Game Audio at GDC 2023 Asbjoern Andersen


What's it like to attend the Game Developers Conference for the first time as a sound designer? Wayne M Messam II shares his experiences from GDC 2023 below:
Written by Wayne M Messam II
Please share:

As a Sci-Fi sound designer with technical sound design experience, attending the Game Developers Conference of 2023 for the first time was an unforgettable experience. Not only was it an opportunity to network with some of the industry’s most talented professionals, but it was also a chance to learn about the latest advancements and emerging trends in the gaming world. In this review, I’ll be sharing my personal experience at GDC 2023, so that those who weren’t able to attend can get a glimpse of what it was like, and for those who are planning on attending next year can have a better idea of what to expect. It’s important to note that I was able to attend thanks to the organization Black in Gaming and their wonderful representatives, Laura Teclemariam and Rebecca Hernandez. I’m incredibly grateful for that opportunity to highlight high achieving black professionals in the video game development space and appreciate their work in making it happen.

Sound Designer Wayne M Messam II

Pre-Event Expectations

In the weeks leading up to GDC 2023, my excitement was palpable. As a sound designer, I was eager to make real and authentic connections with industry peers, learn about the latest game audio trends and techniques, and gain insight on how to navigate funding my first in-house game for my indie studio Neptune’s Cloud. I spent hours preparing for the event, reviewing the schedule of all the talks I wanted to see on the GDC app, noting key speakers of interest such as Dani Lalonders, the maker of Validate, and Damian Kastbauer, a literal Wwise genius from Audiokinetic. I also scheduled the after-parties and events in San Francisco based on the community’s Google Sheets, as well as the best foodie spots that I absolutely had to visit. And with this being my last week working for Formosa Interactive, I couldn’t help but scope out if anyone knew anyone who was looking to hire a talented sound designer like myself. To make things even more exciting, my boss was going to be there, and I was excited to finally meet him in person.
 

General Experience & Atmosphere

Attending GDC for the first time was a bit overwhelming, but in the best way possible. From the moment I arrived at the Moscone Center in San Francisco, I was struck by the sheer size of the event. The organization was impeccable, and each discipline of game development had its own dedicated space. As a sound designer, I was especially interested in the audio talks hosted by big-name companies like Audiokinetic and Unreal Engine. Although I only had an expo pass, I was still able to take in some incredible talks that left me feeling inspired and excited to try out some new tools in my own work.

The atmosphere of GDC was a delightful mix of business casual and video game fandom. I felt like I was in the midst of a video game nerd’s fever dream, surrounded by passionate professionals who shared my love for the industry. The exhibit halls were particularly impressive, with exhibits from companies like Epic Games and Discord showcasing their latest technological advancements. I was especially impressed by the chill areas for audio professionals, writers/storytellers, and virtual/in-person business meeting rooms.

Despite the enormity of the event, I never felt like I didn’t belong. People were always friendly and welcoming, and I was able to make some incredible connections with people who really want to change the standard of this industry with their ideas. Whether it was striking up a conversation with someone at an after-party or attending one of the many networking events, I always felt like I was in good company. I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible. 

I also want to note that this industry has come off incredibly progressive and that is something pretty unique to video game development. It truly was exciting to see people in all walks of life coming together to produce quality content and tell their stories in what is in my opinion, the best way possible

I would encourage anyone looking to attend next year that may not have the means to look into volunteering either at the event itself, or with an organization associated with the event. The experience is definitely worth the time and money invested, but there are also recorded lectures if an alternative is needed. Discord communities are what make the event feel less alone as well since you can just send a message and someone is already willing to meet up with you.

For audio people specifically, we have GDC traditions of meeting by the carousel for lunch. It was amazing being with Darius Gourdine during this year’s talks around the carousel. The passion and story of your peers can definitely reinforce how right this career feels for you.

Overall, my experience at GDC was nothing short of incredible. I came away from the event feeling inspired, informed, and excited to continue pursuing my career in the game audio industry.

Sound designer experiences at GDC 2023
Keynote Speakers & Topics

Attending the GDC 2023 talks and panels was a highlight of the event for me. The talk on “Crowd Healing: Founding a Company and Community Around Kindness” was incredibly inspiring, as it showed how kindness can be an integral part of building a successful company and community. The speaker, Dr. Kelli Dunlap, shared her experience of creating a company that uses games to help people with mental health challenges, and how she focused on fostering a supportive and inclusive community around it.

Another talk that stood out was “The Language of Leveling Up: Crafting Your Unapologetic Career Stories.” The speaker, Brittni Chenelle, emphasized the importance of owning your story and using it to shape your career trajectory. She gave practical advice on how to communicate your value to potential employers, negotiate salaries and benefits, and build your personal brand.

“The Imposter’s Guide to the Industry” was another insightful talk that explored the common feelings of self-doubt and imposter syndrome that many people experience in their careers. The speaker, Alex Manzi, shared his personal experience of feeling like an imposter in the industry and provided strategies for overcoming those feelings and thriving in your career.

However, the talk that I enjoyed the most was “Add Senior to that Title: Real Career Talk.” The speaker, Sabina Hemmi, provided a clear understanding of the different levels within the video game industry and what it takes to advance from one level to the next. The best understanding being that Junior/Entry level is a starting level for people who are still learning and have rough edges in regards to their understanding of their role within the studio and how they contribute to the team. Base level is simply where you do your job and you do it well.

I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes

Senior is where you improve the work of those around you and demonstrate mentorship potential to the whole team. Finally a Lead/Principle of your role typically improves not just the team, but the entire project and studio. I found this information to be invaluable, as it helped me understand my own career trajectory, my professional worth, and how to navigate my next promotion or raise should the time or opportunity comes.

One of my other goals for attending the GDC was to get connected to industry professionals who could help with funding for my first in-house game for Neptune’s Cloud. I achieved this goal by attending the “Micro-Postmortems: ‘Casual Birder’, ‘Validate’, and ‘Heck Deck'” panel, where I met Dani Lalonders, the creator of Validate. She shared her experience in a quirky yet informative way, and gave me valuable advice and contacts from various groups such as Black Voices in Gaming and Black in Gaming who specialize in funding underrepresented studio’s projects.

Lastly, the 29th Annual IASIG (Interactive Audio Special Interest Group) Town Hall was a great experience for me as an audio professional. I was able to connect with other game audio experts and learn about the latest innovations in game audio technology from big name companies such as Audiokinetic, FMOD, and Dolby. Chase Bethea, the newly chaired president, did an excellent job moderating the town hall and keeping the discussion engaging and informative while sparking inspiration for the crowd to express many ways our technology as sound designers and technical sound designers can be more efficient.

Overall, the GDC talks and panels were informative, engaging, and inspiring. The speakers were all experts in their fields and provided valuable insights and advice that I will carry with me throughout my career.
 
Black In Gaming Award Ceremony at GDC 2023

Networking Opportunities & After-Hours Parties

Attending after-hours events and parties at GDC was an excellent way to network with fellow game developers and enthusiasts. One event that stood out was the Global Game Jam Mixer. It was a great opportunity to meet new people and learn about their projects. At the lunch, I met some students from The University of Texas at Austin who were working on an indie title called Re: Fresh. They were a fun and enthusiastic group, and you exchanged contact information with them so that you could potentially collaborate on a game jam in the future.

Another event that I enjoyed was the G.A.N.G. Award Ceremony. It was a night to celebrate the achievements of game audio professionals and to connect with others in the industry. I met several composers and sound designers who were just as excited as I was to see the awards passed out. 

The LGBTQIA+ Community Night was a highlight of my GDC networking experience. The event was held at the arcade bar “The Detour Bar,” and it was a great opportunity to meet people from different backgrounds who shared a love of video games. I had so much fun that the event was extended for multiple nights during that week of GDC. I made great connections and potential long-term friendships at the event and can’t wait to attend next year.

Networking at GDC events like these was a fantastic way to make connections and build relationships with other game developers where I once had very few. I was able to exchange ideas, share experiences, and collaborate with others in the industry making the experience invaluable.


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


Trending right now:

  • We freely confess: we love the idea of the magical sound of glitter. We love it when it sparkles, shines and shimmers. But no other sound libraries seem to get it right.

    So we made Glitter to offer a huge range of designed and source sparkling magic sound effects to your arsenal. Whether you need to complement particles effects, magical spells or any other fabulous wizardry, you can count on this minty fresh library to deliver dazzling audio, over and over again.

     

    The Glitter sound library is built in two distinct sections: Source and Designed. The Designed section offers rich and inspiring sounds ready to be dropped in your project. The source folder includes various recordings used to create this library, should you want to wander down the path of creating your own glittering adventures.

    Created with crackling passion by our fairy own sound designers, this masterful curated library will be sure to bring your project to a sparkling new level of awe-inspiring wonderment.

    34 %
    OFF
  • “European Birds 2” is a sound library containing many recordings of 56 different species of birds, with a focus on isolated recordings of individual birds. All sounds were recorded in England, and all recorded species can be found in continental Europe. Many recorded species can also be found in varying areas of Asia.

     

    Includes:

    • Pleasing sounds from songbirds such as Robins, Blackbirds, Finches and Wrens
    • Familiar sounds of Pigeons and Doves
    • A variety of water birds including Moorhens, Coots, and Geese
    • Raspy calls of Crows and other birds from the corvid family
    • Melodious birds of open farmland, such as Skylarks and Yellowhammers
    • Chaotic songs of summer migrant warblers
    • Forest birds such as a Tawny Owl, Cuckoo and Green Woodpecker
    • and more! (For a full list of species, see the contents summary)

     

    Features: 

    • 950+ audio files in 24 bit 96kHz quality
    • WAV format
    • “Multi” and “One Shot” files provided
    • UCS compliant file naming and metadata, allowing for easy searching in sound library management tools
    • Available for commercial or personal use without attribution

     

    View a summary of included sounds here

    View a full list of included files here

  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    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.
  • Train Sound Effects Steam Trains Play Track 175 sounds included $40

    The Steam Trains library delivers 175 sound effects of three different types of steam train engines, and the clatter, rattle, and grinding of wagons.

    The collection includes riding, idling, pass-bys, departing and arriving trains, bells, whistles, steam blasts, platform atmospheres, and doors and windows.

    Engines are the heavy Santa Fe 2-10-2, the Bavarian BB 0-4-4-0 Heavy Mallet, and a 4 Wheel Switcher 0-4-0 light railway. Also included are door and window handling effects of passenger cars

    Each engine is well documented and listed in full Soundminer metadata.

    The Steam trains library also includes a “Specification Sheet” with detailed information about the trains and environments.

    Recorded with a Schoeps MK4/MK8 MS, paired with a Sound Devices 702 recorder. Some takes provide an alternative mix with recordings from an additional Sony PCM-D recorder.


Latest releases:

  • Animal Sound Effects The Animal Symphony – Watusi Play Track 183 sounds included, 10 mins total $12

    The Animal Symphony will be a series of animal recording libraries, created to offer a wide variety of authentic animal sounds. Over the next few months, each installment in this series will capture the essence of different animal species.

    General description:
    The Animal Symphony – Watusi” features a total of 52 audios, with 183 individual sounds of Watusis mooing, all recorded in exceptional quality. Using two high-end microphones, the Sennheiser MKH 8050 and an EM258 capsule microphone, we have managed to capture every detail and nuance of these natural sounds. Each recording was made at a 192 kHz, 24-bit, ensuring professional clarity and depth.

    Featured Features:
    – Variety of Watusi Sounds: Enjoy a wide range of Watusi sounds, from soft moos to powerful calls, perfect for adding realism and authenticity to your projects.
    – Diversity in Recordings: With multiple takes and variations, with long, short and group moos, so this library offers the necessary flexibility for any type of production that requires this type of animal.
    – Careful Editing: All recordings have been carefully edited to eliminate any external noise, such as birds, wind or people, ensuring pure, clean sounds.

    This collection is ideal for a variety of applications:
    – Video games: Add realism and depth to the natural environments of your games.
    – Cinema and Documentaries: African environment and scenes that require authenticity in fauna.
    – Educational Applications: Use these sounds in educational projects to teach about wildlife and animal behavior.
    – Multimedia Projects: Ideal for any project that seeks to enrich the user’s listening experience.

    Technical details:
    – Total Audios: 52
    – Total Sounds: 183
    – Format: 192kHz/24bit
    – Equipment Used: Sennheiser MKH 8050 Microphone and EM258 Capsule Microphone

    License:
    The sounds from “The Animal Symphony – Watusi” are available under a royalty-free license, allowing their use in multiple projects without additional costs or royalties. You can use these sound effects in your games, trailers, Kickstarter campaigns, and more, as many times as you like.

    20 %
    OFF
    Ends 1717711199
  • This library covers the sounds of the Trabant 601, equipped with a two-cylinder, two-stroke Otto-type engine from the late 1980s.

    The driving section contains 48 tracks with a total length of about 36 minutes. These tracks include engine ramps and driving sequences at various constant RPMs, suitable for game implementation. Additionally, there are takes featuring more common driving and pass-bys, which are better suited for linear media usage. Interior and exterior mixes are also included.

    The foley section comprises 23 tracks with a total length of 8 minutes. It covers all basic sounds, such as opening and closing doors, hood and trunk, gearstick shifts, handbrake usage, and horn sounds. These sounds were primarily captured from a close perspective using a shotgun microphone.

    Microphone setup:

    • Sennheiser MKH8040 (ORTF) – Cabin
    • Neumann KMR81i – Cabin / Foley
    • Neumann KM184 – Exhaust
    • Shure SM11 – Engine bay
    • Shure VP88 (M/S) – Exterior
    • Tascam DR40 (XY) – Exterior
  • Sports Sound Effects Pool Play Track 351 sounds included $5.99

    This is a sound library containing the sounds of cue sports games such as pool or snooker. Includes a range of sounds such as ball interactions, potting, breaking, and more, with sounds from both a standard set of 2″ pool balls and a smaller set too.

     

    Features: 

    • 350+ audio files in 24 bit 96kHz quality WAV format
    • “Multi” and “One Shot” files provided for most sounds
    • All files are metadata-tagged, allowing for easy searching in sound library management tools
    • UCS compliant file naming
    • Available for commercial or personal use without attribution

     

    View a summary of included sounds here

    View a full list of included files here

    33 %
    OFF
  • 30 Alicante sound effects recordings of urban street life from a southern Spanish city.

  • Soar across the skies with Boeing 737 jet airliner interior clips from idling, taxiing, flying, landing, and others.

Need specific sound effects? Try a search below:


Exhibitors and New Technology Showcased

Walking through the exhibits at GDC 2023 was like taking a stroll through a technology lover’s paradise. The GDC Play exhibit was filled with indie developers showing off their latest creations. It was exciting to see the passion that these developers had for their work and the unique ideas that they brought to the table. You got to try out some of the games and offer feedback to the developers, which felt like you were making a real impact in the industry.

The alt.ctrl.GDC exhibit was a unique experience that you couldn’t find anywhere else. It showcased games that were controlled by unconventional methods, such as a custom-built arcade machine or a VR game controlled by a banana! It was amazing to see the creativity and ingenuity that went into making these games, and it was fun to try them out and see how they worked.

The Business Center exhibit was the place to be if you were interested in the business side of the video game industry. You got to meet with representatives from various companies and learn about their products and services. It was a great opportunity to make new connections and learn about the latest trends in the industry.

It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming

Finally, the IGF Pavilion was the perfect place to see the most innovative games and technologies of the year. The atmosphere was buzzing with excitement as you walked around and saw the incredible projects on display. From virtual reality to augmented reality to the latest in mobile gaming, there was something for everyone. It was inspiring to see the new technologies that were being developed and to think about how they could shape the future of gaming.

 

Suggestions for Improvement

Based on my experiences at GDC 2023, there are definitely a few things that I would do differently to have an even better experience next year. Firstly, I would opt for the audio pass instead of the expo pass. While the expo pass was great for exploring the exhibits, I found myself missing out on some of the more technical talks and sessions that required the audio pass. The audio pass would give me access to a wider range of sessions and talks, and I would be able to learn more about the latest advancements in game audio technology.

I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time

Additionally, I would look for more volunteering options to recommend to my various discord communities. Volunteering at Black in Gaming not only gave me a chance to attend the event, but it also allowed me to network with other volunteers, attendees, and industry professionals. I found that volunteering at the events in general allows me to connect with people who have similar interests and goals, and I would definitely recommend this to anyone attending GDC for the first time.

Finally, for first-time attendees of GDC, I would recommend doing as much research as possible beforehand. This includes creating a schedule of the talks and sessions that you want to attend BEFOREHAND, researching the speakers and exhibitors, and also the unofficial networking events with other attendees before even flying out. It’s also important to take breaks and pace yourself during the event, as there is a lot to see and do, along with a lot of walking.
 

Conclusion

Overall, GDC 2023 was a truly unforgettable event that has inspired me to continue pursuing my passion for video game development. From the informative and inspiring keynote speakers to the engaging after-hours events and parties, and the exciting new technology showcased in the exhibits, the event was a culmination of all things video games. The networking opportunities were plentiful, and I had the opportunity to meet and connect with a diverse group of individuals. I would love to meet anyone who took anything out of this review to contact me anytime, especially if you would like to meet me there at GDC in 2024.

A big thanks to Wayne M Messam II for sharing his GDC 2023 experiences! Learn more about him and his work as a sound designer here.

 

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:

  • Dinosaurs Vol. 2 is the second edition of our popular Dinosaurs sound effects series.

    This library contains a wealth of pre-historic sound effects, covering a range of different dinosaur types. Inside we have carnivores, herbivores, scavengers, flyers and even baby dinosaurs, allowing you to craft your own custom Jurassic soundscape.

    To create this collection, our audio craftsmen unleashed their inner Dinosaur, recording a diverse array of sounds that includes roars, growls, sniffs, breathing, eating, and eggs hatching.

    This library is perfect for use in monster movie projects such as Godzilla, King Kong, Jurassic Park, and is also well suited to covering video game creatures and enemies.

    All files are supplied in 24Bit 96kHz allowing for further sonic manipulation and have been tagged with extensive UCS compliant metadata for ease of use.

    20 %
    OFF
  • Creature Sound Effects Dinosaurs Play Track 32 sounds included $16.80

    Witness the terrible and wondrous sounds of the long gone rulers of Earth, with our new library, Dinosaurs, containing audio brought back from 65 million years in the past.

    Our Audio Craftsmen have captured the roars, rumbles and groans of a variety of Dinosaurs, from Triceratops to the King himself, T-Rex!

    All sounds were recorded in our acoustically treated Foley suite in 24Bit 96kHz allowing further sonic manipulation. We then meticulously edited and tagged the files with extensive UCS compliant metadata for ease of use.

    20 %
    OFF
  • Vielklang Instant Harmony 2 is an instrument for easy generation of harmonies from an audio or MIDI melody. The utilization of voice leading and harmony progression models allows vielklang to create harmony parts in a more musical way than traditional harmony processors and makes it a versatile and creative tool for musicians, songwriters and producers.

    vielklang utilizes zplane´s widely-used élastique SOLOIST engine for high quality pitch shifting and time stretching.


    The new version introduces the following features:

    • advanced pitch editing with direct tool access
    • new sleek interface
    • vibrato and tremolo generator
    • hybrid view for score-like harmony visualization
    • MIDI harmonization
    • multiple file harmonization
    • Instant Harmony V2.0 & Advanced Pitch Editing
    • Harmonize your melody with one single click – loading a single-voiced audio file – and create natural-sounding background choirs and brass arrangements.


    vielklang Instant Harmony generates harmonies with 2-4 voices. It is packed with musical intelligence and music theory: it detects the best fitting harmonies for each individual input melody, and automatically synthesizes up to four voices with the voices not merely running in parallel but with their voicings selected to sound most natural (voice leading).

    The advanced pitch editing controls (full version only!) give you fast and easy access to pitch, timing, vibrato control, formant shift, and to many more editing options.

    DOWNLOAD THE DEMO HERE
    WIN | MAC

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Animal Sound Effects The Animal Symphony – Watusi Play Track 183 sounds included, 10 mins total $12

    The Animal Symphony will be a series of animal recording libraries, created to offer a wide variety of authentic animal sounds. Over the next few months, each installment in this series will capture the essence of different animal species.

    General description:
    The Animal Symphony – Watusi” features a total of 52 audios, with 183 individual sounds of Watusis mooing, all recorded in exceptional quality. Using two high-end microphones, the Sennheiser MKH 8050 and an EM258 capsule microphone, we have managed to capture every detail and nuance of these natural sounds. Each recording was made at a 192 kHz, 24-bit, ensuring professional clarity and depth.

    Featured Features:
    – Variety of Watusi Sounds: Enjoy a wide range of Watusi sounds, from soft moos to powerful calls, perfect for adding realism and authenticity to your projects.
    – Diversity in Recordings: With multiple takes and variations, with long, short and group moos, so this library offers the necessary flexibility for any type of production that requires this type of animal.
    – Careful Editing: All recordings have been carefully edited to eliminate any external noise, such as birds, wind or people, ensuring pure, clean sounds.

    This collection is ideal for a variety of applications:
    – Video games: Add realism and depth to the natural environments of your games.
    – Cinema and Documentaries: African environment and scenes that require authenticity in fauna.
    – Educational Applications: Use these sounds in educational projects to teach about wildlife and animal behavior.
    – Multimedia Projects: Ideal for any project that seeks to enrich the user’s listening experience.

    Technical details:
    – Total Audios: 52
    – Total Sounds: 183
    – Format: 192kHz/24bit
    – Equipment Used: Sennheiser MKH 8050 Microphone and EM258 Capsule Microphone

    License:
    The sounds from “The Animal Symphony – Watusi” are available under a royalty-free license, allowing their use in multiple projects without additional costs or royalties. You can use these sound effects in your games, trailers, Kickstarter campaigns, and more, as many times as you like.

    20 %
    OFF
    Ends 1717711199
  • This library covers the sounds of the Trabant 601, equipped with a two-cylinder, two-stroke Otto-type engine from the late 1980s.

    The driving section contains 48 tracks with a total length of about 36 minutes. These tracks include engine ramps and driving sequences at various constant RPMs, suitable for game implementation. Additionally, there are takes featuring more common driving and pass-bys, which are better suited for linear media usage. Interior and exterior mixes are also included.

    The foley section comprises 23 tracks with a total length of 8 minutes. It covers all basic sounds, such as opening and closing doors, hood and trunk, gearstick shifts, handbrake usage, and horn sounds. These sounds were primarily captured from a close perspective using a shotgun microphone.

    Microphone setup:

    • Sennheiser MKH8040 (ORTF) – Cabin
    • Neumann KMR81i – Cabin / Foley
    • Neumann KM184 – Exhaust
    • Shure SM11 – Engine bay
    • Shure VP88 (M/S) – Exterior
    • Tascam DR40 (XY) – Exterior
  • Sports Sound Effects Pool Play Track 351 sounds included $5.99

    This is a sound library containing the sounds of cue sports games such as pool or snooker. Includes a range of sounds such as ball interactions, potting, breaking, and more, with sounds from both a standard set of 2″ pool balls and a smaller set too.

     

    Features: 

    • 350+ audio files in 24 bit 96kHz quality WAV format
    • “Multi” and “One Shot” files provided for most sounds
    • All files are metadata-tagged, allowing for easy searching in sound library management tools
    • UCS compliant file naming
    • Available for commercial or personal use without attribution

     

    View a summary of included sounds here

    View a full list of included files here

    33 %
    OFF
  • 30 Alicante sound effects recordings of urban street life from a southern Spanish city.

  • Soar across the skies with Boeing 737 jet airliner interior clips from idling, taxiing, flying, landing, and others.


   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.