How do you make a game sound its best - and how's everyone else doing it? Recently, sound designers and recordists Matthew Marteinsson and Gordon McGladdery kicked off an insightful series of game audio tips on Twitter, and soon, many others from the community joined in too.
There are some real gems in there, and to make it easier to put those tips and ideas into action, we've compiled this special overview for you.
A big thanks to everyone who've shared their game audio tips - hope it comes in handy!
Compiled by Adriane Kuzminski. Features tips from @_decibella, @almutschwacke, @AShellinthePit, @carlyenyte, @ColinNorthway, @drenmc, @edsounddesign, @markkilborn, @mattesque, @megancomposer, @toggleModal and @tporter64
When making [organic] creature sounds, less processing is often more. Performance over plugins. You’ll get better results faster with simpler tools: pitch, reverse, EQ, & compression with a good performance than tweaking a huge chain.
“Performance” here can be a vocal performance, SFX recording performance (metal wronks, cinderblock scrapes, etc), animal source. What I mean is that your job will be easier if the core emotional thrust exists in the pre-processed source material.
When working on revisions, sometimes the ~best~ thing to do is save as, delete everything, and start from scratch. You’re not throwing anything away, you’ll take those lessons learned…
I use Audiosuite processing in my design a lot. Biggest reason for this is to commit and move on. Don’t need Pro Tools and Audiosuite to do that. Can waste a lot of time second-guessing yourself. It’s often better to just run with something and see where it goes.
You can always revise once you’ve committed and got something in game. You can’t when you’re still tiptoeing around if you should eq a layer or not.
For new/unique/unrealistic sounds, experiment. Seriously. When I’m building realistic stuff I’ve kinda got it down to a science, but when I’m doing weird designy stuff, I don’t know wtf I’m doing most of the time.
Suitcases of all kinds are excellent resonating bodies to attach to a thing that you’re creating a sound with to alter the character and size of that thing’s sound.
Leave yourself room to fail. Some of your best design decisions will come from crazy ideas that might not work. If you don’t give yourself the time and space to try those you might not hit your most creative strides.
Try out the crazy things but plan so you’ve got time to do the safe thing if it fails. Some of my best sounds have come from trying something where I didn’t know if it was going to work. And sometimes it didn’t. But that was ok cause I planned for that possibility.
(Nod to @sebvandenbrink): Curate your reel/portfolio for who’s seeing it. I had a commercial reel, a music reel, & a sound design reel. Could’ve been even more granular. Make sure people see what is applicable to *them*.
Don’t get worked up over sales on plugins/software. If something will pay for itself on sale, it’d sure as hell better pay for itself when it’s not on sale as well.
Randomize in small increments but at multiple levels to keep variation strong on footsteps/general locomotion—actor-mixer gets a randomizer, random container gets a randomizer, event gets a randomizer, you get a randomizer, and YOU get a randomizer!!
Wwise users! Seek actions are a great way to add some finesse to your looping SFX. Super-basic setup in your event—Play, target the looping sound object. Seek, target the same object. Set Seek type to “Percent” and its randomizer to Min 0/Max 100.
Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.
The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.
Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.
Bonus: Two extra libraries included for free:
This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
CINEMATIC METAL – TITAN pushes big screen sound design beyond its comfort zone. New and unheard HITS, BRAAMS, BOOMS, IMPACTS, STINGERS and much more await you in the comprehensive Construction Kit and devastating Designed edition. Get over 12GB worth of clean, dazzling sound effects – available as individual components as well as layered, processed and ready to use.
The library is available in two versions & a special bundle:
CINEMATIC METAL – TITAN CONSTRUCTION KIT
CINEMATIC METAL – TITAN sounds massive from start to finish. This Construction Kit in particular starts off with an unusual amount of kick. While foley and other, more meticulous applications are certainly possible, the main purpose here is to bring out the big guns and stomp any hint of moderation into the ground.
LOCK AND LOAD
Supplement your designs with detailed, high-end metallic sounds. The Construction Kit allows you to build unique, multi-accent effects that not only impress in scale, but also in fidelity, rhythm and character. This library particularly shines in situations, where the visible picture doesn’t necessarily produce the envisioned sound, but warrants its own supernatural emphasis.
Files: 700 • Sounds: 4200 • Size: 10.9 GB
CINEMATIC METAL – TITAN DESIGNED:
Optimized for trailers, action scenes, in-game cinematics and special effects, the Designed edition brings fresh and exciting sounds to the table.
Discover the force of aggressive, low, soft, processed, clean and tonal HITS, BRAAMS, IMPACTS, SCREECHES, STINGERS and SLAMS.
DARK AND POWERFUL
Paint a sense of dread and awe – CINEMATIC METAL – TITAN Designed can evoke fear of the unknown but just as easily kick into rampage mode: Empowered, ready for battle and thirsty for revenge. Find your perfect blend of haunting thriller and jacked, gritty anti-hero.
Files: 100 • Sounds: 400 • Size: 1.5 GB
CINEMATIC METAL – TITAN BUNDLE:
THE BUNDLE – The best of both worlds at a discounted price.
The Bundle gives you the full sound design power as it contains both – the DESIGNED and the CONSTRUCTION KIT edition at a discounted price.
Forged in Fury Vol. 1: Modular Sounds for Epic Combat
Break down, customize, and master every detail of your combat effects with Forged in Fury Vol. 1, a collection of 394 brutal sounds in 192kHz/24. Includes katana, heavy axe, metal claws, and layer-by-layer edited vocals for total control.
🔪 Katana (193 sounds):
Double whooshes, precise slashes, impacts, blood splatters.
Mix layers of edge and secondary effects (e.g. combine a quick whoosh with a feminine scream).
🪓 Heavy Axe (96 sounds):
Powerful whooshes, crushing blows, equip sounds, blood effects.
Combine the roar of metal with the sounds of breaking bones.
🔗 Metal Claws (37 sounds):
Mechanical opening/closing, scratching, cutting whoosh.
Ideal for fast movements and surprise attacks.
🗣️ Male & Female Voices (68 Sounds):
War cries, moans of pain, grunts of effort.
Use them alone or synced with weapon effects.
✨ Key Feature:
Each sound includes its own editable layers (e.g. whoosh + impact + blood). Do you want a bloodless ax swing? only the whoosh of a katana?, only blood? Modify it instantly.
🎚️ Studio Quality:
Recorded in 192kHz/24-32 bits, delivered in 192kHz/24 bits. Perfect for toning down, adding distortion or manipulating without losing clarity.
More about the pack
– Intuitive file naming
– All you’ll ever need regarding katana, heavy ax and claw [Use them again & again]
– Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
– Totally mono compatibility
– All sounds have several variations.
– Use your imagination and feel free to use any sound for a other than the one described, remember that the world of sound is totally subjective.
Friction Mallet_Pack 02 is a pack of friction and impact recordings using a Gongs Unlimited Birthday Party Silicone Rubber Friction Mallet against a plastic cookie container. The container is almost empty with only the leftover crumbs remaining.
Using this Friction Mallet gets you a fun combination of Groans, Guttural Buzz Vibrations, Tonal Rumbles, Impacts, Bounces, Tight and Loose Slides, Swipes, and wild Pitch Bends.
Packed in at 7.35GB, 1628 single triggered sounds totaling around 71 minutes to use as a creature, sound design, vehicle layer or any other layer you can think of!
These sound files were recorded at 32bit, 192kHz using the Sennheiser MKH8050, Sennheiser MKH30 and Sanken CO-100K microphones into a Sound Devices Mix Pre-10ii.
All are metadata tagged using the Universal Category System in Soundminer, and also searchable in Soundly, and Basehead.
Moaning Metal features a unique collection of sounds captured using the LOM Geofon and other contact microphones. We recorded household and other metal items around the city to create an array of rich drones and eerie screeches.
These sounds are ideal for adding depth, tension, and unease to your projects, whether you’re layering audio or creating an intense atmosphere.
These sound effects have been carefully curated and edited, providing a ready-to-use and royalty-free sample pack.
These samples can be used for various applications, from sound design and compositions for TV, film, and documentaries to video game development.
They are UCS compliant, with the UCS-compliant document included in the download file.
Each sample comes with embedded metadata for easy organization.
Let your listeners soar through the skies with sound effects of interior idling, taxiing, takeoff, flying, landing, and more from the Airbus A319.
Experience the sounds of one of the world’s most popular airliners with the Airbus A319 sound effects library. Perfect for film and television productions, this collection offers a variety of sounds, including takeoff, landing, taxiing, and in-flight audio, all without the presence of a crowd.
Captured by a real pilot from inside the cabin, the library spans 84 minutes of authentic flight sounds aboard a narrow-body, twin-engine Airbus A319. The recordings include every stage of the flight, organized in chronological order for easy navigation:
Idling
Taxiing away from gate
Take off/taking off
Flying – climbing
Flying – cruising altitude
Flying – descending and maneuvering
Landing/touchdown/alight
Taxiing to gate
Mixed PA
The coach perspective is free from passenger speech, with only subtle movement noises and occasional attendant voices. Additional content includes PA announcement excerpts and a loop of flying at cruising altitude.
These sound effects were recorded during the New Year’s celebration in Germany, capturing the explosive energy of fireworks in open spaces and residential areas. This library includes a variety of firework sounds, from distant bursts and crackling fountains to intense, thunderous detonations.
These sounds are ideal for background use in your projects, whether you’re designing immersive celebrations, recreating festive atmospheres, or adding dynamic energy to dramatic scenes.
These sound effects have been carefully curated and edited, providing a ready-to-use and royalty-free sample pack.
These samples can be used for various applications, from sound design and compositions for TV, film, and documentaries to video game development and music creation.
They are UCS compliant, with the UCS-compliant document included in the download file.
Each sample comes with embedded metadata for easy organization.
Format:
• Ambisonic Files (AMBIX format, First Order Ambisonics)
Intarsia Sound Collections presents SUPER EMF – an extensive and diverse selection of recordings using a variety of processing distortion and spread techniques to push these assets further than ever before.
Over 100 Project-Ready Assets and Sources
Designed and Source Recordings
Over 22 minutes of content
Universal Category System (UCS) Compliant
Deliverables of 192khz & 96khz, 24 bit, Stereo .wav files
“Kill Yur Babies”. When a sound/song doesn’t work, revise/rework it! Don’t get caught up that your creation is so special that it can’t not work. Don’t get hung up on things like how much time you spent on it. If it doesn’t work, it doesn’t work.
Regardless of how much time it took to create it. And don’t forget, more often than not, you’re not the one whose opinion matters most at the end. We’re usually all work for some other lead that’s making the final call. Serve the game and serve their vision.
Early access. Players are great sources of pointing to where’s wrong but not necessarily what’s wrong. If they’re complaining about an area or HUD sounds or what not really have a look at that area but not what they’re saying to fix.
Early access (but regular releases too). I’ve found players more perceptive of sounds that are too loud more than sounds that are missing. Worry more about the mix then coverage if you have to prioritize.
We’ve had lots of people ask for volume sliders/toggle to turn off specific sounds and that they hate a given sound. When the sound in question just needed to be turned down (sometimes a lot) and objects/creatures that went out with no sound they swear sound was there.
Mix as you go. It’s rare that projects have time in the schedule for a final mix at the end. Even AAA projects. Mix as you go and protect it. Change it if necessary, but once it’s established, everything that goes into the build should be implemented in a way that fits with the mix.
Another tells you to get imperfect content in and iterate from there. Very solid advice. Once you’re iterating, create a “beautiful corner” (art term). One section of the game, one character, one or two weapons, make it sound ready to ship. Then use as reference.
We do this in Call of Duty. We get a weapon or three, a grenade, a couple of footstep materials, all sounding finished. Then we polish up a section of a mission of the game, and a single multiplayer map, and make them sound done and ready to ship. We then reference those as we do the rest
Consider the level of complexity something needs. A 2D platformer doesn’t need 5 randomized layers of foley (did this for Fossil Echo, oops). Music doesn’t always have to be dynamic. Complexity should enter only when necessary, not to flex.
General freelancing rule, but for the love of god don’t do ANY work on large projects until you have a contract in place. ESPECIALLY with friends. All assumptions & expectations must be squared away before a project gets in too deep. This can go wrong for malicious & non-malicious reasons.
Non-malicious: people (often friends) working together, both assuming they will be treating each other fairly, but when it finally comes to talk $, they have wildly differing opinions of one another’s value.
Malicious: this happened to my wife when she was starting out. A filmmaker put an extreme deadline on her & would feed her enough money to make her believe they had the funding they said. They used this pressure & appeasement to keep deferring the contract she was asking for.
When they never got their funding, the project was cancelled & she was stiffed to the tune of tens of thousands. It was a brutal lesson in putting one’s foot down. There are people out there who know they can exploit others’ passion & eagerness but also their fear of conflict. If you find yourself working without knowing clearly the financial details, STOP WORK NOW. Have the money talk. Clear up any & all assumptions on payment & responsibilities. Not doing this is IMO the biggest freelancing mistake one can make. It shatters relationships.
Also, for those of us hiring contractors, in most places we have no right to use someone’s work until it is signed over in writing. You could find yourself having paid someone thousands & without a contract they can turn & say, “Actually, naw” & take your money & their work & leave. There is potential for exploitation on both sides. Contracts, people. Get’em.
Be cognizant of your support network/escape plan before going full-time freelance. I cannot recommend someone go all-in if they’re gonna wind up homeless/hospitalized if things don’t work out. This is a competitive, unstable & high-risk industry.
I think everyone should Chase Their Dreams(TM) at some point bc one will always regret not *trying*, but to ignore the fact some folks have a less privileged/forgiving route into a fulltime freelance world would be naïve. One must ask oneself “what happens if this doesn’t take?”
Things to consider (not all are needed):
-How long can you live off savings?
-Working partner/spousal support?
-Do you have a pre-existing fallback career?
-What is your healthcare situation like?
-Parents/family to catch you if it doesn’t pan out?
My situation was pretty privileged. I started with:
-supportive (but also newb freelancing) partner
-parents who with resources to [reluctantly] bail me out if desperately needed
-a country with universal healthcare
-white male privilege
-work experience in other careers
I am by no means saying folks without these life perks shouldn’t try, but I am saying *be aware* & plan & compensate accordingly.
Don’t judge someone’s overall quality of work because you checked out something they worked on & didn’t like it. You do not know the circumstances they were under. They might not be happy with it either.
I recall being pretty judgy out of school because I’d spent the last year on projects I had all the time in the world to polish. Once I had a handle on what real-world schedules are like & the sacrifices & decisions that have to be made, I became a lot more forgiving.
The “what’s ur rate?/what’s ur budget?” standoff is dumb & shouldn’t exist. Quotes can’t be responsibly given without detailed info on the project. Imagine how silly this would seem between a homeowner & a housepainter.
Women constantly, CONSTANTLY undercut themselves and undervalue their work. I made a habit of getting the client to make me an offer first because it’s almost always higher than what I thought I would get.
Bit the bullet and straight up doubled my rate starting with my latest project. The client negotiated me down a bit, but I’m still making much more than I would have if I’d quoted my original rates. Do it, kids! Raise your rates to the point where you feel a bit ridiculous!
Learn how to communicate your wants and needs clearly. Your team cannot support you if they don’t know what your vision is or what you need to achieve it. Professional relationships are very much like romantic ones, communication is key if you want it to succeed.
This takes practice, especially if you’re new and might not necessarily understand your role fully. But you’re there for a reason, and your voice matters. So learn how to use it, your work (and life) will be better for it.
If you need material/updates/approval/etc. from a teammate, keep asking until you get it. Don’t be timid about communicating what you need in order to do your job. This DOESN’T mean be a jerk about it, there’s a difference between being clear & being rude.
Early predisposition to this timidity is more common for women & other underrepresented people—we run a higher risk of being labeled negatively for being persistent. If you’re part of the majority, a basic way to be inclusive is to appreciate & address clear asks from us 🙌
If you are emailing devs cold looking for work then for God’s sake do some research first! If you show me you put work in then I will engage with the email. If not I won’t even read it.
Audio people, I’m mostly talking to you since you send the most cold emails.
Make friends with the animators. They can tell you when animations get updated to help keep your audio from going out of sync. They also probably have video captures of everything you need already in some approval folder. They’re also pretty cool folk. Get to know them!
Devs: To achieve an OK level of polish, your game probably needs 100-400% more audio events than you think. This has been my experience comparing dev-made asset lists to ones we make based on auditing builds.
A general guideline for making a high polish asset list:
-a sound (or more) for every animation
-a bed ambience for every environment
-multiple spot ambiences for every environment
-a sound for each different UI function
-bespoke movement sounds for each important character
-a footstep & bodyfall set for every different surface
-a physics impact set for every type of physics object & surface
-a sound for everything a character interacts within the game
-a set of sounds for every game mechanic
-HUD sounds, tailored for function
-“tell” sounds for enemy/boss attacks if your game has that stuff
-different music for every game state, or no music when not needed. Dynamic when beneficial.
-VO is basically its own category, see: expanded thread
tl;dr #1: if you’re having an artist do something, your sound people probably have to do something to.
tl;dr #2: ask yourself, “Could a visually impaired person play my game?” Games with carefully crafted, communicative soundscapes are playable by people who can’t see.
VO budgeting: IME recording takes ~1.25mins line, so book your VO artist for [lines]*1.25 mins. A pro should be able to cover ~300 lines of varying complexity (this would include single word lines, etc.) in 4 hours.
A pro will be $350+ per hour. You audio team will need 3-4 hours per studio hour. So if you have 900 lines to get through (for one character) you’ll need to book your actor for 3 4-hour sessions, let’s say at $1200 per session. Your audio team will need 36 hours to edit, process & implement.
VO talent budget: $3600
Audio team budget (assuming hourly contract at say $60/hr): $2160.
Total: $5760
This is for 900 lines. For perspective: Mass Effect Andromeda had 65,000!
Yes, your sound designers are majestic creatures who are a boon to this great earth. No, most of us are not clairvoyant. Please tell your audio people when you add new visual assets—our Spidey Senses only work when there are sound waves involved.
No matter if it’s your first or your thirty-first title, no two projects are ever the same. Your team will change, the system will change, your hours will change, SOMETHING will change. Change with it!! You might surprise yourself.
Dedicated recording trips. After doing it a long time it has become harder for me to take my recorder with me everywhere I go out of a need to separate leisure from work. Organizing a trip categorizes it as work. More organized & easier to edit.
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:
Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.
The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.
Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.
Bonus: Two extra libraries included for free:
This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
CINEMATIC METAL – TITAN pushes big screen sound design beyond its comfort zone. New and unheard HITS, BRAAMS, BOOMS, IMPACTS, STINGERS and much more await you in the comprehensive Construction Kit and devastating Designed edition. Get over 12GB worth of clean, dazzling sound effects – available as individual components as well as layered, processed and ready to use.
The library is available in two versions & a special bundle:
CINEMATIC METAL – TITAN CONSTRUCTION KIT
CINEMATIC METAL – TITAN sounds massive from start to finish. This Construction Kit in particular starts off with an unusual amount of kick. While foley and other, more meticulous applications are certainly possible, the main purpose here is to bring out the big guns and stomp any hint of moderation into the ground.
LOCK AND LOAD
Supplement your designs with detailed, high-end metallic sounds. The Construction Kit allows you to build unique, multi-accent effects that not only impress in scale, but also in fidelity, rhythm and character. This library particularly shines in situations, where the visible picture doesn’t necessarily produce the envisioned sound, but warrants its own supernatural emphasis.
Files: 700 • Sounds: 4200 • Size: 10.9 GB
CINEMATIC METAL – TITAN DESIGNED:
Optimized for trailers, action scenes, in-game cinematics and special effects, the Designed edition brings fresh and exciting sounds to the table.
Discover the force of aggressive, low, soft, processed, clean and tonal HITS, BRAAMS, IMPACTS, SCREECHES, STINGERS and SLAMS.
DARK AND POWERFUL
Paint a sense of dread and awe – CINEMATIC METAL – TITAN Designed can evoke fear of the unknown but just as easily kick into rampage mode: Empowered, ready for battle and thirsty for revenge. Find your perfect blend of haunting thriller and jacked, gritty anti-hero.
Files: 100 • Sounds: 400 • Size: 1.5 GB
CINEMATIC METAL – TITAN BUNDLE:
THE BUNDLE – The best of both worlds at a discounted price.
The Bundle gives you the full sound design power as it contains both – the DESIGNED and the CONSTRUCTION KIT edition at a discounted price.
Friction Mallet_Pack 02 is a pack of friction and impact recordings using a Gongs Unlimited Birthday Party Silicone Rubber Friction Mallet against a plastic cookie container. The container is almost empty with only the leftover crumbs remaining.
Using this Friction Mallet gets you a fun combination of Groans, Guttural Buzz Vibrations, Tonal Rumbles, Impacts, Bounces, Tight and Loose Slides, Swipes, and wild Pitch Bends.
Packed in at 7.35GB, 1628 single triggered sounds totaling around 71 minutes to use as a creature, sound design, vehicle layer or any other layer you can think of!
These sound files were recorded at 32bit, 192kHz using the Sennheiser MKH8050, Sennheiser MKH30 and Sanken CO-100K microphones into a Sound Devices Mix Pre-10ii.
All are metadata tagged using the Universal Category System in Soundminer, and also searchable in Soundly, and Basehead.
Moaning Metal features a unique collection of sounds captured using the LOM Geofon and other contact microphones. We recorded household and other metal items around the city to create an array of rich drones and eerie screeches.
These sounds are ideal for adding depth, tension, and unease to your projects, whether you’re layering audio or creating an intense atmosphere.
These sound effects have been carefully curated and edited, providing a ready-to-use and royalty-free sample pack.
These samples can be used for various applications, from sound design and compositions for TV, film, and documentaries to video game development.
They are UCS compliant, with the UCS-compliant document included in the download file.
Each sample comes with embedded metadata for easy organization.
Let your listeners soar through the skies with sound effects of interior idling, taxiing, takeoff, flying, landing, and more from the Airbus A319.
Experience the sounds of one of the world’s most popular airliners with the Airbus A319 sound effects library. Perfect for film and television productions, this collection offers a variety of sounds, including takeoff, landing, taxiing, and in-flight audio, all without the presence of a crowd.
Captured by a real pilot from inside the cabin, the library spans 84 minutes of authentic flight sounds aboard a narrow-body, twin-engine Airbus A319. The recordings include every stage of the flight, organized in chronological order for easy navigation:
Idling
Taxiing away from gate
Take off/taking off
Flying – climbing
Flying – cruising altitude
Flying – descending and maneuvering
Landing/touchdown/alight
Taxiing to gate
Mixed PA
The coach perspective is free from passenger speech, with only subtle movement noises and occasional attendant voices. Additional content includes PA announcement excerpts and a loop of flying at cruising altitude.
These sound effects were recorded during the New Year’s celebration in Germany, capturing the explosive energy of fireworks in open spaces and residential areas. This library includes a variety of firework sounds, from distant bursts and crackling fountains to intense, thunderous detonations.
These sounds are ideal for background use in your projects, whether you’re designing immersive celebrations, recreating festive atmospheres, or adding dynamic energy to dramatic scenes.
These sound effects have been carefully curated and edited, providing a ready-to-use and royalty-free sample pack.
These samples can be used for various applications, from sound design and compositions for TV, film, and documentaries to video game development and music creation.
They are UCS compliant, with the UCS-compliant document included in the download file.
Each sample comes with embedded metadata for easy organization.
Format:
• Ambisonic Files (AMBIX format, First Order Ambisonics)
Intarsia Sound Collections presents SUPER EMF – an extensive and diverse selection of recordings using a variety of processing distortion and spread techniques to push these assets further than ever before.
Over 100 Project-Ready Assets and Sources
Designed and Source Recordings
Over 22 minutes of content
Universal Category System (UCS) Compliant
Deliverables of 192khz & 96khz, 24 bit, Stereo .wav files