Creative Game Audio Collaborations Asbjoern Andersen


Award-winning Audio Designer Gary Miranda – who led the audio design on Marvel's Midnight Suns, Sunblink Entertainment's Hello Kitty Island Adventure and HEROish, and Insomniac’s Ratchet & Clank – shares his approach to collaborating with game teams to craft sonic universes that fit each game's aesthetic and are tailored to maximize the player's experience. He also talks about his approach to effectively working as a contractor for in-house game audio departments, shares his views on creating immersive game audio, getting the most from middleware, what changes he'd like to see in game audio, and more!
Interview by Jennifer Walden, photos courtesy of Gary Miranda
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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.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    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.
    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.
    All files are delivered as stereo bounce of these for 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.
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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    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.

    INCLUDED SOUND LIBRARIES

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  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    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.

     

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Congratulations to Audio Designer Gary Miranda and his team at Injected Senses Audio on their 22nd Annual G.A.N.G. Award nomination for “Best UI, Reward, or Objective Sound Design” on Hello Kitty, Island Adventure (Sunblink Entertainment Sanrio)! He’s previously earned two Game Audio Network Guild Awards nominations for “Best Audio for an Indie Game,” and “Best Sound Design for an Indie Game” for his work on HEROish, and won a G.A.N.G. Award for his work on Ratchet & Clank: Rift Apart.

Miranda is a frequent collaborator on Fortnite, and has contributed to the sound design for Sony’s Spider-Man: Miles Morales and their critically acclaimed release Spider-Man 2. He and his team at Injected Senses Audio – an outsourcing company based in San Diego – are long-time collaborators with top video game companies including Epic Games, Insomniac, Firaxis, Sony Interactive Entertainment, and Sunblink Entertainment. As specialists in game audio, they understand the sound team’s specialized needs and can provide help to any degree, whether that’s providing a couple of extra designers to support an in-house audio team, or providing a full audio team all the way up to leadership.

Here, Miranda talks about his approach to effective collaboration with in-house audio teams – how to stay in the creative loop, provide meaningful assets that fit the aesthetic and game environment, and how to keep pace as the game evolves. He also shares his thoughts on immersive game audio, working with middleware and realtime effects, and tailoring a game’s sound to fit the platform and listener’s mode of playback. He talks about the future of game sound, and changes he’d like to see in the industry.

GaryMiranda_sound-01

As a contributor for AAA game titles, like Fortnite, Spider-Man: Miles Morales and Spider-Man 2 – were you embedded with the game studio’s sound team? Or, how did you collaborate with them?

Gary Miranda (GM): We work closely with the game sound team, as an extension of the team, but we weren’t a part of the in-house Insomniac team or the Sony team.
 

What are tips for successful collaboration when you’re working as an outside contractor? (In terms of staying in the loop? And sharing assets? And just feeling like you’re part of the team?)

GM: The biggest key to success is constant communication. We primarily rely on Slack for communication back and forth with the teams and we’re part of several Slack workspaces with those teams.

The biggest key to success is constant communication.

Beyond the communication aspect, we might have different access to different team members, or different builds, or different development stages with the games themselves. The amount of access varies from game to game and from team to team – how deep we get into the development of the project and how much access we have in the development of the game itself, and the software, the engine, and the builds themselves.
 



We Interview: Gary Miranda, Award-Winning Video Game Audio Designer!


GamingTrend: We Interview: Gary Miranda, Award-Winning Video Game Audio Designer!

 

What are some ways for an external contractor to feel connected to the project aesthetically, as an embedded sound person would be? How do you best catch the changing vibe of a game as it’s evolving?

GM: One of the bigger things we can do is at least get a build of the game so we can play it in whatever stage it’s in.

The next part is really just talking with the audio director if we get a chance, or talking to any of the designers that we’re going to work with to find out what their intent is for either that particular level or scene or cinematic or even just the game overall – what the overarching theme and palette of it is going to be.

Again, it comes down to conversation and collaborating with the teams and the designers directly as much as we can to get as much info as we can. We typically prefer not to try to do just over-the-fence stuff like, “Hey, we want a gunshot.” So we send a gunshot without having a lot of information as to where this gunshot is going to be used.

Having information for how and where a sound is going to be used gives us a sense of tonality, frequency, and how it’s going to be implemented in the mix.

Having information for how and where a sound is going to be used gives us a sense of tonality, frequency, and how it’s going to be implemented in the mix. That’ll help us sculpt the sound a lot better. So again, it involves a lot of conversation upfront.

Our team at Injected Senses Audio is very comfortable with jumping in and talking to designers directly. We have a lot of experience working with various teams, and we’ve all worked in studios. We’re familiar with the rapport, and we know what designers do and what different disciplines do. So it’s really easy for us to just reach out and ask questions like, “What are you doing with UI?” “What are you doing with level design?” “What are you doing with ambience?” “What are you doing with combat?” and have discussions around that. This way, we get a good idea before we get going of where we want things to land and where the team wants things to land.
 

What about sharing assets back and forth? What’s the most effective or efficient way to do that?

GM: If we have access to the depot and have access to their builds then we’re typically uploading into Perforce. That’s usually the easiest route, to just get it directly into the build as much as possible.

Every company has a different variety of systems for backup, and backing up to larger storage areas for archival use and things like that. That can be everything from Google Drive to Dropbox to LucidLink to all sorts of different backup software.
 

Let’s talk about immersion and game sound. What are the most effective ways of expressing hyper-realistic details in video game environments – not only to help these sonic details to read clearly but also to feel like they belong in that game world? What can you do to have clarity in detail and believability (i.e., that this sound is coming from this object in this game)?

GM: It’s all about discussions at the beginning of the game – what is the palette going to be, what’s the style, what are going to be the core components of sound that we want to hear throughout the game? We want to adhere to the standard that’s set by the audio director or designers, and really just feeling that out.

If we’re going for a fantastical aesthetic – trying to push that envelope with what’s fantasy or sci-fi – we tend to have sounds that are rooted in reality at a base level and then we build on top of that. If we have enough time with the game, we like to build out a sonic palette or sonic character, a signature portion to a sound that we’re working on and then we can add little flourishes and details on top of that to make it push that envelope of believability or over-the-topness, if you will.

Software and technology have come so far in the last 5 to 10 years. That has given us the ability to have these huge games with a huge amount of sonic event…

As far as the mix goes, trying to capture the detail of everything at those specific moments, lately, a lot of it comes down to technical sound designers and having that technical expertise to be able to come in and mix the game on the fly. Software and technology have come so far in the last 5 to 10 years. That has given us the ability to have these huge games with a huge amount of sonic events, to hear specific details and to tailor it down based on the criteria that we set up in the game as far as priority. What do we want to hear? What do we need to hear? And, when do we need to hear it?

Being able to do that tailoring at the beginning with lists of priorities for what we want to hear, and then being able to enact that with Unreal Engine, Audiokinetic Wwise, FMOD, and all the engines that are out there, has really come a long way. That’s been really helpful for us to be able to get that clarity and to get those focus moments and to be able to get those standout moments sonically.
 


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Trending right now:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    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.

     

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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.

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $149.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    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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HIGHLIGHTS:

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $149.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
    Earth, Ice, Fire, Air, Black, Energy, Liquid, Foliage, White, Cartoon/Anime, and Generic

    SOURCE: (1,110‬ sounds)
    The source folder is packed with useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

    • GLUED (Multiple variations of the same sound glued in one file)

    • SEPARATED (Each variations of sound are separated in different files)

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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    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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Need specific sound effects? Try a search below:


How do you feel about in-game processing, like adding EQ and reverb at runtime?

GM: With the teams, we’re always trying to figure out where that balance is. There’s a big balance between file size and DSP and how we’re going to achieve what we’re going for. And so we are always trying to take that into account – when can we bake in certain reverbs and delays? Where can we do that on the asset side versus the engine side?

It’s so game-specific, and it’s also hardware-dependent, too. We have to know on which consoles/platforms the game will be released. We have to look at our minimum spec system and how we’re going to tailor it to that. That drives all those different decisions of when we’re going to do this at the asset level versus when can we do it on the engine side and make it efficient and keep it efficient.

It’s so game-specific, and it’s also hardware-dependent, too. We have to know on which consoles/platforms the game will be released.

There’s always that delicate balance and it requires everybody to bring in their experience and to tool with things to make sure it fits that balance.

Engineering has a huge hand in determining what to dedicate resources to, whether it’s graphics or sound, or just general performance or server load – all of those things. We have to have all those discussions beforehand, before we say, “Oh yeah, we’re just going to do a real-time reverb on everything.” It’s not such a cut-and-dry decision.

We try to make those savings when we can; we try to get those wins on performance and then find what works – what’s going to give us low performance and still sound really good, too.
 

What challenges do cross-platform games pose for the audio team? How do you adapt the sound so that the experience is good even on a minimum-spec system? (So a player on a Switch will have a comparable sonic experience to a player on a PS5, let’s say?)

GM: That drives into that performance side of it because then we can’t completely tailor to the lowest spec, but we need to make sure it’s still efficient. With Wwise and Unreal and other engines out there right now, we can have completely separated settings for those different consoles or different platforms that will tailor the sound to it and keep the performance nice and tight. We can have different conversion settings and things to tailor it down for that platform but then we still need to go back and make sure that it sounds as great as it does on the Switch versus the PC versus the PS4 or PS5, etc.

With Wwise and Unreal and other engines out there right now, we can have completely separated settings for those different consoles or different platforms that will tailor the sound to it…

So again, we try to prioritize certain things but there might be other things we’re able to knock down on – quality level for sample rate and things like that – for some of the lower spec platforms. We might be able to take an objective listen and decide that we can pull something out for the Switch but keep it in for PS5, but it’s not detrimental to gameplay. It’s not going to mess anything up. Or, we can reduce the amount of variations that we’re using on a specific platform just to keep the memory footprint print low or the file sizes low. It’s a lot of prep work up front, a lot of detailing out those specs up front, and deciding on the benchmarks we’re trying to hit.

Then, it’s important to work with a great technical crew, to have someone who is very technical-minded to be able to keep an eye on that and offer other options we can go with for this platform versus that platform to get those in the memory specs.

But usually during playback, for the cross-platform games (unless it’s a massive multiplayer game) there’s typically not stuff that would affect audio or affect the gameplay in that way that would cause any noticeable difference in audio. It doesn’t really take a toll there. It’s more about your experience when you’re playing on whatever platform you’re playing on. So we just try to keep all that stuff in mind.
 

Where is game sound design headed in terms of asset quality and memory efficiency, and the ubiquitous use of 3D audio? (As games get bigger, have better graphics, and use 3D audio more often – in what ways are the backend technologies making these improvements possible?)

GM: I feel like it’s still in this evolving stage. Where is this going to end up? If you look back to 10 years ago, everybody wanted to have home theater setups. And now a lot of people are just comfortable playing on headphones. It’s really switched.

…the technology will continue to evolve to meet those needs of how the players are actually listening to games.

As we move into this 3D audio space a bit more with ambisonics and we get a bit more involved with Wwise implementations and the backend plugins that we can put into the engines, the technology will continue to evolve to meet those needs of how the players are actually listening to games. So, I don’t see a trend right now other than seeing a lot more people play on headphones because they want to be able to communicate with the headset and talk and do a lot more online stuff.

So it’s a hard question to answer, to predict what direction it’s going to go. But I think a lot of that backend technology and a lot of the up-and-coming generation – with the amount of stuff they can learn in school and on YouTube and everywhere else – it’s going to continue to make the technology even better and allow us to do much more immersive and realistic audio that’s tailored to the game experience.
 

 

What do you hope to see improved in terms of game sound on the technical side?

GM: We continue to see so much evolve with the game engine like Unreal and middleware companies like Wwise and FMOD. We’re in such a good place right now with the companies making this software that we’re all splitting hairs now – like, what extra little features do we want?

In talking more about DSP, I think improving that a bit more – so it’s a bit more efficient and the quality is a lot higher where we can get a lot more runtime effects – would be beneficial to keep the sound of the world glued together with similar effects. I think that could help.
 

And on the creative side? What improvements would you like to see in terms of game sound?

GM: This is an indirect way of answering the question, but I’d like to see a lot more educational content come out for creativity and doing more creative sound design.

There are a lot of resources out there for post-production and linear sound design but not so much for game sound.

The technical stuff is out there and it’s leading to some very awesome technical advances and people building blueprints and different plugin suites for Unreal, for instance, or Unity. People are easily able to build a lot of the tech because the information is out there. But there’s not a lot of resources for how-to-draw type courses for sound design out there. And I know it’s very subjective and everybody has their own methods, but I’m not seeing a lot of that out there. I would definitely like to see more of that. And I’d like to be a part of that if I can. I think that’s the next step for the up-and-coming generation, getting them back on that line of learning how to design sounds from the get-go, what to look at, how to judge frequency and separation and mixing in-game. There are a lot of resources out there for post-production and linear sound design but not so much for game sound.
 

So, coming up in 2024 is Gary Miranda’s Master Class on game sound design?

GM: That would be amazing if I had the amount of time that would be required to do that! I’m up for collaborating or consulting on that stuff if anyone is interested. That’d be fabulous.
 

Any words of wisdom to share before we wrap this up?

GM: Keep an eye out on us. We’ve got a lot of fun projects coming up and feel free to engage with us on social media. We’re always willing to chat and talk about audio and game audio.

Injected Senses Audio Socials:
Facebook
X (Twitter)
LinkedIn
 

A big thanks to Gary Miranda for sharing his approach to collaborative game audio and to Jennifer Walden for the interview!

 

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  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    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.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    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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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.

    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)

    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.
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  • 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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