Asbjoern Andersen


Headed to GDC 2023 and feeling overwhelmed by the amazing line-up of events and roundtables? Game audio guru Damian Kastbauer has provided a fantastic guide for what to do and see at GDC! Below he outlines the ultimate itinerary for folks in game audio:
Interview by Damian Kastbauer, photos courtesy of Damian Kastbauer
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  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

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    Introducing the JSE Everything Bundle, your one-stop-shop for all your audio needs. This bundle includes every JUST SOUND EFFECTS sound library ever created by our team of sound designers and field recordists, giving you access to an extensive collection of high-quality sound effects.

    INCLUDED SOUND LIBRARIES

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

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

    The extraordinary awaits within.

     

    KEYWORDS:

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

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Quick navigation:

– click below to jump straight to your chosen topic:

• Opening | Shine
• Recurring Daily | Brighter
   • Morning Audio Community Meetup: 8:00 – 9:00-ish AM @ 222 2nd St
   • Discord: Game Audio GDC!
   • Lunch Behind the Carousel: Lunchtime @ Corner of Howard and 4th
   • CarouselCon
   • Game Accessibility Talks
• Events | Waves
   • Tuesday, March 21st | 7:00pm to Midnight – GDC 2023 After Party Meetup
   • Wednesday, March 22nd | 6:30pm – Game Audio Denz n’ Friends Hug and Glug
   • Thursday, March 23 | 7:30 – 9:30pm – Game Audio Network Guild Awards
   • Friday, March 24th | Lunchtime – Game Audio Carousel Ride
   • Friday, March 24th | 5:00pm – School of Video Game Audio Meetup

• Monday | Morningrise

• Tuesday | Just for a Day

• Roundtables | Crazy for You

• Town Halls | All of Us
   • Thursday, March 23 | 12:45pm – 1:45pm – G.A.N.G. TOWN HALL
   • Friday, March 24 | 12:15pm – 1:15pm – 29TH ANNUAL IASIG TOWN HALL
• Wednesday | Catch the Breeze
• Thursday | When the Sun Hits
• Friday | Holding Our Breath

• Expo | Star Roving
   • Game Audio Community Space S1243
   • Audiokinetic Community Presentations – Audiokinetic Booth S941
   • DOLBY Speaker Series – Dolby Booth S1041
   • Epic – Unreal Audio Booth S247/ S249
   • Elias Software Booth S1235
   • FMOD – Firelight Booth Booth S1227
   • Gamescape Audio Booth S1333
   • IASIG Booth S203
   • ReadSpeaker Booth S1331
   • Tazman Audio Booth S1249
• Looming | In Mind
• Closing | Altogether

 


Opening | Shine

Nostalgia can come hard and fast (and with feelings!) after enough of your life is behind you. I think the literal definition of the word “Nostalgia” satisfies that statement pretty well: “A bittersweet longing for things, persons, or situations of the past.”(and for a more abstract interpretation, be sure to catch Tarkovsky’s “Nostalghia” for a symbology mind-bender on the topic). And it’s exactly those feelings that have been flooding indeterminate moments on-approach (and return) to this year’s Game Developers Conference (GDC) in San Francisco.

Whether it’s your first or fifteenth, if you’re landing this year, the stars are aligned for GDC to feel like a kind of homecoming. For many, the return to in-person still comes with the baggage of the last years imposed social distancing (see Looming section below) and the psychic impact it’s had on everyone. Questions of how to wade-back into a conference of this scale, with all of the uncertainties of public health, after being sequestered in a sanitary screen-based lifestyle can resurface old anxieties and bring a fresh crop of new ones to the adventure.

Like any open-world game, GDC is all about how you play it. On-the-ground it’s no different; there’s no “right way” to engage and often the rewards of living in the moment outweigh the fear-of-missing-out on parallel paths of potentiality. Which is to say: take the conferences as it presents itself, follow the paths that engage your spirit, share the inspiration with others towards the best possible experience. It’s the people you meet along the way that will enrich the road you’ll travel, in the moment and possibly for the rest of your career.

The time I’ve spent on the ground with people in the community spans every emotion and certainly has shaped my understanding and appreciation for the lives-lived and stories behind the presentations. I’m excited to make more memories while participating in the pageantry, pomp, and personality parade of the event while, hopefully, contributing to the continued spirit of knowledge-share that has been a pervasive part of my experience.

 

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Recurring Daily | Brighter

Morning Audio Community Meetup: 8:00 – 9:00-ish AM @ 222 2nd St

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GDC_2023-sound-17

With a new location just a short distance from Moscone, this year’s morning standup shifts the timing an hour later to 8:00am and a few steps closer (1 block to Moscone) for what is, in my experience, the best first hour of any morning at #GameAudioGDC. This is a heavily biased statement, as I’ve been co-hosting the conversations that sprung out of the Game Audio Podcast that Anton Woldhek and I began broadcasting outside of the conference back in 2013.

If you can make it, these daily conversations about what’s happening on-ground help to reinforce each day’s activity by crowd-sourcing perspectives and surfacing parts of the conference and conference experience worth discussing. More concretely, the meetup has been pulling together the community to discuss the best parts of the preceding day and outline the upcoming day’s events while sometimes catching a few lightning-bolts of epiphany. Expect a few special guests, bring your own beverage, and get ready to crack-open your mind with the first dose of unbridled energy from the game audio community.

I’ll be attempting to pull off a livestream each morning to push the conversation off the ground and to the wider community online (…maybe someone will even peek at the chat and bring insights back to the conversation in-person?). This continues to be a community-based personal project that extends out of years of carrying the Game Audio Podcast from the conference to the community. If you’re interested in tuning in remotely (or donating to help offset the cost of live streaming equipment for this community sponsored event) you can tune in here and (hopefully!) join the conversation.

GDC_2023-sound-04

Here’s a map, so you don’t get lost first-thing in the morning:

GDC_2023-sound-14

 

Discord: Game Audio GDC!

GDC_2023-sound-05

Folks have been rallying over at the Game Audio GDC! Discord server that was spun-up around last year’s conference. There’s some great discussion over there about what to expect for your first time and great perspectives being lent by the community over there. I expect that as the conference kicks off, things will get real time with folks coordinating on the ground. While it’s totally cool to unplug and lead by in-person conversations and group dynamics, it’s always nice to have a place to look for where the cool stuff is happening. Whether you keep it tuned to the #GameAudioGDC hashtag on twitter or prefer checking in on Discord, information definitely travels faster in the modern age. Invite: here.

 

Lunch Behind the Carousel: Lunchtime @ Corner of Howard and 4th

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A long-standing tradition of welcoming folks to grab-and-go while landing in the open-space behind the Carousel has always been about striking up good conversations. Of special note this year is that, while we were out, there has been a complete renovation of this outdoor space, so get ready to seek-and-find the group of audio-minded folks hanging around. It’s almost a guarantee that you’ll slip into discussions hovering around shared passions (especially audio) amongst the crowd that coagulates during the spare moments in-between sessions during lunchtime (and sometimes all day long!).

A free-for-all invitational that’s more about the chance to get outside (of the session tracks as well as the presentation rooms) while uniting folks with an easy access-point to the community . Bring a friend, invite someone you just met, foster the conversations, ask the questions, and share the experience. Maybe you’ll even catch the grassroots coordination of CarsouselCon (see following) in progress.

 

CarouselCon

GDC_2023-sound-02

Reposted via Matthew Marteinsson via The Game Audio Forum:

“So in 2017, I organized and hosted an event called CarouselCon. This was a series of free talks outside GDC where a large number of game audio people naturally were congregating for lunch. It started as a joke name the year before and then I actually went ahead and organized it. For 3 days, we had people give short talks on all kinds of game audio topics and included time for people to get up and spontaneously give talks as well. I tried to keep this all as open and welcoming as I could with the only bar of entry being having something to talk about. It went really well and was really cool. In 2018, I did it again. Great success, even more people showed up. And 2019, do it again and have new people curate each of the three days so we could expand the reach of getting people to do talks. Again great success. And then everything went to hell. So it stopped. As did everything.

Now in 2023, things are happening again. If you don’t know me, I’m an immunocompromised person so attending GDC is still not yet in the cards for me. So what happens with CarouselCon? Well, here’s the thing, I always envisioned this thing as eventually organizing itself. Or that would be all of you in the community organizing it without needing me as a figurehead. Lots of people know it’s something that goes on. Knows when and where it happens. So show up and give a talk. I may have started it but I really believe you don’t need me to keep it up.

So this year is a big test, will you all make it happen without me? I really want to hear about people showing up at lunch to give some talks to the lunch crowd. Do it! You are an awesome community for doing stuff. Keep it up and make CarouselCon happen. And let me know when you do. Be safe and kind to each other.”

As Matthew suggests, this year will require some leadership on-the-ground to get things pulled together. The rewards are made clear in the first micro-talk that reaches the ears of the audience: un-capped inspiration and diverse experiences with no barrier of entry beamed directly to a knowledge-hungry (and hopefully well-fed) lunchtime audience.

 

Game Accessibility Talks

Ian Himlton has assembled a handy list of game accessibility talks spread across the various summits and tracks that is worth a look while examining the role that audio can play. Whether it’s ensuring a well-balanced mono mix to support folks with hearing loss or the oft-cited goal of Playing by Sound, accessibility should be at the core of decision making across all disciplines if we want to extend the reach that the experiences we help create can have in the world.

The one that stands out to me focuses on “Sensory Overload: Accessibility Best Practices” from Karen Stevens using “…concrete game examples to explain how to best support those with interactive differences, including topics such as simulation sickness, photosensitivity, audio processing, and more.” With the growing ability to represent every action that happens in the game with a corresponding sound, overwhelming players with an overly busy mix should be a clear consideration.

• Friday March 24, 11:30 pm – 12:30 pm, Room 2001 West Hall | SENSORY OVERLOAD: ACCESSIBILITY BEST PRACTICES

Karen Stevens (Game Accessibility Specialist, Independent)
 

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Events | Waves

There will be an endless number of after-hours opportunities to find the community outside of the conference center. Many of these events will come across your radar by word-of-mouth as the spontaneity and improvisation of reality arrive in full-force. Failing that, you can always train your eye on the #GameAudioGDC hashtag on twitter. Primarily used as a way to share information about what’s happening at the conference in real time with folks on the ground, the hashtag also serves as a way to push information to the wider game audio community unable to make the journey.

If you are up for the challenge, find a way to surface what you learn for the benefit of folks out there watching from afar and tune-in for in-the-moment updates on where the party’s at! A word to those new to the event; When someone says “The party is at the “Death Star” what they mean is the top floor of the Marriott. A classic for after-conference conversation (when it’s not too packed) with a window that fits the nickname. Honestly, the party is usually wherever there are good people and good conversations to be had, so don’t be shy about making your own and maybe even starting some new traditions.

 

Tuesday, March 21st | 7:00pm to Midnight – GDC 2023 After Party Meetup

SF Game Development is excited to announce our annual GDC 2023 Meetup/Party hosted at DNA Lounge on Tuesday, March 21st from 7:00pm-Midnight sponsored by Dolby and Dolby.io and featuring: Dolby, Unity, & More at DNA Lounge

Advance registration required: https://www.eventbrite.com/e/gdc-2023-after-party-meetup-featuring-dolby-unity-more-at-dna-lounge-tickets-531139421307
 
 


Wednesday, March 22nd | 6:30pm – Game Audio Denz n’ Friends Hug and Glug
— California Pizza Kitchen (53 3rd St, San Francisco, CA 94103)

Folks behind the Game Audio Denizens FB Group have been putting this event on the calendar at GDC for enough years that its tradition brings a warm and welcome addition to the week of events.

“Calling all game audio folks attending GDC this year; we are having another fantabulous meetup at California Pizza Kitchen on Wednesday evening! You don’t have to be a member of Game Audio Denizens to join in the fun, but we highly recommend this group to all newcomers anyway!”

*****Please RSVP with this form**** so we can get a headcount for the restaurant:
https://docs.google.com/forms/d/e/1FAIpQLSdFYIch_dP9U5esrOucuHTte3PXLAYweXXf4MrealvfIzETdQ/viewform

With the absence of the Dolby and IASIG parties from this year’s reliable schedule of guaranteed game audio gathering, this could be the one to find your way to. If you don’t make it (and even if you do) chances are good that you’ll catch folks at Denny’s (in various states of being) across almost every (late) night of the week.

 
 


Thursday, March 23 | 7:30 – 9:30pm – Game Audio Network Guild Awards
— Room 2016, West Hall – Required Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Friday Only Expo Pass

“Excellence in Game Audio is celebrated annually at the G.A.N.G. Awards show. Come and be a part of the magic as it recognizes the best of the best! It will be a night of entertainment and peer recognition as the show reviews the finest in game audio from the past year.”

Say what you want about awards and ceremonies, but being at GDC and attending the Game Audio Network Guild Awards has (mostly) felt like a tremendous occasion to celebrate the artform of interactive audio with the largest gathering of its purveyors and personalities. So put on your #SocksOfGameAudio, paint up those #NailsOfGameAudio, and make sure you bring a GDC Pass with you. (Required for entry)

 
 

Friday, March 24th | Lunchtime – Game Audio Carousel Ride
GDC_2023-sound-08

After years of gathering behind the Carousel for lunch during GDC (see previous • Lunch Behind the Carousel) it took the natural curiosity of Melanie Ehrlich to ask if Game Audio had ever taken it for a spin…and because of her, that year, we began to earmark the Friday lunchtime for an annual celebration of the week’s end. While I’ve heard that Melanie won’t make it to San Francisco this year, I hope it won’t stop the tradition of riding into the sunset after a long week of conferencing!

 
 

Friday, March 24th | 5:00pm – School of Video Game Audio Meetup
GDC_2023-sound-11

Leonard Paul has been running the School of Video Game Audio since 2012 as a way to help folks onto the path and in-the meantime has cultivated a fantastic community of (now) audio professionals out there working in the world. Be sure to check out his recent School of Video Game Audio’s 10 Tips for #GameAudioGDC 2023 for some best-in-class suggestions on how to navigate the interpersonal dynamics of the conference. He’s also been coordinating a post-conference audio community gathering on the last day for the past years in what has become one of the last must-attend farewell moments for many folks who will set-sail from San Francisco in the hours to follow.

“Instead of an indoor dinner, we’re planning our informal School of Video Game Audio meetup outside on Friday 5pm at the Yerba Buena Gardens behind the Carousel, the same spot as Carousel Con. It’ll be a small (belated) nod to our 10 year anniversary (!) for the school, so feel free to pick up some food at the restaurants nearby and relax after a fun, intense, and rewarding GDC. Keep track of how things progress on #GameAudioGDC, and looking forward to seeing you there :)”

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


Trending right now:

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

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

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

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

    The extraordinary awaits within.

     

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
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    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

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

    Key Features: 

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

     

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

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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

    About Ultimate Medieval SFX Bundle

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

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

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

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

    About Medieval Town SFX Pack

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

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

    About Medieval Warfare SFX Pack

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

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

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

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

    Green Witch’s Cauldron SFX Pack

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

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

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

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

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

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HIGHLIGHTS:

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

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

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    KEYWORDS:
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  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
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    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
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    SOURCE: (1,110‬ sounds)
    The source folder is packed with useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

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    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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

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

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Need specific sound effects? Try a search below:



Monday | Morningrise

If you’ve optimized your time and money to include the first day of presentations at GDC, you’ll find a smattering of audio-centric talks sprinkled-in amidst the various Summits. Tucked away and cross-pollinating the Independent Game and Tools Summit tracks are some of my fave folks doing interdisciplinary advocacy for audio and systems design to help underline the importance of smart project-wide thinking. Here are a few that look good on Monday:

• Monday, March 20 | 9:30am – 10:30am | INDEPENDENT GAMES SUMMIT: HITTING THE RIGHT NOTES: TYING GAMEPLAY TO MUSIC IN ‘SOUNDFALL’
Speaker: Nick Cooper (Drastic Games)

• Monday, March 20 | 10:50am – 11:50am | INDEPENDENT GAMES SUMMIT: INDIE VO TOOLBOX START-TO-FINISH: PROFESSIONAL, AFFORDABLE, OPTIMIZED
Summit Speaker: Khris Brown (Vox Point LLC)

• Monday, March 20 | 2:10pm – 2:40pm | TOOLS SUMMIT: COSMONIOUS HIGH CASE STUDY OF SERET: BUILDING A CUSTOM VO SYSTEM
Speaker: Daniel Perry (Owlchemy Labs)

• Monday, March 20 | 3:00pm – 3:30pm | TOOLS SUMMIT: USING SPEECHEDITOR ON ‘DIABLO IMMORTAL’: A VERSATILE TOOL TO EDIT SPEECH WITH LOW RESOURCES
Speakers: Haitong Zhang (NetEase), XiangYi Wang (Netease)

• Monday, March 20 | 5:30pm – 6:30pm | INDEPENDENT GAMES SUMMIT: INDIE SOAPBOX
Summit Speakers: Chris Wilson (Cardboard Sword), Nick Kaman (Aggro Crab), Paige Wilson (Aggro Crab), Kirsty Gillmore (Independent), Charis Reid (Radical Forge), Phillipe Bosher (Freelance)

 

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Tuesday | Just for a Day

The Audio Summit kicks-off the official Audio Track on Tuesday and attempts to bring together a full-spectrum of interactive audio presentations with the intention of setting the tone and inspiring attendees. Operating across all experience levels, this year’s talks cover topics ranging from the thematic elements of music and sound that can contribute to a character’s sonic identity, all the way to harnessing your creativity and staying fresh with effective approaches to energize your game audio workflows.

The in-betweens tackle: preserving emotional dialog amidst the technical implementation, the role and value of Audio QA (with GREAT examples!), how to succeed when everyone works together, and some need-to-know information about spatial audio perception in VR and AR. Regardless of where you’re at on the career path of game audio, the Audio Summit starts the audio track at GDC off in the right direction.

Don’t miss a chance to get interactive during the lunch hour as part of the recurring “Surgeries” which find Audio Summit presenters rotating among the tables, answering questions, and engaging in conversations with attendees. This is a great opportunity to gain insight from folks in their areas of expertise after grabbing lunch to-go nearby. As co-coordinator of the Audio Summit, along with long-time coordinator Scott Selfon, I couldn’t be more excited for the day’s program and thanks in-advance to all of the wonderful presenters.

• Tuesday, March 21 | 9:30am – 10:30am – AUDIO SUMMIT: THE ART OF THE THEME
Summit Speakers: Brendon Williams (Riot Games), Jason Walsh (Riot Games)

• Tuesday, March 21 | 10:50am – 11:50am – AUDIO SUMMIT: AN IMPORTANT CONVERSATION ABOUT CONVERSATIONS
Summit Speakers: Maize Wallin (Ghost Pattern), Tfer Newsome (Ghost Pattern)

• Tuesday, March 21 | 12:20pm – 1:20pm – AUDIO SUMMIT: LUNCHTIME SURGERIES
Summit Speakers: Tfer Newsome (Ghost Pattern), Maize Wallin (Ghost Pattern), Brendon Williams (Riot Games), Jason Walsh (Riot Games), Amanda Laven (Blizzard Entertainment), Daniel Nielsen (Gminorscale Studios), ZW Buckley (Plant Based Audio), Paolo Armao (34BigThings), Jean-Marc Jot (Virtuel Works)

• Tuesday, March 21 | 2:10pm – 2:40pm – AUDIO SUMMIT: BUILDING AUDIO CAREERS, TOGETHER
Summit Speaker: ZW Buckley (Plant Based Audio)

• Tuesday, March 21 | 3:00pm – 3:30pm – AUDIO SUMMIT: SOUNDS AS INTENDED: QUALITY ASSURANCE IN GAME AUDIO
Summit Speaker: Amanda Laven (Blizzard Entertainment)

• Tuesday, March 21 | 3:50pm – 4:20pm – AUDIO SUMMIT: THE VALUE OF PLAY IN INTERACTIVE AUDIO
Summit Speaker: Daniel Nielsen (Gminorscale Studios)

• Tuesday, March 21 | 4:10pm – 5:10pm – SPATIAL AUDIO: FROM SCREEN-BASED TO WORLD-BASED WITH AR AND VR
Summit Speaker: Jean-Marc Jot

• Tuesday, March 21 | 5:30pm – 6:30pm | AUDIO SUMMIT: EMBRACING AUDIO TECHNOLOGY FOR ENHANCED CREATIVITY
Summit Speaker: Paolo Armao (34BigThings)

• Tuesday, March 21 | 2:10pm – 2:40pm |INDEPENDENT GAMES SUMMIT: GET YOUR MONEY! AN INDIE DEV’S GUIDE TO OST PROFITABILITY
Speaker: Neha Patel (Freelance)

• Tuesday, March 21 | 9:30am – 10:30am | MACHINE LEARNING SUMMIT: GPT-3 POWERED TEXT TO LIFELIKE SPEECH AND ANIMATION FOR NPCS
Speaker: Dao Si (NUVERSE)

• Tuesday, March 21 | 10:50am – 11:50am | TECHNICAL ARTIST SUMMIT: ‘MIX UNIVERSE’: THE TECH BEHIND BRINGING MUSIC TO THE UNIVERSE
Speaker: Chris Zuko (Terrible Posture Games)

• Tuesday, March 21 | 11:20am – 11:50am | TIMI AUDIO LAB: SOUND DESIGN FOR HONOR OF KINGS (PRESENTED BY TENCENT GAMES)
Sponsor Speaker: Hongfei ZHAO (Tencent Games)

• Tuesday, March 21 | 4:10pm – 5:10pm | INDEPENDENT GAMES SUMMIT: TECH TOOLBOX: CUSTOM TOOL MICROTALKS
Speakers: Clifton B (Kitewing Studio), Jarryd Huntley (Freelance), Star St.Germain (Aconite), Chase Bethea (Freelance), Xalavier Nelson Jr. (Strange Scaffold), Henning Steinbock (Triband)

• Tuesday, March 21 | 5:00pm – 6:30pm | GDC 101
Speaker: Brandon Sheffield (Necrosoft Games)

 

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Roundtables | Crazy for You

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Let’s get interactive! Starting Wednesday (…and once you’ve had all the fun that can be had soaking in other folks’ hard work and experience in the main conference) you might find the need to get real-time and interactive with the extensive variety of Roundtables scheduled throughout the week. These un-recorded topical moments between people have the ability to bring diverse perspectives to the table and can help fundamentally shape thinking that extends beyond the room. Whether you’re there to lend yours or simply bask in the honesty of others’ insights, there is much to be gained by listening and participating. While you could focus all of your attention on the Audio-centric conversations listed below, I’ve also included the incredible array of topics from other Roundtables happening throughout the week. Take-in and express as much as you can; the moments in time at GDC only last a week, but the inspiration can last a lifetime.

 

BUILDING SOUNDSCAPES: CREATIVE DIRECTION FOR AUDIO ROUNDTABLE

• DAY 1: Wednesday, March 22 | 9:00am – 10:00am
• DAY 2: Thursday, March 23 | 10:00am – 11:00am
Speakers: Star Power (Slide20XX), Katelyn Isaacson (Freelance), D’Anthoni Wooten (Freelance), Danny Baranowsky (Brace Yourself Games)

 

AUDIO PROGRAMMING ROUNDTABLE

• DAY 1: GAME INTEGRATION – Wednesday, March 22 | 5:00pm – 6:00pm
• DAY 2: LOW-LEVEL TOPICS – Thursday, March 23 | 5:30pm – 6:30pm
• DAY 3: FREE-FOR-ALL – Friday, March 24 | 11:30am – 12:30pm
Speakers: Guy Somberg (Echtra Games), Tomas Neumann (Blizzard Entertainment)

 

GAME AUDIO BUSINESS ESSENTIALS ROUNDTABLE

• DAY 1: AGENTS – Thursday, March 23 | 11:30am – 12:30pm
• DAY 2: RUNNING A BUSINESS – Friday, March 24 | 10:00am – 11:00am
Speakers: Richard Ludlow (Hexany Audio), Debbie Gonzalez (The Sound Lab, Keywords Studio), Jonathan Clark (Kraft-Engel Management), Crispin Hands (Lionshead Entertainment, Inc.), Naveed Dezfoil (Disney)
 

Other Roundtables:

AUTOMATED TESTING, BEING AN EFFECTIVE ALLY, GAME ART IN THE AGE OF AI, GAME NARRATIVE, VISUAL EFFECTS, DEVELOPING TOGETHER: GAME AUDIO AND GAME DEVELOPMENT, FREELANCERS AND INDEPENDENT CONTRACTORS, NAVIGATING GENDER-BASED DISCRIMINATION IN THE INDUSTRY, ANIMATION, SERIOUS GAMES, TOOL DESIGN, WHAT IT’S LIKE FOR MUSLIMS WORKING IN GAMES, GLOBAL GAME JAM, LATINE IN GAMES, TECHNICAL ARTIST, THE FUTURE OF NARRATIVE DESIGN AND GAME WRITING,EXTERNAL DEVELOPMENT (OUTSOURCING), LEARNING EDUCATION GAMES, BUSINESS AND MARKETING, GAMES RESEARCH AND USER EXPERIENCE, MAKING JEWISH GAMES, ACCESSIBILITY, HOT DESKS TO SWEATPANTS: HYBRID WORK, TECHNICAL LEADERSHIP, CO-DESIGNING A CLIMATE RESILIENT VIDEO GAME INDUSTRY, MAKING GAMES FOR KIDS, PROMOTING YOUR GAME, GAMES AS CULTURAL REPRESENTATION, LOVE AND SEX IN GAMES, OPEN SOURCE AND DISRUPTION, ANALYTICS AND DATA SCIENCE, GAME CURRICULUM FRAMEWORK, SUPPORTING MENTAL HEALTH, UNITY APPLICATION AND TECHNIQUES, CLOSING THE GENDER GAP, LOCALIZATION, GIVING CREDIT WHERE CREDIT IS DUE, LOCAL GAME COMMUNITY ORGANIZERS

 

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Town Halls | All of Us

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Speaking of “help(ing) to fundamentally shape thinking” these two Town Hall events hosted by Organizations that represent the game audio community are an incredible place to get in-touch with some of the thinking and motivations of these groups. Usually balanced between “Here’s what we’re up to…” and “What’s on your mind?” These forums are a great place to surface issues that could be tackled institutionally while looking for opportunities to support the efforts already underway that might be in-need of fresh perspective and energy. Whether you’re aligned and agree with the direction of these organizations, or simply care enough to show up and represent the community, there is strength in participation and sharing your insight is always welcome.


• Thursday, March 23 | 12:45pm – 1:45pm – G.A.N.G. TOWN HALL


• Friday, March 24 | 12:15pm – 1:15pm – 29TH ANNUAL IASIG TOWN HALL

 

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Wednesday | Catch the Breeze

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Big shoutout, thanks, and congratulations to the GDC Main Conference audio advisory group that has been helping to pull together a fantastic main Audio Track program. Each year comes with an incredible breadth of presentations attempting to cover every-inch of minutia swirling in the interactive audio miasma of the moment. This is where the conference switches to hard-mode: you’ll need to choose-your-own-adventure between simultaneous presentations, roundtables, daily events, and trawling the Expo floor over the next three days. It won’t be easy!

There are too many to list here, so head over to the GDC Schedule for a deeper-dive into the full program. I’ll surface a few here for each of the days that I’m most excited about and I’ll be counting on some of you to bring what you’ve learned to the Morning Audio Community Meetups (See • previous section) so I can parallel process the conference in real time with your help!

• Wednesday, March 22 | 9:00am – 10:00am | UNDERSTANDING THE AUDIO NEEDS OF A GAME AND ITS AUDIENCE
Speaker: Adele Cutting (Soundcuts Ltd)

• Wednesday, March 22 | 10:30am – 11:00am | ‘MOSS: BOOK II’: TOWARD POWERFUL AND AUTHENTIC VOICE PERFORMANCE
Speakers: Stephen Hodde (Polyarc), Morla Gorrondona (Independent)

• Wednesday, March 22 | 2:00pm – 3:00pm | ‘GOTHAM KNIGHTS’: USING SYSTEMIC AUDIO TOOLS TO BUILD A VIBRANT GOTHAM CITY
Speakers: Dustin Reid (WB Games Montreal), Stéphane Beauchemin (WB Games Montreal)

• Wednesday, March 22 | 5:00pm – 6:00pm | BREATHING LIFE INTO ‘THE LAST OF US’: PART I AND II
Speakers: Beau Jimenez (PlayStation Studios, Sound), Jesse Garcia (Naughtydog)

(If you haven’t already read through the thread on this…and even if you have…this is sure to be a great overview!)

 

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Thursday | When the Sun Hits

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It’s at this point that folks will start to feel proper saturation. The day when scales will tip away from anticipation and towards maximization. The presentations are just a piece of the puzzle, but it’s often the hallway conversations afterwards where the best insights can be gleaned.

Starting conversations and getting dynamic with folks is easier when you’ve got the touchstone of a recent talk to kick-off a discussion. Find ways to present yourself to a group along the edges and work your way into the flow. If you’re part of a conversation that could be better with additional perspective, welcome folks hanging on the fringe to lend theirs. I remember a fantastic unpacking of object-based audio last fall where I pulled-in a couple of folks who had a pile of experience…I only had to dash across the room and ask…and their contributions escalated the discussion from the abstract to the practical. Which is to say, most things are better together. Find a way to expand the circle and leverage the energy flowing through the hallways. Meanwhile, here are a few presentations on Thursday I think could be worth your time:

• Thursday, March 23 | 10:00am – 11:00am | AAA VEHICLE AUDIO
Speaker: Ed Walker (Sounding Sweet Ltd)

• Thursday, March 23 | 11:30am – 12:30pm | THIRTY YEARS LATER: SCORING ‘RETURN TO MONKEY ISLAND’
Speakers: Clint Bajakian (Clint Bajakian Music), Michael Land (Little Big Note Music), Peter McConnell (Little Big Note Music)

• Thursday, March 23 | 4:00pm – 5:00pm | THE ‘TUNIC’ AUDIO TALK
Speaker: Kevin Regamey (Power Up Audio)

• Thursday, March 23 | 5:30pm – 6:30pm | ‘DARK PICTURES: SEASON 1’: 4 GAMES IN 4 YEARS: AUDIO SYSTEMS FOR NARRATIVE HORROR
Speaker: Barney Pratt (Supermassive Games)

 
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Friday | Holding Our Breath

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Friday morning is when things usually pull into a sharp focus…or blurry landscape (depending on the previous night’s escapades). Sharp; these are the final hours to catch folks before they’re swallowed by the last day. Blurry; there’s a chance you’ll have had quite enough or be close-to-capacity on the human interaction scale. Which is to say: Friday is kindof the best. Guards are down and people get real. Hang on to yourself and step into the flow of the day and let it carry you on its shoulders. Did Karaoke happen? Who’s coordinating Friday Night Foley? Who’s wading into Chinatown on Saturday for delightful noise-makers? Musée Mécanique? Audium? The Wave Organ? The end is near, but here are a few worth propping yourself upright for on Friday:

• Friday, March 24 | 10:00am – 11:00am | MUSIC DESIGN IS COMPOSITION: INTERACTIVE MUSIC IN ‘BACK 4 BLOOD’
Speaker: Martin Stig Andersen (Independent)

• Friday, March 24 | 11:30am – 12:00pm | ‘NEED FOR SPEED’: HYPERREAL SOUND DESIGN
Speaker: Nathaniel Daw (Criterion Games)

• Friday, March 24 | 11:30am – 12:00pm | HUNTING WITH HITS: TEMPO-SLAYING MONSTERS IN ‘HARMONY’
Speaker: Chase Bethea (Independent)

 

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Expo | Star Roving

GDC floor

The GDC Expo Show Floor is a great place to catch the buzz of what’s new across all disciplines, but especially audio. It’s at the booth that you’ll have unparalleled access to developers and the technology that they are passionate about. Meeting the people behind the products helps sustain your time fighting against pipelines and workflows by resting assured that there are folks out there who are actively working to make things better and can sometimes lend a hand during production. After years of visiting the Audiokinetic booth it felt like I knew many of my (now) co-workers, well-beyond whether they could get me out of trouble on a current project or tricky implementation detail.

It’s through building those kinds of relationships in our industry that escalates an experience from “making sounds” to “making friends”…some who may end up as co-workers, and others who you might lend a hand to or who might lend you theirs. Be sure to check out audio-centric presentations that different developers might have going on throughout the Expo at the various Audio Booths for yet another access point into the mind of game audio creators.

 

Game Audio Community Space S1243

GDC_2023-sound-19

GDC started reserving space on the Expo floor to support the casual intersection of discipline specific conversations that exist outside of the booths. The creation of various “Community Spaces” on the show floor make them an easy spot to land for a few moments and continue waxing about a feature you heard about or meetup with someone before taking on the next phase of the epic crawl. The Game Audio Community Space is conveniently located near audio booths on the Expo floor and, if I remember right, there were even some coordinated events scheduled that you might keep an ear open for (or make up your own and engage people in a group conversation about their experiences).

Regardless, the audio lounge puts you within easy reach of the different audio booths where there’s a host of exciting things happening.

 


Audiokinetic Community Presentations – Audiokinetic Booth S941

In addition to bringing some of the brightest minds (and best co-workers I could ask for) to the Expo floor to meet and talk-shop about game audio, Audiokinetic has reserved space at their booth for Wwise Developers to share their expertise across a wide-array of projects. Drop-by for a dose of inspiration and to get real-time with folks using Wwise in the community. I’ll be there holding it down and look forward to re-engaging with the community in-person, so swing by and say hello! For more information and a description of the community presentations head over here and take a look in the “Presentations” tab: audiokinetic.com/gdc-2023

• Wednesday, March 22 | 10:30am – 11:30am | Re-mixing the Handshake Between Wwise and the Game Engine
Philip Eriksson (Audio Director, Hazelight)
Joakim Enigk Sjöberg (Senior Technical Sound Designer, Hazelight)

• Wednesday, March 22 | 1:30pm – 2:30pm | GME Integration for Wwise: Cost-efficient and Scalable in-game Voice Communication Services for Game Developers
Peng Gao (Lead Software Engineer, Tencent)

• Wednesday, March 22 | 3pm – 4:15pm | Strata: Your Sound Library, in Multitrack Formatestgn
Simon Ashby (Head of Product, Audiokinetic)
Simon Pressey (Strata Product Owner, Audiokinetic)

• Wednesday, March 22 | 4:30pm – 5:30pm | Cyberpunk 2077
Colin Walder (Engineering Director, Management & Audio, CD PROJEKT RED)
Marek Bielawski (Audio Programmer, CD PROJEKT RED)

• Thursday, March 23 | 4:30pm – 5:30pm | Playing to the Beat: The Co-Dependence of Sound and Music in Redout 2
Paolo Armao (Audio Director, 34BigThings)

• Friday, March 24 | 10:30am – 12pm | ‘Season: A Letter to the Future’ & ‘Broken Edge’
FX Dupas (Co-founder, Creative Director, Composer & Audio Artist, Vibe Avenue)
Mathieu Lavoie (Co-founder, Composer & Sound Designer, Vibe Avenue)

• Friday, March 24 | 1:30pm – 2:30pm Behind the Wwise Project of ‘Back 4 Blood’
Martin Stig Andersen (Composer, Game Audio Specialist)
Alex Pappas (Audio Programmer, Turtle Rock Studios)

 


DOLBY Speaker Series – Dolby Booth S1041

“Dolby is excited to be back at GDC this year. Stop by the Dolby Booth
(S1041), where you can see Dolby Vision in action and partake in hands on
demos of games in Dolby Atmos for Mobile & Console. Plus sit in on one of
our many tech and creative sessions in our Dolby Atmos x Vision theater.”

For the full Dolby Speaker schedule visit: games.dolby.com/gdc/schedule

• March 22 – 24 | Daily 10:30am – 11:30am – Microsoft 3D Spatial Sound Evolution
Speaker: Robert Ridihalgh | Principal Audio Specialist, Microsoft

• March 22 – 24 | Daily 11:30am – 12:30pm – Dolby Atmos 101
Speaker: Alistair Hirst | Sr Game Developer Relations Manager, Dolby

• March 22 – 24 | Daily 1:30pm – 2:30pm – Raise the Quality Bar with the same assets: Dolby Vision Primer
Speaker: Alexander Mejia | Product Manager, Gaming at Dolby

• Wednesday, March 22 | 3:30pm – 4:30pm – Object-based Routing with Wwise for the Best Results
Speaker: Damian Kastbauer | Wwise Product Manager, Audiokinetic

• Wednesday, March 22 | 4:30pm – 5:30pm – PANEL: The Future of Spatial Audio
Moderator: Alistair Hirst | Sr Game Developer Relations Manager, Dolby
Panelists: Martin Dufour | Chief Technical Officer, Audiokinetic – Robert Ridihalgh | Principal Audio Specialist, Microsoft – Mike Mason | Director of Game Technology, Dolby

• Thursday, March 23 | 3:30pm – 4:30pm – Realtime Spatial Audio with Wwise
Speakers: Nathan Harris | Lead Software Developer, Spatial Audio, Audiokinetic
And Thalie Keklikian | Software Developer R&D, Audiokinetic

 


Epic – Unreal Audio Booth S247/ S249

“We’re excited to be back for GDC 2023! Join us as we celebrate the game development community and explore what’s next for creators. Discover the latest features coming to Epic’s ecosystem of tools, attend tech talks and sessions, and play plenty of awesome games at our booth.”

 


Elias Software Booth S1235

Elias software – “Game audio and Adaptive music Sound, adaptive music and technical innovation We are building the future tools and workflows for game audio, adaptive music and technical sound design. The future of game audio is powered by visual scripting, live editing and Elias 4”

 


FMOD – Firelight Booth Booth S1227

According to Aaron Edwards, FMOD Product Manager at Firelight “FMOD’s booth this year will be running some assorted client showcases & feature demos throughout the Expo, while maintaining our focus on usability and accessibility.”

 


Gamescape Audio Booth S1333

“Gamescape Audio offers an end-to-end direction and licensing service exclusively for game developers and is home to a global network of songwriters for games, music supervisors and creative technologists with decades of experience across the games and interactive industries.”

 


IASIG Booth S203

• Tuesday, March 21st | 3:00 – 4:00pm – IASIG/IGDA Networking Meet & Greet
• Wednesday, March 22nd | 2:00 – 3:00pm – IASIG/IGDA Amazing Audio Trivia

 


ReadSpeaker Booth S1331

“ReadSpeaker is leading the way in text to speech. ReadSpeaker offers a range of powerful text-to-speech solutions for instantly deploying lifelike, tailored voice interaction in any environment.”

 


Tazman Audio Booth S1249

Anastasios “Taz” Brakis has a new offering in the way of SoundMaker that will likely be on display. “SoundMaker is an advanced audio platform, providing a comprehensive and powerful solution for creating and distributing interactive audio experiences whilst bridging the gap between linear and interactive media.”

 

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Looming | In Mind

The pandemic continues to cast its heavy shadow on the future, necessitating acknowledgement, shading every decision with concern and consideration. 3 years later and Covid is still hanging around. We’ve all lived separate lives at a distance, often separated by screens, and recently taking tentative steps back into physical proximity with each other. It’s a reconciliation that reaches each person differently, in their own way, shaped by their own experiences, with the results playing out across the time that has transpired in-between.

Read the GDC 2023 Health and Safety Initiatives along with the Health, Safety, & Security Terms & Conditions you acknowledged and agreed to when you registered for the Conference.

How does a community return to in-person events? What have we learned? What will we do differently? What are the risks? How do we create environments that support health and safety? How can we protect each other? How many will rapid-test daily with the proliferation of free (and freely available) tests as a way to gain some peace-of-mind? What’s the right level of engagement?

We may have answers to some of these questions and there are a pile more that haunt our (my) collective unconscious, but none of the answers can change the fact that many of us will find ourselves for the first time (and once-again) participating in-person under these circumstances. To have arrived at this decision, we’ve had to make peace with many of these questions and find our own answers; either through careful consideration, experiential evidence, or blindly feeling our way back to humanity for reasons.

We’ve accepted the risk. We’re ready to improvise with our feelings to reap the rewards of reuniting as safely as possible. Be mindful of the different comfortability levels that folks arrive at GDC this year and stay aware and compassionate of others’ experience. It’s going to be a wild one for many of us stepping back into the flow of humanity. Keep it easy and stay good.

 

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Closing | Altogether

GDC_2023-sound-03

Care is a word that resonates for me when it comes to the game audio community. Take care of yourself and try to be mindful of other people; both emotionally and physically. We’ll all be trying to navigate this re-acclimation together with varying degrees of comfort, and a bit of compassion can go a long way. This extends outside of the pandemic perspective and on to the streets of San Francisco. If it’s your first time pounding the pavement, try to find folks you can navigate the streets with…especially in the evening when paths get nebulous and neighborhoods unknown. Safety levels can change on a block-by-block basis and some of that change can be insulated when you’re with a group of folks beating a hasty trajectory between hang outs. If you’re returning, try to impart some of your hard-won wisdom about the wilder parts of downtown. Pay attention, offer to walk with someone if they’re headed out or suggest a happy trail to get them where they’re headed that might bypass some of the rough spots.

Above all else, try to find grace and patience with people during what will surely be an emotional experience. Give back when you can and find positive ways to share who you are with the community.It won’t be long before we’re saying goodbye after another unbelievable year together. Stay in the moment, feel all the feels, and I hope to see you in San Francisco!

At the risk of repeating myself, here are some final words about how to engage on the ground from the last Guide to Game Audio GDC 2019:

“Have a look at the GDC Code of Conduct before you hit town and engage its guidelines while onsite (and continue to adhere to its sensible advice even outside of the presentation hall). Forming relationships and cultivating conversations should begin with mutual respect; always stay positive and within the bounds of social etiquette. Find ways to include people in your adventures when possible. Find ways to bring other people into your conversations, and always treat people in the best way possible. We choose this opportunity as ambassadors of audio in the game development community, so lead with the greatest optimism, collaboration, humbleness, and grace in-conversation.”

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• The Drifting Guide to Game Audio GDC 2023

P.S.
Each year’s Guide contains an homage to some of my favorite bands. This year’s headers have been embedded with album and song titles from the band Slowdive. This band helped shape my fundamental understanding of sound and the effects continue to resonate with considerable nostalgia (see • Opening).

Bio: Damian Kastbauer is a Software Product Manager for Wwise at Audiokinetic helping to grow the future of interactive audio with the community.

 

A big thanks to Damian Kastbauer for giving us a sound person’s itinerary for what to do and see at GDC 20023!

 

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

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

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

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

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

    The extraordinary awaits within.

     

    KEYWORDS:

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

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

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

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

    Key Features: 

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

     

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

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

    About Ultimate Medieval SFX Bundle

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

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

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

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

    About Medieval Town SFX Pack

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

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

    About Medieval Warfare SFX Pack

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

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

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

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

    Green Witch’s Cauldron SFX Pack

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

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

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

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

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

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Explore the full, unique collection here

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

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

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

    Contents:

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

    Five perspectives:



    Overview of perspectives and mic placement

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

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

    City Bicycles – Perspectives Demo

    Five surfaces:

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


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

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

    City Bicycles – Extra Surfaces Preview

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

    Metadata & Markers:

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

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

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

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

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


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

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

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

    Watch a video created by Zdravko Djordjevic.

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

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

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

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

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

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

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