Audio Storyboards Asbjoern Andersen


As a sound designer, how do you align yourself and your team on your sonic ideas and goals? Bryan Higa is a Senior Sound Designer at Riot Games, and he has written a great piece on how to do that using audio storyboards - and, generously, he's allowed us to share it with you here on the blog:
Written by Bryan Higa, and reposted here with his kind permission
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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.
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    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    Bonus: Two extra libraries included for free:
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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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    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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As audio production becomes more integrated within the game development process, there are more opportunities for us as sound professionals to have a critical hand in the ideation and pre-production stages of game development. That’s right! I’m saying we don’t always have to be at the end of the production line! We can start explorations before there are visuals. We can help inspire game design, concepts, and even the tone of the game.

Audio Storyboarding borrows from visual storyboards, in that it gives the sound designer a blank aural canvas to explore emotions and soundscapes. Sometimes sound designers create building blocks that they can use later during production. The value that audio storyboarding offers is the opportunity to take building blocks and contextualize it within the storytelling process.

The value that audio storyboarding offers is the opportunity to take building blocks and contextualize it within the storytelling process

Storytelling is often an overlooked tool that is one of the best ways to share ideas and compel people towards your creative vision. Humans have been telling stories for thousands of years! It’s the basis of almost every way we connect with each other in our society. As a sound designer, using storytelling can be an effective way to align yourself and your team on your ideas and goals.

Benefits of Audio Storyboards

  • Exploration of the “fantasy” you want to achieve
  • Defining the emotional response you want from your audience to be
  • Designated time to fail and succeed at what resonates

Concept art of Pyke from League of Legends
During the early development of the character named Pyke in League of Legends, we set out to create a truly horrifying serial killer of the deep. Because horror relies heavily on fear and sound, we knew that we would need to dive deeper into creating a sense of terror in a game that is traditionally not scary. The only thing that was “locked” was his gameplay abilities and that he was a terrifying, relentless killer, and animations and visual effects were still very early in pre-production. It was a perfect time to crack open my digital audio workstation, or DAW for short, and start exploring!
A fresh timeline in Nuendo
So there I was, with a blank canvas. First, I decided I needed to emphasize the sense of horror by presenting in the perspective of Pyke’s victim. This would put the listener in the shoes of someone being stalked and killed by Pyke, thus creating a sense of dread for him. In order to really sell the moments of horror, there needed to be a balance of calm and routine. Having Pyke’s victim’s story start with him drinking at a pub at night helped set up a normal relatable situation.

Leaving the bar was when it was time to turn on the suspense. Outdoors on the docks, Pyke’s victim hears the sound of someone being gutted with a cleaver. In order to make the listener feel a sense of panic, I thought having Pyke walk steadily toward them dragging his weapon on the ground would make the listener feel powerless as he ran forward to attack.

After the attack, the victim pushes Pyke into the water. I also thought it would be fun to use the horror villain trope of not really being dead after the victim seemingly outsmarted them. For the climax of the story, Pyke launches his harpoon straight from the water into his victim’s stomach, spilling out his insides, before he pulls him down into the water and drowning.

In a nutshell, the outline of the storyboard was this:

  • Once Upon a Time… there was a man in Bilgewater
  • And Everyday…that man drank away his problems before stumbling home
  • Until One Day…on his way home he runs into Pyke hacking up his last poor victim
  • Because of that… Pyke starts to hunt and terrorize the man
  • Until Finally… they both struggle and fight until Pyke pulls him underwater
  • And Ever Since That Day…the man floats in the bottom of the ocean, never to drink again.

Storytelling doesn’t need to be challenging or time-consuming! I find that following the storyboard outline listed above helps me tell a clear and concise story that people can easily understand.
A descriptive audio analysis of Pyke
Techniques on Building Audio Storyboards

Because storyboarding should be done quick to prove out ideas, don’t be afraid to rely on pre-made or pre-recorded sounds from libraries for audio that you don’t want to spend time designing. It’s encouraged! Generally speaking, it’s a good idea to “paint broad strokes” before getting into the detail. Spot in the ambiance and other secondary background sounds into your DAW session first to get a sense of the atmosphere you are building.

Don’t be afraid to rely on pre-made or pre-recorded sounds from libraries for audio that you don’t want to spend time designing. It’s encouraged!

For the Pyke storyboard, I knew I needed indoor bar & outdoor dock ambiance, so grabbing a few layers like water lapping, frogs, and dock creaks helped create the mood of the piece. Also throwing in secondary sounds like door creaks, chair squeaks, insect fly bys, and glass breaks helped add to the story. Placing a time cap on this editorial helps keep this from getting too complicated.

My primary focus was to explore the sense of being hunted by a relentless killer, the sound of invisibility water magic, and the gruesomeness of his hook and pull ability. One challenge was that there are several other “hook and pull” abilities in the game by other characters. How would Pyke’s sound different and iconic to him specifically? One of the other stretch goals was to also explore what the feeling of being pulled underwater and drowning would sound like. Scary stuff!


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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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    KEYWORDS:

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    • 8 Different Walking types
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    • 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


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    KEYWORDS:
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HIGHLIGHTS:

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

    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

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    DESIGNED: (1,098 sounds)
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    SOURCE: (1,110‬ sounds)
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    2 DOWNLOAD OPTIONS INCLUDED:

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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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Need specific sound effects? Try a search below:


I spent a day exploring these details and creating building blocks. This was the time where I got to fine tune the elements of Pyke and find what could be iconic about him. How rusted and heavy should his dagger be? What synths should I use to create tones for his dark water magic? Should his hook throw have elements of rope or chains? Maybe both? I found answers to this as fast a possible and started to construct a story using all of the elements I had created, like a painter’s color palette.

Since I decided that the perspective of the story would be portrayed through the ears of one of Pyke’s victims, we’d need to have an additional character in this story for listeners to follow. Having voice is very important for listeners to relate to on a human level. This called for recording… **ahem** quick voiceover to give a little bit more character to Pyke and his victim. (hint: ME!)

Everything came together in less than a week! Here is the original audio storyboard for Pyke with all the elements mixed together that I shared with my team.



Pyke Audio Storyboard - League of Legends


Being able to create and explore sound without being shackled by visuals is a cathartic experience! From my experiments working on the audio storyboard, I was able to define what Pyke’s invisibility magic should feel like. I was also able to create and list the different layers that his hook and pull ability would include. Lastly, exploring the sound of drowning informed in the sense of dread other players should feel when a Pyke player is around them. Armed with a direction and a plan, I now had a list of what Foley I needed to record and what audio tools I needed to use to create the core sounds of Pyke.

Benefits of sharing audio storyboards with your development team:

  • Alignment of what product goals are on an emotional level
  • Inspiration for designers and artists
  • General excitement and anticipation

Once I shared Pyke’s audio storyboard with the team, excitement spread like wildfire – there was a sense of alignment on who we wanted to create and also how he would live and breathe in the world. Team members told me they listened to it countless times, which was great because it gave them a tangible frame of reference on how Pyke should sound throughout the development process, making feedback from non-audio developers easier to give and receive. The marketing team caught onto the excitement for their publication campaign and the narrative team got so excited about the idea of telling stories through audio that we collaborated together to create a six-part audio drama detailing the world of Bilgewater, which showcased the original Pyke audio storyboard that inspired it.



Legends of Bilgewater: Pyke, the Drowned Man | Audio Drama (Part 5 of 6)


Using audio storyboards has transformed the way I develop audio for video games. It has brought me closer to the development process by getting the whole development team involved and excited about game audio. Having something to point listeners to as my goal has opened up so many discussions across the team. Best of all, it can scale in content based on what your needs are. Maybe you want to explore different audio styles for combat or experiment with what different creatures could sound like. It can also be as short as 30 seconds or last several minutes. It’s a blank canvas for you to explore! Concept artists do a lot of early work exploring all possibilities and sound designers can most definitely be a part of that journey too. It all starts with an idea and a call to adventure.

 

A big thanks to Bryan Higa for sharing his thoughts with us! You can meet him on LinkedIn here, and be sure to check out his website here

 

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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.

  • – 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!

    82 %
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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:
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    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
    20 %
    OFF
  • 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.

    25 %
    OFF
  • 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.
    70 %
    OFF
    Ends 1733266799
  • 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 %
    OFF

   

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