Game Audio GDC 2019 Asbjoern Andersen


Did you miss GDC 2018 (or do you just want to relive it)? Good news: Colin Andrew Grant shares his detailed insights and experiences from this year's major game audio event right here:
Written by Colin Andrew Grant
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This year marked both my second GDC and my second year working in the game industry. Quite a bit has changed since I first walked the halls of Moscone: I graduated from a postgraduate program, moved to L.A, and tentatively began my career as a freelancer. Though still nervous about attending such a massive convention meant for interacting with others after a year of mostly talking (yelling) at my DAW, I was excited to make new connections, meet up with old friends, and reflect upon what has changed and what has stayed the same for both myself and the industry at large.

SUNDAY

Though the conference did not officially begin, Designing Sound hosted a meetup the night before. Meeting at the Broken Rack Bar, it was a low key hang to slide everyone into GDC mode. What was special about this meetup was that Designing Sound and UVI prepared tours of the Vintage Synth Museum. Being able to play around with a Wurlitzer 200A and Roland TR-808 among other synths, I can see why synthheads consider them addicting to collect. It was a fun time of making bleeps and bloops that ended fairly early. We all needed our rest for the lengthy week ahead.

MONDAY

Damian and Anton stand in a crowded coffee shop hosting their podcast.Bright and early Monday morning at 7AM, Game Audio descended on Sightglass Coffee for the Game Audio Podcast led by Anton Woldhek and Damian Kastbauer. From Monday to Saturday we all (tried) to wake up and talk about what we learned the previous days, what we wanted to learn the day of, and any other topic that crossed our minds. I then attended a small round table led by Power Up Audio. There they shared tips for how to work with a partner, interact with potential clients, and how to pitch a reel for a bid. You’ll notice a common thread here of members of the game audio community sharing information and their time for free. I then relaxed on the second floor of Moscone Center West, playing games at The Mild Rumpus. One game that really stood out was Small Talk by Pale Room. With stunning art and gentle music, It’s the kind of intimate game that made me want to explore the characters and their thoughts forever. Later that night, we met up at the Terroir Wine Bar for an informal game audio meet up. The bar was a quiet reprieve from the noise of GDC, though it was filled to the brim with bodies and overflowed into the cool streets of San Francisco. It was a relaxing way to start off GDC since the conference floor was yet to be open and there were no audio talks that day. Tuesday would mark the beginning of rooms packed with conference attendees, raring to learn more about how sound works in games.

TUESDAY

This year, I made the decision to expand the scope of the talks that I attended beyond just audio. Though last year it was great to get acquainted with the community, I was told by multiple GDC veterans that there’s more to life than just audio. Since we have to interact with other elements of the industry at work, it only makes sense to do the same with education. The first talk I attended on Tuesday was “Intensely Practical Tips for Growing an Indie Studio”. There were two main reasons for me attending this:

1. Understanding what it takes to run an indie house will help me understand what many of my clients are going through when we’re not talking about sound.

2. I would love to one day run my own audio service studio, so the lessons being taught were incredibly applicable to my long-term career plans.

Given by Alexis Kennedy of FailBetter Games and Weather Factory, he detailed the need for studios to write down mission statements and the core pillars that define them. Whether it’s making money, being heavily narrative, or relying on a core set of beliefs, knowing what you want to focus on and understanding that those pillars may shift as the company grows can give an aimless studio direction.

After that incredibly enlightening talk I strapped up my boots and attended Audio Bootcamp XVII. The first session that I attended was “Programming Composers and Composing Programmers” headed by Victoria Dorn of Sony Interactive Entertainment and “Adding Punch to Your Sounds” by Gina Zdanowicz of Serial Lab Studios. Like many of us, though I’ve dipped my toe into programming, the vast ocean of code that exists has the ability to fill me with existential dread. Dorn’s talk was incredibly informative and broke the basic building blocks into very digestible parts. The second half of her talk was geared towards programmers interested in working with music and sound. Though obvious in hindsight, it’s easy to forget that words such as transient and downbeat aren’t part of most people’s lexicon. It’s refreshing to see an effort made to have talks be interdisciplinary and bridge the gap in vocabulary.

Gina Zdanowicz’s talk was focused giving impact to our sounds, allowing them to cut through the mix. In this talk, Zdanowicz gave many tips and plugin suggestions such as making the transient sharper while lowering the rest of the sound in order to give impact while not raising the levels. Giving the sounds movement with tools such as Tremolator and UHBIK’s frequency shifting tool can give the sounds character and keep them interesting over time.


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


Trending right now:

  • Destruction & Impact Sounds Cracks Play Track 800+ sounds included, 200 mins total $43

    CRACKS is a large exploration of different cracking sound sources – cracking, crunching, breaking and creaking.
    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
    Cracks has just been updated with 73 new files, more rock, ice and wood cracks.
    A total of 1,8 GB of free additional content, bringing the total library size to over 8,5 GB in 586 files.
    22 %
    OFF
  • Game Audio Packs Gamemaster Pro Sound Collection Play Track 8076 sounds included, 189 mins total $49

    Pro Sound Collection is the highest quality and most affordable sound library you will find. The ultimate collection of 8076 ready to use sound effects!!!

    This is the perfect collection of sounds for all types of sound designers, game developers and video editors who need a large range of high quality sound effects ready to use. Designed specifically for games, film and other media by award winning sound designers.

    What’s included? EVERY sound Gamemaster Audio ever made! ALL our other other sound libraries (plus other sounds) have been packed into in this amazing sound collection.

    Pro Sound Collection Includes:

    Gun Sound Pack $19
    Bullet Impact Sounds $19
    Human Vocalizations $25
    Magic and Spell Sounds $25
    Punch and Combat Sounds $29
    Sci-Fi Sounds and Sci-Fi Weapons $25
    Silenced Gun Sounds $25
    Troll Monster Vocalizations $10
    Explosion Sound Pack $10
    Footstep and Foley Sounds $10
    Fun Casual Sounds $15
    Fun Character Voices $10
    Retro 8 Bit Sounds $15
    Fun Animal Voices $25
    WARFARE SOUNDS $39

    Total value $301!!!

    Sound Categories:

    • Alarms • Ambience • Animals • Beeps • Bullets • Buttons • Cartoon • Cinematic • Collectibles • Comedy • Doors • Electricity • Explosions • Fire • Foley • Footsteps • Guns • Hums • Items • Levers • Magic • Misc. • Nature • Powerups • Punches • Retro/8Bit • Sci-Fi • Snow / Ice • Switches • User Interface • Voice • Water • Weapons • Whooshes + MANY MORE!

  • “Death Space” is a sound album about science fiction space horror. These cool sounds can be used in movie trailers, games, and online videos. The album is inspired by an old science fiction movie “Event Horizon” , “Dead Space” contains 100 sounds, 96K, 24bit high-quality WAV files, with a total duration of 11 minutes and 19 seconds. Hope you like it!

    20 %
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    Ends 1714687199
  • This is a small collection of 180 easy-to-use futuristic interface sound effects.

    All sounds categorized by the most popular cases in production, such as Alarm, Beep, Button, Confirm, Deny, Telemetry, Text, Noise, and others.

    Also, it contains two main sub category: Simple (could be used as a layer in complex sound design) and Complex (which already consists of several layers).

    This library is a fast, easy, effective and extremely affordable way to complete your production tasks.

    Main features:

    • 180 ready-to-use sound effects with alterations

    • Futuristic computer interface sounds

    • Categorized as Simple and Complex

    • Most popular types of effects: Alarm, Beep, Button, Confirm, Deny and others

    • Contains metadata for search engines

    30 %
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    Ends 1715464800

Latest releases:

  • A unique collection featuring 415 originally recorded sounds from Earth’s coldest continent.

    From the majestic Emperor Penguins to the thunderous Southern Elephant Seals, the Icebreaker ship, and the serene Antarctic ambiences, this pack offers a diverse array of wild and untamed sounds.

    Four categories are inside:
    • Animals (258 sounds)
    • Ice Breaker Ship (68 sounds)
    • Antarctic Ambiences (50 sounds)
    • Sea Ice Sounds (39 sounds)
    29 %
    OFF
  • City Life Sound Effects Art Gallery Crowds Play Track 11 sounds included, 38 mins total $14

    The Art Gallery Crowds sound library invites you into the immersive world of an art gallery. Recorded in a Los Angeles gallery across multiple spaces, from vast concrete halls to intimate wooden galleries, this collection captures the true ambiance of these cultural sanctuaries.

    The primary focus of the library is the movement and chatter of small to large multilingual crowds in various spaces, and the arrhythmic footfalls on creaking wooden floors and echoing concrete paths. You’ll also hear snippets of security radios and guardians making their rounds, kids playing, laughing and crying, and camera shutters clicking.

    Whether you’re crafting an immersive cinematic museum scene, composing an atmospheric soundtrack, or designing a multimedia installation, this authentic collection provides a sonic window into the living world of art galleries.

    Specs:
    -12 Sounds
    -Total Runtime 38:54
    -1.14GB in Total
    -Stereo – 24 bit, 96kHz
    -Detailed UCS Metadata

    22 %
    OFF
  • The China: Temple Bells & Crowds sound library was recorded in two locations. The first within the Yungang Grottoes, a UNESCO World Heritage site from the Wei Dynasty era, and the second, an ancient Taoist temple built in the Tang Dynasty in the outskirts of Beijing.

    The library includes recordings of large prayer bells, Buddhist wind chimes, wooden wishing sticks adorned with twinkling bells, background and foreground crowd walla in Mandarin, Chinese, birds, and other ambient sounds captured on location in stereo. We’ve also included some bonus designed sounds made from the recordings.

    These authentic recordings offer a sonic window into the atmosphere of ancient Chinese temples and shrines as they exist today. The sounds can be useful for adding realism to cinematic, game, or multimedia projects requiring an accurate representation of this cultural setting, or as fodder for creating mystical and spiritual designs.

    Specs:
    34 Sounds – 18 Buddhist Temple, 9 Taoist Temple, 7 Designed Sounds
    Total Runtime 48:44
    1.64GB in Total
    Stereo – 24 bit, 96kHz

    https://youtu.be/–HICaWPQZI

    21 %
    OFF
  • Insects of Central Europe is a unique collection of single insect sounds.

    With an array of over 50 tracks, this library offers more than 40 minutes of high-quality audio material. These recordings were captured in the heart of Central Europe, specifically in the Czech Republic.

    The library predominantly features grasshoppers, bugs, and crickets, captured across a variety of locations and times of the day, providing a diverse range of audio landscapes for you to explore and utilize in your projects.

  • Car Sound Effects Oval Track Racing Play Track 65 sounds included, 141 mins total $50

    Cover your ears. It’s going to get loud, introducing, Oval Track Racing. This high-octane stock car racing library features cars of various makes, models and performance characteristics in nine divisions circling a quarter mile (.40 kilometer) oval ‘short’ track in Idaho. Pass-bys, overalls and on boards were captured from multiple perspectives inside, outside, and alongside the asphalt track with a variety of microphones and recorders.

    Oval Track Racing features plenty of pass-bys captured right next to concrete retaining walls on straightaways and through turns. To give you options, these pass bys are broken out two ways. Use the ‘one shot’ sound files consisting of just one quick pass by (thank you Paul V. for this suggestion). Or choose to use the overall race/practice session consisting of multiple laps.

    This meticulously crafted library also features a selection of overalls captured from high in the stands, inside the pits, from the center of the infield and outside the gates. For instance, I was able to capture 48 laps (11 minutes worth) of an 85-lap race featuring eight rumbling Big 5 Late Model cars, recorded clean and free of public address announcements, 250 feet (76 meters) outside the ‘bullring.’ The crowd cheers for the winner at the end. Onboard recordings feature the growling sounds of a Street Stock car (1975 Chevrolet Nova), both in the pits and on the track.

Need specific sound effects? Try a search below:


Thanks to everyone who set up the GDC ’18 Game Audio Mentoring, I along with many others, had the ability to meet with a veteran in game audio who donated their time at GDC for newer members to ask them questions. During lunch, I was able to meet with Adam Gubman of MoonWalk Audio to discuss topics such as branding, balancing multiple interests as a freelancer, and the importance of knowing oneself outside of their career.

After that insightful talk I jumped right back into the Bootcamp with Reel Talk talking about…well, reels! Matthew Marteinsson of Klei Entertainment and Kevin Regamey of Power Up Audio gave a hilarious yet insightful look into how and how not to make an appealing reel and website. Some specific takeaways: Label what you’ve done, showing some implementation work is now the standard, and make sure you’re spelling implementation correctly. After this talk was “Talking about Talking: Recording and Producing Well Crafted Dialogue” by Amanda Rose Smith. I’ve been doing increasingly more dialogue editorial so I was interested in hearing someone who’s involved in the whole dialogue pipeline. From file labeling techniques to warning us about the dangers of relying too much on LUFS (loudness units relative to full scale) in dialogue mastering, Smith gave a very concise talk about the recording and editorial process. This was the last presentation I was able to attend on Tuesday, since I had to prepare to table for a few games I worked on at the IDGA mixer. A frequent collaborator of mine, River Liu, was an IDGA scholar. Since we first met two Global Game Jams ago, I’ve always answered her call for more music and sound in her games. It was a fun event that focused on interacting with others, rather than loud music in dark places. I then headed over to the Game Audio Denizen Facebook group California Pizza Kitchen dinner, coordinated by the fabulous DB Cooper. After ending the night with Denny’s, it was time to call it night.

An 8-bit stylized map shows that attendees have traveled from around the world.

WEDNESDAY

One of my busiest days by far was Wednesday. I was able to attend part of the “What’s Next? A Game Audio MicroTalk Series”, a collection of ten short talks about varying experiences in the industry. Unfortunately, I had to leave for a meeting. I was actually able to attend GDC on a Conference and Summit pass thanks to XBox’s Jerry Lawson Grant for Career Development. Part of that grant included meeting other grant winners and members of the XBox team. I then went to the expo floor for a few minutes before it was time for the first day of CarouselCon! Organized by Matthew Marteinsson during lunch behind the Carousel, there are two mini-talks and then the floor is opened to anybody that wishes to talk. It’s a great time to learn about other points of view and maximize our learning during GDC.

The rest of the day was meetings until I attended the XBox Blacks in Gaming mixer. It’s important to build a community that fosters diversity in the game industry as well as spaces that allow those underrepresented to discuss successes and common problems. Following the BiG mixer, I went to the Unity Party. While incredibly impressive, it was also incredibly loud. I found that some of the most meaningful talks that I had there was outside the venue. With all of the parties and events happening, it can be difficult to remember that bigger and louder doesn’t always equal better.

THURSDAY

Thursday was an especially action-packed day for the game audio community. On top of the G.A.N.G (Game Audio Network Guild) Awards, an award show in which members of the community vote for the music, sound, and articles in game audio, A Shell in the Pit coordinated the second annual Game Audio Karaoke! But I’m getting ahead of myself. Thursday was another day on the expo floor for me. One of the first booths that I attended was Wwise’s. With the announcement of the Wwise 251 certification and the Wwise Adventure Game, there was quite a bit to learn about.

This year I was given the opportunity to volunteer at the G.A.N.G Awards. I wanted to be able to somehow give back to the community that offers so much, so I jumped at the chance to make the officers jobs a little easier. If you saw two people running up to Becky Allen and Bonnie Bogovich before the winners were announced and then scurrying away, then you probably caught a peak of me and Emily Pitts, a student at the San Francisco Conservatory of Music (my alma mater). A highlight of the night was when Bonny and Becky lead the audience in arpeggiating on the word GANG, lead by a kazoo. The standout winner was Will Roget, the composer of Call of Duty, who won 5 awards.

I had already lost my voice twice in two weeks, so I decided to opt out of karaoke and just mingle with others who stayed after the show.

FRIDAY

People sit around the Day of the Devs boothFriday was a bit more subdued compared to the last few days. Much of the same happened. Sightglass in the morning, CarouselCon in the afternoon. I chose to spend most of the day walking the expo floor, since it closed at 3PM. I spent quite a bit of time at the Day of the Devs showcase. Some games that really stood out to me were Harold Handibut: A Handmade Adventure Tale by Slow Games, Mosaic by Krillbite Studio, Knights and Bikes by Foam Sword, and Dead Static Drive by Team Fanclub. Friday night was the School of Video Game Audio meetup at the California Pizza Kitchen. With the convention fading away, it was a night of goodbyes.

SATURDAY MORNING

While everyone else was sleeping in or catching flights, members of the audio community dutifully met up at Sightglass Coffee one more time to reflect upon the week and set goals for the year ahead. This was a bit different than the past few days though. We expanded the conversation to topics such as unionization, inclusivity, privilege, and how we as a community can always do better to respect each other. While it’s easy to talk about how everything is fantastic and ride the GDC high, it’s sobering to remember that there’s always room for improvement and acknowledge toxic elements that still persevere. To quote Damian Kastbauer himself from a must-read Twitter chain: “We need each other to foster an environment of continuous improvement in order to change the culture. It is bigger than #GameAudio but it’s where we live and can affect change.”

We have a habit of marking our development as human beings with large, annual events: Birthdays, Holidays, and for those fortunate enough to attend consecutive years, GDC. The ability to honestly reflect upon growth while surrounded by colleagues and friends is a special thing that I try not to take for granted. Though GDC may be over and I’m drowning in business cards, I think I can officially call my second GDC a success as I prepare to make my third one even better.

The busy entrance of the Moscone Center North Hall.

 

A big thanks to Colin Andrew Grant for sharing his insights and experiences from GDC! We hope to see you there next year!

 

Please share this:


 



 
 
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:

  • Destruction & Impact Sounds Cracks Play Track 800+ sounds included, 200 mins total $43

    CRACKS is a large exploration of different cracking sound sources – cracking, crunching, breaking and creaking.
    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
    Cracks has just been updated with 73 new files, more rock, ice and wood cracks.
    A total of 1,8 GB of free additional content, bringing the total library size to over 8,5 GB in 586 files.
    22 %
    OFF
  • Game Audio Packs Gamemaster Pro Sound Collection Play Track 8076 sounds included, 189 mins total $49

    Pro Sound Collection is the highest quality and most affordable sound library you will find. The ultimate collection of 8076 ready to use sound effects!!!

    This is the perfect collection of sounds for all types of sound designers, game developers and video editors who need a large range of high quality sound effects ready to use. Designed specifically for games, film and other media by award winning sound designers.

    What’s included? EVERY sound Gamemaster Audio ever made! ALL our other other sound libraries (plus other sounds) have been packed into in this amazing sound collection.

    Pro Sound Collection Includes:

    Gun Sound Pack $19
    Bullet Impact Sounds $19
    Human Vocalizations $25
    Magic and Spell Sounds $25
    Punch and Combat Sounds $29
    Sci-Fi Sounds and Sci-Fi Weapons $25
    Silenced Gun Sounds $25
    Troll Monster Vocalizations $10
    Explosion Sound Pack $10
    Footstep and Foley Sounds $10
    Fun Casual Sounds $15
    Fun Character Voices $10
    Retro 8 Bit Sounds $15
    Fun Animal Voices $25
    WARFARE SOUNDS $39

    Total value $301!!!

    Sound Categories:

    • Alarms • Ambience • Animals • Beeps • Bullets • Buttons • Cartoon • Cinematic • Collectibles • Comedy • Doors • Electricity • Explosions • Fire • Foley • Footsteps • Guns • Hums • Items • Levers • Magic • Misc. • Nature • Powerups • Punches • Retro/8Bit • Sci-Fi • Snow / Ice • Switches • User Interface • Voice • Water • Weapons • Whooshes + MANY MORE!

  • Cold Weapon Sound Effects Swordfighter Play Track 479 sounds included $25

    Swordfighter is a robust package with sharp sounding swords, heaps of variations and all the extras you need to make a fight come alive. Build unique sword swings with various hits, swooshes, schings, different fighter vocals and impacts on various surfaces. All up there are 137 sword sounds, 93 surface impact sounds, 15 knife throwing sounds, 48 swooshes and 180 fighter vocals.

    This version includes two sub-folders: one optimised for a film & TV workflow and the other optimised for video games workflow. Plus a few bonus sounds of a charging army.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • A unique collection featuring 415 originally recorded sounds from Earth’s coldest continent.

    From the majestic Emperor Penguins to the thunderous Southern Elephant Seals, the Icebreaker ship, and the serene Antarctic ambiences, this pack offers a diverse array of wild and untamed sounds.

    Four categories are inside:
    • Animals (258 sounds)
    • Ice Breaker Ship (68 sounds)
    • Antarctic Ambiences (50 sounds)
    • Sea Ice Sounds (39 sounds)
    29 %
    OFF
  • City Life Sound Effects Art Gallery Crowds Play Track 11 sounds included, 38 mins total $14

    The Art Gallery Crowds sound library invites you into the immersive world of an art gallery. Recorded in a Los Angeles gallery across multiple spaces, from vast concrete halls to intimate wooden galleries, this collection captures the true ambiance of these cultural sanctuaries.

    The primary focus of the library is the movement and chatter of small to large multilingual crowds in various spaces, and the arrhythmic footfalls on creaking wooden floors and echoing concrete paths. You’ll also hear snippets of security radios and guardians making their rounds, kids playing, laughing and crying, and camera shutters clicking.

    Whether you’re crafting an immersive cinematic museum scene, composing an atmospheric soundtrack, or designing a multimedia installation, this authentic collection provides a sonic window into the living world of art galleries.

    Specs:
    -12 Sounds
    -Total Runtime 38:54
    -1.14GB in Total
    -Stereo – 24 bit, 96kHz
    -Detailed UCS Metadata

    22 %
    OFF
  • The China: Temple Bells & Crowds sound library was recorded in two locations. The first within the Yungang Grottoes, a UNESCO World Heritage site from the Wei Dynasty era, and the second, an ancient Taoist temple built in the Tang Dynasty in the outskirts of Beijing.

    The library includes recordings of large prayer bells, Buddhist wind chimes, wooden wishing sticks adorned with twinkling bells, background and foreground crowd walla in Mandarin, Chinese, birds, and other ambient sounds captured on location in stereo. We’ve also included some bonus designed sounds made from the recordings.

    These authentic recordings offer a sonic window into the atmosphere of ancient Chinese temples and shrines as they exist today. The sounds can be useful for adding realism to cinematic, game, or multimedia projects requiring an accurate representation of this cultural setting, or as fodder for creating mystical and spiritual designs.

    Specs:
    34 Sounds – 18 Buddhist Temple, 9 Taoist Temple, 7 Designed Sounds
    Total Runtime 48:44
    1.64GB in Total
    Stereo – 24 bit, 96kHz

    https://youtu.be/–HICaWPQZI

    21 %
    OFF
  • Insects of Central Europe is a unique collection of single insect sounds.

    With an array of over 50 tracks, this library offers more than 40 minutes of high-quality audio material. These recordings were captured in the heart of Central Europe, specifically in the Czech Republic.

    The library predominantly features grasshoppers, bugs, and crickets, captured across a variety of locations and times of the day, providing a diverse range of audio landscapes for you to explore and utilize in your projects.

  • Car Sound Effects Oval Track Racing Play Track 65 sounds included, 141 mins total $50

    Cover your ears. It’s going to get loud, introducing, Oval Track Racing. This high-octane stock car racing library features cars of various makes, models and performance characteristics in nine divisions circling a quarter mile (.40 kilometer) oval ‘short’ track in Idaho. Pass-bys, overalls and on boards were captured from multiple perspectives inside, outside, and alongside the asphalt track with a variety of microphones and recorders.

    Oval Track Racing features plenty of pass-bys captured right next to concrete retaining walls on straightaways and through turns. To give you options, these pass bys are broken out two ways. Use the ‘one shot’ sound files consisting of just one quick pass by (thank you Paul V. for this suggestion). Or choose to use the overall race/practice session consisting of multiple laps.

    This meticulously crafted library also features a selection of overalls captured from high in the stands, inside the pits, from the center of the infield and outside the gates. For instance, I was able to capture 48 laps (11 minutes worth) of an 85-lap race featuring eight rumbling Big 5 Late Model cars, recorded clean and free of public address announcements, 250 feet (76 meters) outside the ‘bullring.’ The crowd cheers for the winner at the end. Onboard recordings feature the growling sounds of a Street Stock car (1975 Chevrolet Nova), both in the pits and on the track.


   

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