipes made of metal, iron, copper, aluminium, plastic, glass, concrete, and stone
    • Broken, leaky, and deteriorating pipes with rich textures
    • Interior plumbing: kitchen sinks, bathroom drains, home radiators
    • High-pressure bursts, trickles, drips, and hissing valves
    • Tonal and pitched pipe resonances, drones, and hums
    • Mechanical rattles, clangs, gurgles, and thumps
    • Subterranean ambiences and underground utility spaces
    • Studio performances exploring controlled flow and resonance
    • Eerie whistles and howling vents for otherworldly design
    • Abstract textures and tonalities ideal for creature sound design
    • Inspiring source material for sci-fi, horror, fantasy, and surreal soundscapes
    • Useful elements for user interface design, machine textures, and hybrid weapons
    • Ready-to-layer assets for creating atmospheres, backgrounds, and special effects
    28 %
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  • Ambisonic City, Suburbs, Rural Ambiences in B-format (ambix) and binaural.

    Ambiences of the city, suburbs and rural areas. Many sound perspectives and situations. Long recordings, over 20 GB of recordings. Please check the sound list for additional info.

    Recorded with Sennheiser Ambeo VR microphone and Sound Devices Mix Pre 10-II, 744T recorder. See the track list for additional info.

    The download contains each recording in B-format (RAW-4ch.) and as Binaural Stereo files. The audio preview is binaural and should be listened to with headphones. All files are tagged with Metadata.

    19 %
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  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Footsteps Sound Effects MachinEra: Robotic Movements Play Track 166 sounds included, 3 mins total $54

    A dynamic collection of robotic sound effects capturing the essence of synthetic motion—from heavy mech footsteps to agile servo twitches. Organized into Robot_Big and Robot_Small, this pack delivers detailed mechanical gestures that give life and character to any robot—ideal for film, games, animation, and futuristic sound design. Bring your bots to life with authentic movement, precision, and personality.

    MachinEra: Robotic Movements Sound Effects Pack

    🤖 What’s Inside?
    ✔️ Robot_Big: Heavy robotic footsteps, mechanical stomps, structural clanks, and full-motion sequences for large-scale machines.
    ✔️ Robot_Small: Servo-driven motions, nimble joint movements, mechanical twitches, and intricate robotic details.

    Useful for films, video content, and games, this pack provides ready-to-use, professionally designed sound effects, tailored for creators who need polished sounds without extra processing. The Ultra High Resolution version may contain more variations and audio files than the High Resolution pack, with pristine 192 kHz quality that ensures excellent flexibility for projects requiring additional processing.

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  • Sci-Fi Sound Effects MachinEra: SciFi Engines Play Track 284 sounds included, 41 mins total $74

    A high-octane collection of sci-fi engine sounds designed to power futuristic vehicles, starships, drones, and advanced machinery. With layered boosts, charged accelerations, and energetic propulsion, this pack delivers cinematic engine sounds with punch and scale—perfect for games, trailers, film, and sci-fi storytelling. Give your machines the roar of tomorrow.

    MachinEra: Sci-Fi Engines Sound Effects Pack

    🚀 What’s Inside?
    ✔️ Engine Boosts: Aggressive power surges, acceleration bursts, energy charges, and propulsion blasts.
    ✔️ Sci-Fi Motions: High-velocity thrusts, futuristic drives, and stylized engine pulses.

    Useful for films, video content, and games, this pack provides ready-to-use, professionally designed sound effects, tailored for creators who need polished sounds without extra processing. The Ultra High Resolution version may contain more variations and audio files than the High Resolution pack, with pristine 192 kHz quality that ensures excellent flexibility for projects requiring additional processing.

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