Game Audio at GDC 2019 Asbjoern Andersen


If you’re one of the lucky ones going to GDC 2016 (March 14-18 2016), game audio guru Damian ‘Lostlab’ Kastbauer has compiled a very extensive guide you really need to check out, highlighting his top-picks for things you should see and hear while there. A must-read for any GDC-bound game audio folks! Without further ado, here’s Damian:

In the not too distant future… it’s already the last day of GDC. I’m exhausted, simultaneously empty and full of an unseen source of formless inspiration. The weight of the week-long conference, an endless hustle between places, has begun to drag my fragile psyche downward. The only brightness during the descent are fragments of remembered conversations and interactions that I’ve had with people. This is the light that will guide me home.

This is the familiar and welcome routine that has unfolded over the last 10 years (and 9 attendances) since my first GDC in 2006. As reliable as the post-conference blues and the inevitable viral inoculation (who ever said channeling the game audio zeitgeist would come without its toll), this last year in between has felt especially taxing. As I’ve settled into my first in-house job and stretched out in embrace of creative collaboration, I’ve also attempted to bring some nagging community issues to light.

Embarking on this years journey feels like a landmark event for me and a time of incredible personal and professional growth. Looking back on past conferences I want to take a moment to recognize the greatest value of my time spent crawling the hallways and gatherings during the conference; the relationships with people who make up the game audio & game development community. Like a strange kind of summer camp, the stories, anecdotes, and memories continue to fill me with the belief that GDC is about more than just presentations and “business” relationships. It is a time for the community to converge, discuss, and represent to greatest potential for the future of games.

If you are headed to San Francisco next week I wish you the best in your travels. I’ve surfaced a few things that might be worth investigating during your time on the ground.

 
[tweet_box]The Ultimate Guide To Game Audio at GDC 2016:[/tweet_box]  

Pro tip from Asbjoern: Showcase your game audio work on Soundlister for free – here’s how:

Want to showcase your game audio work? Soundlister is a new place for audio professionals that lets you present your game audio experience, project references and demos – and you can set up a free Soundlister profile right here. Hope to see you there!

– Asbjoern

 


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Monday through Saturday 7-9am: Sightglass Coffee

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I came to my first GDC like many first-timers: looking for work, education, and a greater understanding of audio for games. What I didn’t quite expect were the career-spanning friendships that have evolved through discussion, openness, and belief in the artistry of others. If there is one thing that keeps me coming back year-after-year it is the potential to contribute to an inclusive feeling of community and recognition of people willing to share their passions.

With that intention Anton Woldhek and I have hosted an informal morning roundup for the past three years at a nearby coffee house and recorded the conversation as part of the Game Audio Podcast. Light on format, the early morning discussion attempts to share people’s experiences at the conference from the previous day, including: sessions, presentations, conversations, demonstrations, and anything else that comes up. This is swiftly followed by highlighting the current day’s must-see presentations.
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While many are happy to jump in the fray and put forward their experience for those gathered, it’s of equal value to those who prefer to soak in others perspectives. As the conversation winds down, the caffeinated throng breaks out into smaller conversational pockets and folks prepare to shove-off for the conference.
 

Monday through Saturday mornings 7-9am at Sightglass Coffee (270 Seventh Street)

While Anton won’t be making it to this year’s GDC to record the podcast, if you’re able to crawl out from under the covers and peel your eyes open to join in the conversation, my hope is that you won’t regret it!

 

Wednesday – Thursday – Friday: “Lunchtime” behind the Carousel
This same spirit of community found in the morning meetups usually brings a loose-knit group of folks together for a walk-up, bring-your-own-lunch rendezview behind the Carousel on the corner outside of Moscone (South). If the glorious San Francisco sun shines, then the time spent outdoors approaches a state of pure bliss. Coupled with good conversations from folks inspired by the morning’s presentations and this turns into another opportunity to wax philosophical with people who you can bet share your passion for games, hunger for game audio, and a thirst for knowledge.
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Individual days:



Sunday – DesigningSound.org TeaParty

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Consistently delivering relevant content to the sound & game development industries since 2009, DesigningSound.org has evolved to be a online destination as well as a thriving community. Catching folks out in front of the conference, the meetup is planned for either a Tea House in Yerba Buena Gardens or loose on the grounds in a ramshackle and welcoming heap of conversation. More info here: http://designingsound.org/2016/02/ds-community-pre-gdc-tea/
 

Monday – The Plateau of Mirror

The first day encompasses the many Independent Games, Animation, and VR sessions and summits sprinkled with a few audio-relevant presentations that attempt to reach across the traditional borders of the audio track. I have always found value in crossing over into other disciplines and getting a greater understanding for roles outside of audio. That said, if you’re looking to start filling your head up early with all the audio hotness, here are a few to get you started.

 

Elements of an Engaging Sound Mix – Kevin Regamey
Kevin’s experience as one of the co-founders of the indie-prolific Power Up Audio ensures that his inclusion as part of the Independent Games Summit will not be falling on deaf-ears. In a talk focused on “illustrating proven technical methods by which to construct a clean and creative soundscape” he has a depth of experience to draw from.

 

Audio For Cinematic VR – Varun Nair, Jean-Pascal Beaudoin
Pioneers in audio technology are pushing boundaries forward on all fronts of VR, including the dynamic hybridization of “Cinematic” experiences. While we are in the early days of these technologies, every nugget of experiential gold brought back from the frontier and shared with the community will help define the future. Worth it if only for the hard-won tales from the outer wilds.


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  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
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    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.

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    About Medieval Warfare SFX Pack

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    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

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HIGHLIGHTS:

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

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    In this bundle, you get both volumes of the acclaimed Magic Elements library:
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    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
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    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,…

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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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  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

    Enter GORE 2, The follow up to our first smash hit GORE sound library. Full of the most insane blood explosions, drips, flesh rips, splatters, blood gurgles, and intense fight and ultra violence sounds. Why did we make it? Because we wanted a HUGE collection of bigger, wetter, juicer, and crazier GORE sounds that could be a forever go to for professional sound designers. We recorded over 5,000 sounds and 300+ files to make this a whopping 20+ GB collection with lots of variations for all your scenes, film, gameplay or project. The GORE 2 library is split up into 3 sections, designed, source, and builds. Design – Bone, blood, melee & slaughter categories. Source – Featuring 192Khz 32 Bit Sanken Co-100k mic recordings, allowing you to pitch up ultra high or ultra low without loosing fidelity. Builds – Halfway between source material and designed, allowing you flexibility to start with some sounds that are slightly designed. GORE 2 is a classic giant collection that will serve you for years and years.

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Need specific sound effects? Try a search below:



Tuesday – Before and After Science

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Tuesday Day – Audio Bootcamp
The GDC Audio Track begins Tuesday with the Audio Bootcamp which has been coordinated by Scott Selfon and a host of other characters (including me!) for the past fifteen years. The composition of Audio Bootcamp attendees has changed significantly during that time. Once a place for folks who had not yet experienced development, game engines, or team dynamics to get a peek behind the curtain of large-scale game audio production the Audio Bootcamp has now evolved to encompass people of all experience levels, experts included. This year Scott and I have put together a day’s worth of talks that we hope represent the full-spectrum of game audio, with presentations of interest for the newest and most-seasoned game audio professionals.  

 

Casual GameDev Overview – Adam Gubman
Using Proactive Audio to Push Impact and Immersion – Eric Robinson
Constructing a Creative Climate for VO – Morla Gorrondona
Why I Rejected You: Observations from a Hiring Manager -Michael Kamper/ Jesse Harlin
Shifting Cycles of Game Audio – Debbie DeForest-Gonzalez
Composing Virtually, Sounding Real – Laura Karpman
Beyond Middleware: Thinking Like a Programmer – Ben Houge

 

Plus, the lunchtime “surgeries” will offer a unique opportunity to sit and meet with many of the speakers in a small-scale setting to talk about the specific interactive audio topics that are at top of attendees’ minds.

 

Tuesday Night – Beep Documentary Screening
While the premier screening of the Beep Documentary is limited to those who have worked on or who have been featured (not to mention at-capacity!), this momentous occasion is too important not to highlight. This seminal game audio assemblage stands as a representation of the outpouring of support for the establishing of a visual and aural history of the contributors to the art of interactive audio. My heartiest congratulations and deepest appreciation to Dr. Karen Collins and her team for documenting this moment in-time. I look forward to it’s resonance for years to come.

 

Wednesday – Here Come The Warm Jets

wednesday_2


There are 4 sessions starting at 11am that should not be missed. Except YOU HAVE TO CHOOSE ONE! (and this is ONLY in the audio track)

 

Audio-Driven Game Design – Per Anders Ostblad  & Henrik Engstrom
Building Awareness of Audio Within a Team Roundtable – Rob Bridgett  & Brad Meyer
From ‘Total War’ to ‘Assassin’s Creed’: Music for Mobile Games – Winifred Phillips
Outside the Studio Walls: MicroTalk Exploration of Non-Audio Ideas & Experiences
Dren Mcdonald, Kristen Quebe, Andy Martin, Daniel Olsén, David Earl, Karen Collins, Ariel Gross, Vincent Diamante, Jaclyn Shumate, Emily Ridgway

 

So it begins, the first day of the main conference where every moment is at risk for the potential to miss a better (or better suited) presentation. With the added benefit of the GDC Vault, no presentation has to go unwatched AFTER the conference has ended…but on the ground, one must choose between a plethora of excellent content thanks to the tireless GDC Advisory Board. It’s at this point that I realize that both the morning coffee & lunchtime meetups are wholly self-serving: I want to experience everything all at once and if I can’t be there in person then hopefully I can glean the inspiration from a presentation from someone else who has attended.

 

For this block of time I’ll be sitting in on the “Building Awareness of Audio Within a Team Roundtable” as I was part of the team that brought forward this and another roundtable discussing the culture of game audio. While Rob and Brad will be focusing on a discussion about Audio teams within the confines of a studio or in a freelance/ development team relationship covering topics such as: communication, interactions, influence, and more, Karen and I will be stimulating conversations around the idea of game audio culture and its effects outside of the studio including: creating a welcoming environment for diversity, the role of game audio organizations, fostering community online and off, among others.

 

A Game That Listens: The Audio of INSIDE – Martin Stig Andersen
At 2pm Martin Stig Andersen emerges from the chrysalis ready to discuss audio-driven gameplay using Playdead’s Inside. Likely to echo some of the topics discussed during Eric Robinson’s Audio Bootcamp talk on Proactive Audio, as well as bringing a fresh perspective from current development, this presentation is one that should not be missed.

 

Audio for AAA Virtual Reality Experiences – Simon Gumbleton
There is no-doubt a buzz that hangs in the air surrounding VR audio and its future. With the limited access and exposure that most have to the different technologies, presentations on audio for VR are some of the first indications and learnings of where the artistry is headed from the few who have created content for these emerging platforms. This coupled with the Sony Sponsored 3D Audio presentation Thursday morning should fulfill any Project Morpheus questions a person might have. All ears to the future!

 

IASIG Audio Mixer – 6:00pm – 9:00pm
Thirsty Bear (661 Howard St)

“Don’t miss the annual party for Game Audio Professionals. There will be free food and drink, plus a raffle for free audio merchandise! Any audio professional attending GDC is welcome at this special social event. (Show your GDC Audio Pass or audio-related business card for entry.)”

 

The IASIG party is the place to to be early on Wednesday night before the after-parties ensue. Always well attended and packed full of luminaries and great thinkers, the IASIG mixer is a great place to raise a glass and toast to accomplishments while plotting for world-wide game audio domination with some of the finest minds.

 

Thursday – Taking Tiger Mountain

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Cultivating a Career as a Sound Designer Roundtable Caron Weidner, Jaclyn Shumate, Kristen Quebe
This round table is poised to answer all of the questions that one might have about being a sound designer for games. Equally prescient for newcomers and those looking to learn new tricks and sharpen skills, the caliber and experience of the women leading the discussion guarantees a depth of insight for all.

 

Why Game Audio is Not a Solved Problem – Guy Somberg
I love game audio history. Guy Somberg promises a “retrospective of what game audio looked like 12 years ago and discuss the current state of the art in audio programming” and I couldn’t be more excited. They say that those who don’t know history are doomed to repeat it, yeah!

 

Digital Foley: Leveraging Human Gesture in Game Audio – Chris Heinrichs
As the detail of movement & player control reach symbiosis how can the sound interaction ever hope to match the dynamics enabled by the expanding move-sets, material-types, and situational specificity? One proposed solution is “how gestural interaction can be employed in all stages of the sound design process” as, not only a sound design tool, but the potential for a runtime procedural audio solution. Looking forward to examples and experiences in this direction.

 

Managing Audio Performance: Lessons Learned from the Production of ‘Halo 5: Guardians’ –  Chase Thompson
Shh…I’ll tell you a secret: I’ve already heard Chase’s talk on optimizing Halo 5 and it is a fantastic romp through the process of technical finalisation of a major console title. Packed with enough blood, sweat, and tears from the trenches, anecdotal evidence, and in-game debug visualizations to keep anyone interested in technical sound design captivated.

 

Music Design: Lessons from ‘The Last of Us’ and More – Jonathan Mayer
The Sony music team is at the forefront of large-scale multi-discipline music design for some of the deepest console experiences available. Comprised of specialists whose only task is to meld the game design firmly to the composer’s vision, Jonathan has worked diligently to find the sweet-spot between the technical & artistic. For anyone interested in taking a peek behind the curtain of music integration and composition this should not be missed!

 

Everyone at this Conference is a Fraud – Stephan Schutze, Laura Karpman, Bonnie Bogovich, Varun Nair, Austin Wintory, DB Cooper
The buzz coming away from Stephan’s presentation on this topic at last years Game Sound Con was palpably felt across the distance while monitoring from afar. To see that he’s assembled an amazing ensemble of voices to unpack imposter syndrome makes this one to watch.

 

Game Audio Network Guild Awards
“Excellence in Game Audio is celebrated annually at the 14th Annual G.A.N.G. Awards show – come and be a part of the magic as we recognize the best of the best! It will be a night of entertainment and peer recognition as we review the finest in game audio from the past year.”
I personally enjoy a good awards show. I’ve been know to wire-up the TV antenna twice a year to take in the Grammys and Oscars, for better or worse, to peek in on popular culture. The discussions and controversies that seem to grow-evergreen around such events are a worthwhile study in community in their own right. Despite gems that remain hidden from the popular eye, awards shows seek to recognize the hard work and artistry of people in the industry. For me, being part of a community means engaging in this celebration, lending my voice, and collectively congratulating everyone for their work over the past year.

 

Friday – Another Green World

Simulating the Race Day Experience: Mixing ‘Forza Motorsport 6’ – Chase Combs, Nick Wiswell
One of the few talks focused specifically on mixing this year, the challenge of balancing the audio elements in a racing game should make for the perfect presentation to embody the current technology and methodology. The singular expression of a richly dynamic vehicle engine, inherently tied to the underlying physics simulation,  parallels the intricate tuning of an orchestra literally under-the-hood. Getting all of these elements to communicate throughout the player experience seems like a dark art. Come watch these wizards unravel the mystery in from of your eyes.

 

Storytelling Tools: Using Music & Sound Creatively – Jason Graves, Spencer Hooks, Russell Brower, Lazar Levine, Phillip Kovats, Scott Gershin
Who doesn’t love a star-studded panel of perspectives?

 

Beyond the “Sound Guy”: Women in Game Audio Roundtable – Karen Collins, Jennifer Lewis, Becky Allen, DB Cooper
This year’s audio tracks plays hosts to some pretty incredible roundtables attempting to engage conference attendees in topics that are geared towards making the game audio community a vital place for everyone. On Wenesday, Day 1 of Beyond the “Sound Guy” looks into Self-Promotion, Freelancing, and Work-life balance while Friday tackles women in the game audio workplace.

 

The Gothic Horror Music of ‘Bloodborne’ – Peter Scaturro, Jim Fowler, Penka Kouneva
Love them or hate them, FromSoftware and their Souls’ series of games has helped define a kind of game epitomized by difficulty and oppression. The music of Bloodborne mines a deep vein of darkness used to reinforce the feelings imposed on players through the world, game, and level design in a perfect simulacrum of despair. Come find out how!



GDC16 Flash Forward: The Gothic Horror Music of 'Bloodborne'


 

Overwatch – The Elusive Goal: Play by Sound – Scott Lawlor, Tomas Neumann
Elusive indeed! While games like Abe’s Odyssey, Mortal Kombat, and Legend of Zelda have been tackled by visually impaired gamers for years, even those of us with full visual capacity can improve the way we play through the use of sound design. In what is sure to be a revealing presentation about the power of sound to communicate without visuals, the competitive multi-player Overwatch makes for a perfect example.

 

‘Ori and the Blind Forest’: Sonic Polish Through Distributed Development – Gareth Coker, Andrew Lackey
For a game with as much subtlety and heart to have been made across multiple studios involving a distributed cast of characters is a accomplishment. For anyone interested in understanding what it takes to keep the inspiration focused and cohesive during development across great distances, this is sure to offer valaube insights!
 

Friday Night – The School of Video Game Audio Hosts Meetup @ Show Dogs
What is swiftly becoming a tradition in the post-GDC haze of leftover session-stumblers, this annual wobble-over from Moscone to the nearby Show Dogs eatery has become a tradition worth sticking around in San Francisco for.  hosted by Leonard Paul and the School of Video Game Audio, this meetup is a last unofficial chance to drink and dine with folks whose heads have been filled to the brim with new ideas and incredible vistas. It’s anyone’s guess where the party goes from here but, for these last moments of togetherness, I am grateful for the opportunity to reminisce and wrap-up the week behind us.

 

Saturday – Music for Airports


I can already anticipate the emotions and feelings of saturation that i’ll wake with Saturday morning: elation, denial, excitement, and fatigue. Not willing to say goodbye, the potential to meet a few stragglers in Chinatown for a visit to an exotic musical instrument store, fortune-cookie factory, or hidden temple. Or possibly set a path on-foot to experience the cacophony, clatter, and din of the wharf-side Musee Mecanique. Each of these a distraction from the mounting separation anxiety descending in acknowledgement of the absence. The formless inspiration that has come to roost after a week’s worth of conversations and experiences yet to find motivation.
 

Framed this way it might be hard to understand the draw. Some people will come for the education, some for the networking, some, quite simply, to find a job. People are the web that connects all of these things.

In an article I wrote for game Developer magazine back in 2012, I had this to say about the game audio community:

“People are amazing. It always comes right back to that for me …This is what leads me to the Game Developers Conference every year—meeting up with old friends, and engaging new folks in the game audio conversation. That’s where some of these discussions start, but it doesn’t have to be the end.”

Ultimately, the end of the Game Developers Conference is never really the end. It’s a moment where the entire cycle starts over and you find yourself heading back to San Francisco, yet again. It’s with great anticipation that next week I embark on this year’s adventure.

Remember: Being nice to people is always in style! Hope to see you there!

A big thanks to Damian Kastbauer for this excellent roundup! Be sure to follow him on Twitter to stay updated in the latest in game audio – and check out his blog here too. Have something to add? Be sure to leave a comment!
 

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

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

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

  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

    What’s Inside
    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    City Bicycles – Perspectives Demo

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    City Bicycles – Extra Surfaces Preview

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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