Asbjoern Andersen


What's next for game audio? We got the chance to speak with Becky Allen - head of audio at PopCap/Electronic Arts, and keynote speaker at GameSoundCon - about just that. And here, she shares her insight on the current challenges, advancements, and future opportunities in the game audio industry:
Written by Jennifer Walden
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GameSoundCon is coming up quickly — Nov 7-8th in Los Angeles. The two-day conference explores tools and topics relevant to sound designing and composing for games, VR, and AR. This year’s keynote speaker is Becky Allen, head of audio at PopCap/Electronic Arts in Seattle, WA. She has over 20 years of experience in sound, composing and sound designing for companies like Microsoft, Soundelux Design Music Group, and PopCap Games —where she recently handled audio direction for Plants Vs. Zombies Heroes.

Allen doesn’t just simply work in the game audio industry. She also facilitates the expansion of the craft. Allen is a founding volunteer of the Audio Mentoring Project — a mentoring program in which game audio veterans use their extensive networks of contacts and industry experience to encourage the learning and development of less experienced members of the game audio industry.

Here, Allen shares her thoughts on GameSoundCon, as well as gives insight on current challenges, advancements, and opportunities in the game audio industry. Find out what she sees for the future of game audio.

 

What’s one advancement you’ve seen in game sound in the past year that you’re excited about?

Becky Allen has pink and blonde hair and sits in front of her workstationBecky Allen (BA): There’s a renewed focus on the importance of accurate 3D spatialization of audio through VR/AR and a lot of excitement around that. VR/AR is still the new frontier for audio and our fellow sound designers and creators are tackling new and interesting issues. I look forward to hearing their work as it advances.

Audio in VR/AR is a key and essential part to maintaining the illusion of a virtual world and if audio isn’t working well, the experience breaks. Because of this, we see more emphasis on the sound and its significance for this new platform.

 

What’s the biggest challenge for game audio at the moment? How do you see that resolved in the future? Tech wise, what would you want to see for game sound?

BA: Regardless of the size and scope, systems for delivering dynamic and captivating content are becoming more complex. The complexity of systems requires deeper understanding of scripting and at some points coding. These skills are becoming more important for a sound designer to develop.

Tech-wise, it’s the same that we have been developing for decades — more and better tools in the hands of the sound designers and composers. Our tools have made great advancements and we continue to drive these innovations through new ideas and creative desire.

GameSoundCon in Los Angeles, 7-8 November

Creatively, what would you like to see in the future for game sound?

BA: With the increased amount of data collection that we now see coming from gameplay, we are able to craft individual experiences for each player on a finer level. We can drive unique experiences for each player that is different, believable and compelling each time — much like our real-world experience. Creatively this opens up many possibilities for designers in all areas: sound design, music design, and voice.

 

You’re the first female keynote speaker at GameSoundCon. Can you tell us a little about that conference and why you would recommend it to your peers and newcomers to the industry?

BA: GameSoundCon (Nov 7 – 8, in Los Angeles) is a conference specifically for audio people. It’s a great conference to learn about new tools, share skills and knowledge, and also to network.

This is a smaller conference than GDC, which is wonderful but can be overwhelming. At this conference, you have more quality time with the participants and can really dig into deeper topics and have more substantial connections with individuals.

Also, to acknowledge your statement above, yes, I am delighted to be the first female keynote speaker and I hope the first of many.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Rolling Objects, the next step of our Materials & Textures SFX series, is a diverse collection of 270 HQ sounds which covers a wide range of objects rolling on various surfaces.

    The possibilities you have with this library are genuinely endless. You can cover anything from vehicle sound design to landslides and giant boulders to more innovative concepts like drone textures and sci-fi mechanical movements.

    Some of the most exciting elements included are large metallic pipes rolling on concrete, tree logs and gravel sloping downwards, a Chinese meditation ball slipping from an aluminum rail, a metal barrel moving on various surfaces, various kid toys rolling on wooden surfaces.

  • African Wildlife is an utterly unique collection of pristine wildlife and nature sounds, recorded in the wilderness of Zimbabwe, Botswana and Namibia over a period of 4 months, 2015. It comes in four categories, covering Mammals, Birds, Ambience and Insects recordings.

    It features animals such as elephant, baboon, jackal, lion, rhino, buffalo, hippo, impala, zebra, bat and hyena, as well as insects and 45 species of birds. 50 minutes of ambience recordings are also included.

    The diversity of African wildlife sounds is widely reflected in this library, with the material including but not limited to screaming, barking, growling, roaring, breathing, grunting, feeding, hooting, warbling, screeching, farting, guffawing, whooping, gurgling, rutting, yapping, snorting, tweeting, trumpeting, chattering and squeaking.

    Extensive metadata including detailed information on location, species, habitat, behaviour and usage is included, formatted for Soundminer. Metadata sheets in .xls and .csv formats are also provided.

    Recording equipment: Sennheiser MKH8040-ST (ORTF) / Sony D100 / Telinga MK2 / Sound Devices USBPre2 / Tascam DR-680

  • Cinematic & Trailer Sound Effects Massive Ice Magic Play Track 1502 sounds included, 85 mins total $34.99

    MASSIVE ICE MAGIC – is an extensive sound library containing 1502 unique files of various types of ice magic. From Freezing and Cracking to Frosting and Ice Impacts. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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  • This is a sound library containing the sounds of driving on various materials as well as screeching skid sounds.

     

    The contents in this library represent the sound of the interaction between the tires and the surface being driven on, as opposed to the sound of the engine.

     

    Includes the sound of driving on:

    • Asphalt (wet and dry)
    • Gravel
    • Grass
    • Dirt
    • Mud
    • and more!

     

    Features:

    • 71 audio files in 24 bit 96kHz WAV format
    • All files are metadata-tagged, allowing for easy searching in sound library management tools
    • UCS compliant file naming
    • Available for commercial or personal use without attribution

     

    View a summary of included sounds here

    View a full list of included files here


Latest releases:

  • City Life Sound Effects USA Hotel Play Track 32 sounds included, 20 mins total $20

    We recorded various aspects from a New York Hotel this includes

    Room Ambience
    StairWell Ambience
    Impulse Responses from the Stairwell
    StairWell Emergency door open and close
    Elevator/Lift moving
    Elevator/Lift Button
    Hotel Bathroom Fan
    American Light Switches on/off
    Hotel Toilet Flush

    USA Hotel will give you enough audio to give your project the authentic sound of an American Hotel boosting your project to the next level. USA Hotel has been edited to allow a drop in ready and Royalty Free sample pack. These Samples can be used in a variety of projects from Sound Designing/Compositions for TV, Film, Documentaries and Video Games. UCS Compliant and Metadata is attached to the samples

  • Nature & Countryside Ambiences Mountain Air: Ambiances & Winds Play Track 87 sounds included, 294 mins total $59.99
    192KHZ 24BIT • 20.37GB • 87 FILES • 294 MIN • UCS 

    Introducing Mountain Air: Ambiances & Winds, the largest and most ambitious sound effects library from PMSFX to date. This collection features 87 high-quality recordings, totaling almost 5 hours of immersive soundscapes. Captured exclusively in the breathtaking Kuči Mountains, located on the border of Montenegro and Albania, these recordings were made at altitudes ranging from 1,400 to 1,700 meters, offering a pristine and untouched auditory experience.

    Each soundscape is meticulously tagged with UCS-compliant metadata, ensuring you can locate the perfect sound in seconds.

    To reach these remote locations, hours of rugged off-road trails were navigated, accessible only with a capable 4WD vehicle. These challenging terrains and isolated spots provided the ideal environment to capture the raw, unspoiled essence of mountain soundscapes.

    The library includes a diverse array of recordings:

    Still Air: Quiet, serene atmospheres.

    Gentle Breezes to Gale-Force Winds: Dynamic wind recordings that range from subtle rustles to powerful gusts.

    Natural Soundscapes: Crickets, birds, and other wildlife echoing across forests, mountain valleys, and meadows.

    Mountain Villages: Very distant hints of human presence, including faint dog barks and cow moos from small mountain settlements (Serbian/Croatian: Katun)

    This 20.37GB library was recorded between spring and fall, as the trails in Kuči Mountains become nearly inaccessible during winter, even with the best 4WD setups. The result is a one-of-a-kind collection that captures the essence of high-altitude wilderness.

    PMSFX New Library: Mountain Air

     

    Why Choose Mountain Air: Ambiances & Winds?

    Massive Content: Almost 5 hours of audio and 20.37GB of authentic, high-quality sound effects.

    Pristine Locations: Recorded in some of the most remote and untouched mountain ranges in Europe.

    Wide Variety: Perfectly captures the diversity of mountain atmospheres—from tranquil stillness to powerful winds.

    Optimized Workflow: UCS-compliant metadata ensures seamless integration into any project.

    Field-Tested Quality: Expertly recorded and edited.

    For more details check the SFX LIST

    EDITED AND MASTERED WITH: Pro Tools
    RECORDED WITH: Sennheiser MKH8040, Rycote CA-08, Audio Technica BP4025, DPA 4060 and 4062, ZOOM F3

    25 %
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    Ends 1734389999
  • The Animal Symphony – Flight of the Bees was made possible by the collaboration of Mieles Sandrita, who opened their doors to us and provided exceptional care throughout the recording process.

    This sound library offers 55 high-quality audio tracks, each with multiple variations meticulously captured to ensure unmatched sound quality. The recordings are organized with consistent nomenclature, making it easy to combine or swap takes depending on the needs of your project.

    Recording bees in motion posed a unique challenge, as they kept flying around the microphones, and tracking them accurately was virtually impossible due to the number of bees present. Still, we managed to capture complete swarm environments, including tracks with predetermined durations and continuous loops. Some takes can be combined, as on occasion a bee remained within the capture radius of all microphones simultaneously.

    Most of the fluttering sounds are available individually so you can create your scene according to your preferences. Additionally, the sounds are not pre-panned, allowing for complete flexibility in adjusting them to your mix.

    The recording was done with high-end equipment, such as the Sennheiser MKH 8050 microphone, the Sanken CO-100K and a Zoom H6 recorder to capture stereo sound. Thanks to ultrasonic capture, by lowering the pitch of the recordings, a depth and frequency richness is maintained ideal for creative uses, such as the creation of spaceships, jet engines or any sound design.

    The tracks were recorded at 24-bit and 192 kHz / 96 kHz, guaranteeing professional quality in every detail.

    Finally, all recordings have been carefully edited to remove external noises, such as birds, wind, people or footsteps, ensuring a clean experience ready for use in any professional production.

    Ideal applications:
    Video games: Add realism and depth to the natural environments of your games.
    Cinema and Documentaries: Enrichment of the audiovisual product with authentic sounds.
    Educational Applications: Use these sounds in educational projects to teach about wildlife and animal behavior.
    Multimedia Projects: Ideal for any project that seeks to enrich the user’s listening experience.

    Technical details:
    Total audios: 55 (224 Individually)
    Format: 192kHz – 96kHz/24bit
    Equipment used: Zoom F6 recorder with Sennheiser MKH 8050 microphone and EM258 capsule microphone, as well as a Zoom H6 recorder for stereo.
    Duration: 12m

    19 %
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  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF CSeries Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Ambisonic Sound Effects Forest Atmos Play Track 130 sounds included, 517 mins total From: $129

    FOREST ATMOS is an immersive sound library recorded in 7.0.2 cinematic format with our exclusive array: the Atmos Tree.

    Experience the sounds of nature in this new immersive adventure with 8+ hours of recorded material distributed across 130 files.

    Sound designers Mélia Roger and Grégoire Chauvot have explored the forests of France over the course of 3 years in order to record the diversity of their soundscapes : the dawn chorus during springtime, the trill of insects in the heat of the summer, the quietness of an autumn night or the subtle crackling of frozen trees in winter…

    The library is perfectly suited for DOLBY Atmos mixes.  It also contains extensive metadata and is UCS compliant

     

     

     

     

Need specific sound effects? Try a search below:


How is the game sound industry preparing for/handling the VR format (workflow, tools, staff skills)?

BA: I am not currently working in VR so I do not have first-hand experience with this. However, companies are emerging with new tools, new headphones, and new ways of listening. I find it intriguing that people are finding audio acoustic programs (Masters and PhD level) with an emphasis in psychoacoustics. Some of these students coming out of school with this knowledge now have a place to apply their education where perhaps before that wasn’t quite possible.

 

What opportunities do you hope VR will offer game sound pros?

BA: With the emphasis on the immersive experience being more pronounced, there are many opportunities for sound designers, in particular, to find a footing here.

More insights on the future of game audio:

 
Want to know more about what awaits in game audio? Be sure to check out the interviews with former Rockstar North audio director Matthew Smith here, and senior audio director/sound designer Ben Minto at EA DICE here.

Beyond VR and AR, any other major trends you’re seeing?

BA: Yes, culturally I see that corporations are now discussing and developing programs addressing gender gaps and diversity. I’m really happy to see these changes happening and being addressed.

However, change happens on all levels – individual to individual, within team groups at work, etc. True change of this kind is something that has to be looked at systemically as well as based on individual effort. I hope that we will continue to address the issues through discussion, initiatives, and conference roundtables, etc., until balance is attained (yes… an idealist!).

 

For game audio pros, how do you see the landscape changing in terms of job opportunities, must-have skills, platforms to focus on etc?

BA: The deeper and more complex systems that are being developed on all platforms suggest that sound designers, or any in-house audio person, have skills in scripting and coding as it applies to implementation. Knowledge in Python scripting, XML, and C++ are helpful but not currently considered a requirement. These skills and a person’s ability to “problem solve” through technological solutions and tool building are areas for growth and ways for young designers to focus and find more opportunity.

 

Do you have any advice for the next generation of game sound professionals? What should they be prepared for if they’re entering the industry in the next year?

BA: Immerse yourself in networking with local communities and connecting with other working professionals. You will find it a friendly and encouraging community. No need to be discouraged if you go to just one meet-up and nothing material seems to happen. Keep going and introduce yourself multiple times. The people in the industry remember when an individual continues to show up to networking events. It shows commitment and tenacity. People are prone to help individuals after they have seen you over the course of many networking events.

A big thanks to Becky Allen for all her great advice – and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • African Wildlife is an utterly unique collection of pristine wildlife and nature sounds, recorded in the wilderness of Zimbabwe, Botswana and Namibia over a period of 4 months, 2015. It comes in four categories, covering Mammals, Birds, Ambience and Insects recordings.

    It features animals such as elephant, baboon, jackal, lion, rhino, buffalo, hippo, impala, zebra, bat and hyena, as well as insects and 45 species of birds. 50 minutes of ambience recordings are also included.

    The diversity of African wildlife sounds is widely reflected in this library, with the material including but not limited to screaming, barking, growling, roaring, breathing, grunting, feeding, hooting, warbling, screeching, farting, guffawing, whooping, gurgling, rutting, yapping, snorting, tweeting, trumpeting, chattering and squeaking.

    Extensive metadata including detailed information on location, species, habitat, behaviour and usage is included, formatted for Soundminer. Metadata sheets in .xls and .csv formats are also provided.

    Recording equipment: Sennheiser MKH8040-ST (ORTF) / Sony D100 / Telinga MK2 / Sound Devices USBPre2 / Tascam DR-680

  • Natural Human Footsteps is a sound library that contains footsteps sequences recorded and edited in an interior foley studio.

    No individual files per step, the files collect all iterations per each kind of performance, shoe and floor material. So you could choose how exactly slice and combine them as needed. It is also quite convenient for extracting extra sounds as shoe frictions, little moves and hits, very useful for animation transitions, starting and stopping moves…

    There are 12 different floor materials, and up to 12 footstep performance/acting types for both boots and sneakers. Water material has no shoes, just bare feet, but it goes with different depths.

    Natural sound, no saturation, hard EQ, compression, multiple layers or any effects applied at all, just some noise reduction (when needed) and level normalization by LUFS-S in different levels, by floor materials and footstep type. So you can start from a relative natural loudness level and apply whatever processing you feel right for your purpose.
    All sounds recorded with a microphone Sennheiser MKH 416 and all files provided have 96kHz/24Bits resolution.

    • 12 Floor materials: Carpet, Concrete, Dirt, Grass, Gravel, Puddle, Rock, Sand, Stones, Tiles, Water, Deep Water.
    • Up to 12 step performances:  Idle, Looking Around, Walk Very Slow, Walk Slow, Walk Normal, Walk Fast, Run, Walk Stairs, Run Stairs, Stop Walk, Stop Run, Jump & Land.
    • Up to 2 shoe types: Sneakers, Boots (Bare feet for water).
    • 226 audio files, containing a sequence of several executions of footsteps.
    • UCS compliant file naming.
    • High resolution audio 96-kHz/24-Bit.
    50 %
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    Ends 1735685999
  • Dog Sound Effects Dogs (SO) Play Track 154+ sounds included, 84 mins total $15

    Dogs is a great collection of 14 different breeds, covering all aspects of a dogs life: barking, growling, whining, whimpering, playing, eating, sleeping, and walking around.  There are in-your-face sounds and subtle sounds.  This collection also includes some studio-recorded Foley, and 14 ambiences with dogs barking in the background.

    Dog Breeds:
    German Short-Haired Pointer • German Shepherd • Border Collie • Dotson • Jack Russell • Jack Russell Chihuahua • Maltese Shih Tzu • New Guinea Singing Dog • Shih Tzu • Weimaraner Puppy • Yellow Lab • Terriers • Yorkshire Terrier • Pit Bulls • Mutts + other unidentified dogs
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Explore the full, unique collection here

Latest sound effects libraries:
 
  • City Life Sound Effects USA Hotel Play Track 32 sounds included, 20 mins total $20

    We recorded various aspects from a New York Hotel this includes

    Room Ambience
    StairWell Ambience
    Impulse Responses from the Stairwell
    StairWell Emergency door open and close
    Elevator/Lift moving
    Elevator/Lift Button
    Hotel Bathroom Fan
    American Light Switches on/off
    Hotel Toilet Flush

    USA Hotel will give you enough audio to give your project the authentic sound of an American Hotel boosting your project to the next level. USA Hotel has been edited to allow a drop in ready and Royalty Free sample pack. These Samples can be used in a variety of projects from Sound Designing/Compositions for TV, Film, Documentaries and Video Games. UCS Compliant and Metadata is attached to the samples

  • Nature & Countryside Ambiences Mountain Air: Ambiances & Winds Play Track 87 sounds included, 294 mins total $59.99
    192KHZ 24BIT • 20.37GB • 87 FILES • 294 MIN • UCS 

    Introducing Mountain Air: Ambiances & Winds, the largest and most ambitious sound effects library from PMSFX to date. This collection features 87 high-quality recordings, totaling almost 5 hours of immersive soundscapes. Captured exclusively in the breathtaking Kuči Mountains, located on the border of Montenegro and Albania, these recordings were made at altitudes ranging from 1,400 to 1,700 meters, offering a pristine and untouched auditory experience.

    Each soundscape is meticulously tagged with UCS-compliant metadata, ensuring you can locate the perfect sound in seconds.

    To reach these remote locations, hours of rugged off-road trails were navigated, accessible only with a capable 4WD vehicle. These challenging terrains and isolated spots provided the ideal environment to capture the raw, unspoiled essence of mountain soundscapes.

    The library includes a diverse array of recordings:

    Still Air: Quiet, serene atmospheres.

    Gentle Breezes to Gale-Force Winds: Dynamic wind recordings that range from subtle rustles to powerful gusts.

    Natural Soundscapes: Crickets, birds, and other wildlife echoing across forests, mountain valleys, and meadows.

    Mountain Villages: Very distant hints of human presence, including faint dog barks and cow moos from small mountain settlements (Serbian/Croatian: Katun)

    This 20.37GB library was recorded between spring and fall, as the trails in Kuči Mountains become nearly inaccessible during winter, even with the best 4WD setups. The result is a one-of-a-kind collection that captures the essence of high-altitude wilderness.

    PMSFX New Library: Mountain Air

     

    Why Choose Mountain Air: Ambiances & Winds?

    Massive Content: Almost 5 hours of audio and 20.37GB of authentic, high-quality sound effects.

    Pristine Locations: Recorded in some of the most remote and untouched mountain ranges in Europe.

    Wide Variety: Perfectly captures the diversity of mountain atmospheres—from tranquil stillness to powerful winds.

    Optimized Workflow: UCS-compliant metadata ensures seamless integration into any project.

    Field-Tested Quality: Expertly recorded and edited.

    For more details check the SFX LIST

    EDITED AND MASTERED WITH: Pro Tools
    RECORDED WITH: Sennheiser MKH8040, Rycote CA-08, Audio Technica BP4025, DPA 4060 and 4062, ZOOM F3

    25 %
    OFF
    Ends 1734389999
  • The Animal Symphony – Flight of the Bees was made possible by the collaboration of Mieles Sandrita, who opened their doors to us and provided exceptional care throughout the recording process.

    This sound library offers 55 high-quality audio tracks, each with multiple variations meticulously captured to ensure unmatched sound quality. The recordings are organized with consistent nomenclature, making it easy to combine or swap takes depending on the needs of your project.

    Recording bees in motion posed a unique challenge, as they kept flying around the microphones, and tracking them accurately was virtually impossible due to the number of bees present. Still, we managed to capture complete swarm environments, including tracks with predetermined durations and continuous loops. Some takes can be combined, as on occasion a bee remained within the capture radius of all microphones simultaneously.

    Most of the fluttering sounds are available individually so you can create your scene according to your preferences. Additionally, the sounds are not pre-panned, allowing for complete flexibility in adjusting them to your mix.

    The recording was done with high-end equipment, such as the Sennheiser MKH 8050 microphone, the Sanken CO-100K and a Zoom H6 recorder to capture stereo sound. Thanks to ultrasonic capture, by lowering the pitch of the recordings, a depth and frequency richness is maintained ideal for creative uses, such as the creation of spaceships, jet engines or any sound design.

    The tracks were recorded at 24-bit and 192 kHz / 96 kHz, guaranteeing professional quality in every detail.

    Finally, all recordings have been carefully edited to remove external noises, such as birds, wind, people or footsteps, ensuring a clean experience ready for use in any professional production.

    Ideal applications:
    Video games: Add realism and depth to the natural environments of your games.
    Cinema and Documentaries: Enrichment of the audiovisual product with authentic sounds.
    Educational Applications: Use these sounds in educational projects to teach about wildlife and animal behavior.
    Multimedia Projects: Ideal for any project that seeks to enrich the user’s listening experience.

    Technical details:
    Total audios: 55 (224 Individually)
    Format: 192kHz – 96kHz/24bit
    Equipment used: Zoom F6 recorder with Sennheiser MKH 8050 microphone and EM258 capsule microphone, as well as a Zoom H6 recorder for stereo.
    Duration: 12m

    19 %
    OFF
  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF CSeries Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Ambisonic Sound Effects Forest Atmos Play Track 130 sounds included, 517 mins total From: $129

    FOREST ATMOS is an immersive sound library recorded in 7.0.2 cinematic format with our exclusive array: the Atmos Tree.

    Experience the sounds of nature in this new immersive adventure with 8+ hours of recorded material distributed across 130 files.

    Sound designers Mélia Roger and Grégoire Chauvot have explored the forests of France over the course of 3 years in order to record the diversity of their soundscapes : the dawn chorus during springtime, the trill of insects in the heat of the summer, the quietness of an autumn night or the subtle crackling of frozen trees in winter…

    The library is perfectly suited for DOLBY Atmos mixes.  It also contains extensive metadata and is UCS compliant

     

     

     

     


   

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