How to create a sound effects library 344 Audio Asbjoern Andersen


How do you create a sound effects library? The team at 344 Audio have steadily grown their catalog of great sound effects releases, and below they give you an overview of their sound library creation process:
Written by Alex Gregson and the team at 344 Audio
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Zombie sound effects library
 

Creating a sound effects library is a task that combines creative thinking, technical execution and project management skills. At 344 Audio we have developed an efficient and effective process that has been honed over countless releases, and allows us to consistently generate new content over time.

In this article, we will share this process with you step by step, and give you all the tools you need to start creating your own sound effects libraries.
 

 

Step 1 – Concept

The first thing you need to figure out when creating a sound effects library is the concept. This can be anything you want, but it helps to focus on a certain theme, aesthetic or type of sounds that work together.

Some previously examples of our library concepts include:

Practical Doors – Practical Doors contains a range of interior and exterior door sound effects with common uses: open, close, creak, slam, keys, locks, latches, knocks and many more!

Trailer instruments Designed – Trailer Instruments Designed contains a variety of effects captured from instruments and manipulated into impacts, drones, stingers, risers and more.

The Burger Kitchen – The Burger Kitchen contains a wide variety of food preparation, eating and handling sounds captured in our foley suite.

As we can see, these libraries each have a unique theme and focus on different kinds of sounds, and would be useful in different contexts. Having a solid concept is key as it not only gives you creative boundaries to work within, but will help add some personality to your library and help it stand out in the marketplace.
 

Step 2 – Structure

Once you have your concept nailed down the next step is to decide on the structure of your library. This means how many sounds will there be in total? How will you organise the sounds within the library and how many subfolders will your library contain?

Let’s use Epic Impacts Vol. 1 as an example.

80 files in total

Folder 1 – Electronic Impacts – 20 Sounds
Folder 2 – Organic Impacts – 20 Sounds
Folder 3 – Designed Impacts – 20 Sounds
Folder 4 – Crazy Metallic Impacts – 10 Sounds
Folder 5 – Sub Impacts – 10 Sounds

Using this structure as a reference, you can make a list of sounds that you will need to record to build the library.

Structuring your library in this way breaks up the content and makes it easier for the user to find the sounds they are looking for. It also helps you during the recording and editing phase as you know exactly what you are working towards in terms of the number of sounds and what is in each subfolder.
 

Step 3 – Recording

Now we are getting to the fun stuff. The recording phase is where the magic happens, so it’s crucial that you get this stage of the process absolutely spot on!

A few things to consider before you begin recording are:

• What kind of sounds are you recording? Are they more external “field recording” sounds or are you able to capture them in a controlled studio environment?

• Do the sounds need to be in mono or stereo? Mono is most common for “spot fx” and stereo is more commonly used for atmos, or sounds with an inherent spacial element to them such as a car passing left to right, trains going past etc.

• What kind of microphones and pickup patterns will you be using? Dynamic, Condenser, Shotgun, Cardiod mic etc.

• Are the sounds being processed heavily during the editing & design stage?

Once you have given this some thought and have decided on your approach, it’s time to start making some noise. Whilst the recording stage can most definitely be completed by one person, it is much easier when there are 2 people doing it, as one of you can take charge of recording whilst the other can “perform” the sounds. We recommend working in a team of 2 for maximum speed and efficiency during this stage of the process.

Operating as a pair, work through the list of sounds that you wrote during the structure phase until you have captured all of the source material that you need in order to build the library. As a general rule it’s always more favourable to have too much source material over not enough, so make an effort to capture as much as possible. By taking a little extra time and capturing as many sounds as you can you will be giving yourself the most amount of content to work with in the editing & design phase.
 

Step 4 – Editing & Additional Design

With the recording complete it’s now time to move into the editing and design phase. This is where you will take your raw source material and start bringing them to life, either through editing or additional design and effects processing.

When editing your sounds, it’s important to consider the end user and in what context they will be using the sounds. For example, when editing our Practical Doors library, we specifically made all of the doors have a consistent level and frequency content, so that they would all feel right when placed in a scene together. You should edit your sounds in a way that makes things easy for the sound editor so that they can drop sounds into their project timeline and work within the scene with minimal fuss.

There is a lot more to editing than just chopping files, making fades and stripping silences. The editing phase is your chance to be really creative, and give your sounds that bold, dramatic feel that will make them stand out.

Some techniques to implement during editing include:

Play with extremes – Don’t play it safe. Embrace large dynamics and make use of contrast between quiet and loud sounds to maximise their impact.

Heighten the drama – Try and edit your sounds in a way that conjures up an image, indicates some real world physicality and motion or has a visceral effect on you when you hear it. For example, in our gore library Slaughter we were editing sounds for a human body being crushed. We spend a lot of time thinking about how this would actually play out in reality, and the different phases of the body being broken down, skin, bones, blood, guts etc. Approach editing like this took our sound from “decent” to genuinely stomach-churning, which is exactly the effect a gore library needs to have.

Fill out the frequency content – Combine and layer different recordings together so that you can fill up the frequency spectrum and give each sound that big, bold weightiness that is so characteristic of modern movie sound effects.

There may be instances where editing isn’t enough and you must use effects processing to create the sounds required for your library. This is something we do quite often, especially on libraries with an otherworldly or Sci-Fi concept to them, or when we are constructing drones and atmospheres from everyday sound sources.

Some go-to processing methods that we love to use are:

• Reverbs with long decay times.
• Modulation effects – Flangers, phasers, chorus.
• Crazy comb filters, LFOs and modulation delays.
• Pitch and formant shifting.

Once you have completed the editing and design and have your effects sounding just as you want them it’s time to move forward to the quality control phase.
 

Step 5 – Quality Control

The quality control phase is super important, as it is your last chance to address any errors in your library before release, and make sure that everything is sounding perfect.

Firstly, you can export all of your edited and designed sounds out from your DAW and organise them into seperate folders using the structure you came up with earlier. Once you have this done, listen through all of your sounds from start to finish and be attentive to any technical or aesthetic issues as you go. These may be things such as excess silence in the file, unwanted clicks and pops and sounds being cut off from improper fade ins/outs. Make notes as you listen through and then make any adjustments needed to the sounds which have unwanted elements or errors in them.

Most common issues can be avoided by paying close attention during the recording and editing phases, but it’s always worth double and triple checking in case any unwanted sounds have slipped through the cracks and made it all the way to this stage without being flagged up and corrected.

Once you have checked through all of your sounds and are happy with everything it’s time to embed metadata into the files. Metadata are additional tags that you can attach to a file that makes it easier for people to find when they are searching through their sound libraries.

For example, we may have a bone breaking sound called “Bone Break 01.Wav” but we would like to give it additional tags so that it appears in searches relating to “horror” and “gore”.

There are several programs that will allow you to achieve this but we use the sound effects platform Soundly, as it has a great interface and is really helpful for organising your sound effects.

Within Soundly, select the sound you want to add metadata, right click and go “edit metadata”. This will then bring up a window where you can edit both the file metadata and file originator (Author of the file, in our case 344 Audio). In the metadata section simply type your additional search tags each separated by a comma.

File Name: Bone Break 01
Originator: 344 Audio (In your case it might be “Johns Samples” etc.)
Metadata: Bone, Break, Snap, Injury, Gore, Horror, Violent, Fall, Fracture

By adding the metadata it makes it much easier for the user to find your sounds and gives them a little bit more information about the context in which to use them.
 

Step 6 – Artwork, Description, Demo Track

The final stage before releasing your library is to create some killer artwork, write up an enticing description for use on online stores, and make a demo track to show of your library and get people hyped up.

Artwork – We think its best to keep things simple and consistent when it comes to artwork. Use an online tool to create some custom graphics that can be saved as a template for use across your future library releases. There are a range of awesome websites that allow you to make custom graphics. We use Adobe Spark as it has a large range of stock images to choose from, and a user friendly interface.

Choose a background image that links to the concept of your library and then overlay some text with the name of the library. You can then finish it off with your company or brand logo in the corner to let your users know who the library is from.

Artwork examples:

Here are some examples of 344 Audio’s cover art:

  • Bundles Fantastic Foley Play Track 1750 sounds included $179

    The Fantastic Foley sound effects library from 344 Audio offers meticulously recorded and crafted sounds that will add life to your films, video games, and television projects.

    Take immense pride in owning a collection thoughtfully recorded in a renowned foley studio exclusively designed by industry veteran Pete Burgis. Each sound was carefully created by our lead Foley Artist Danny Jones, adding unparalleled realism and intricate detail to every character in your project. Built for sound designers and editors, this library is an indispensable toolkit that streamlines your workflow, saving you both time, effort, and cost on hiring foley teams. From essential sounds such as footsteps, skin contact, and fabrics, to car foley, floor textures, and everyday objects, this collection covers a wide variety of essential foley sounds.

    This library is embedded with UCS Metadata, containing over 1,750 individual files. Add the magical touch of a professional Foley Artist to your projects, and grab the Fantastic Foley effects library today.

  • Bundles Water In Motion Play Track 1683 sounds included $95

    Capturing the essence of water sounds can be a challenging endeavour, but with our expertly crafted sound library, you’ll have everything you need to help shape the sonic flow of your projects.

    Whether you’re searching for pouring fluids, the everchanging diversity of bubbles, the seamless flow of natural water, or the dynamic motion of emerging and submerging liquids, this collection offers everything you need to craft the unique elements of moving water. Designed for ultimate flexibility, these sounds are ideal for layering, editing, and stretching to meet the needs of your creative vision. With exceptional clarity and versatility, the Water In Motion sound library will become a valuable addition to your collection, offering endless possibilities for your next project.

    This comprehensive library, embedded with UCS Metadata, offers a vast selection of over 1,600 individual files. Take control of your sound design work ’flow’, and don’t let this collection slip through your fingers.

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  • Bundles Pure Cinema Play Track 1148 sounds included $113

    Pure Cinema is a high-quality collection of instantly usable, epic, and attention-grabbing sonic elements.Featuring everything from Shepard tones, reverses, drops, hits, whooshes, transitions, and drones, to all the versatile sound effects needed to elevate your project to a Hollywood standard.

    This pack seamlessly integrates into any production, with all the editing and design carried out by our expert audio designers, utilizing practices such as creative synthesis, experimental sound recording, and groundbreaking audio editing techniques. This sound effects library includes more than 1100 audio files with UCS metadata embedded.

    These sounds require no further manipulation—allowing you to streamline your workflow and speed up your project turnover with a simple drag-and-drop. Give your trailers, promos, and cinematic projects a larger-than-life impact with the Pure Cinema bundle.

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  • Capture the essence of iconic locations, from the bustling streets of London to the peaceful countryside of the Lake District, the tranquil atmospheres of Scotland’s landmarks, and the serene sounds of seaside towns, forests, parks, and pubs.

    This collection is your ultimate toolkit for adding authentic British soundscapes to your film, TV, or video games. With over 400 meticulously recorded files and embedded UCS metadata, these high-quality recordings offer a true-to-life acoustic representation of each environment. Whether you’re looking to create a specific mood or build your own custom soundscapes, this sound effects library provides the flexibility and pristine clarity needed to enhance your creative projects. Bring scenes to life with the UK Ambiences library—your gateway to a world of immersive, original sounds.

    This sound library contains over 400 audio files, all with embedded UCS metadata. It has the deepest collection of ambiences from Northern England, including voices, crowds, wildlife, and tourist attractions. Uncover diverse and captivating soundscapes that transport you straight to the heart of Britain with the UK Ambiences library.

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  • Work from a safe distance. Our new Fire and Lava SFX collection will heat up your projects to extreme levels! Boasting thick flowing rivers of lava, ground shaking volcano rumbles, frenzied flame sounds varying from large, aggressive infernos, to soul soothing campfires and more.

    Alongside pre-designed sounds ready to drag and drop straight into your projects, also included are raw stems to bring you a construction kit that gifts you creative powers that emulate the scorching sonic reality of fire and lava. Our team combined high-quality field recordings, synthesis, and beautifully performed Foley to meticulously crafted a huge variety of sounds such as isolated fire cracks and lava pops, earth cracks, rumbles and much more.

    All sounds are delivered in 24Bit 192kHz format allowing further sonic manipulation and have been meticulously edited and tagged with extensive UCS compliant metadata for ease of use.

  • Elemental Palette Designed Vol. 1: Harness the raw forces of nature – infused with a sci-fi twist. This library is an expertly crafted collection of elemental ambiences and designed individual assets, drawing inspiration from metal, forest, water, minerals, and wind.

    This collection is a playground for audio designers, packed with material for attacks, UI, stingers, spell casts, environmental interactions, and more. Built from high-quality recordings, synthesis, and carefully performed Foley, every sound is designed for usability and endless creative potential. Layer them, manipulate them, or use them as they are – unleash the elements and elevate your sound design.

    Whether you’re creating immersive game audio, shaping a sci-fi world, or adding textural depth to your film or TV project, this library delivers a versatile palette of elemental sound sources.

    All sounds are delivered in 24Bit 96kHz format allowing further sonic manipulation and have been meticulously edited and tagged with extensive UCS compliant metadata for ease of use.

  • Weather Update: Extreme Winds Vol. 1 now forecast! Prepare to be swept away by the raw power of nature. Featuring furious howling gusts, eerie whistling drafts, and cataclysmic, world ending hurricanes. This library is perfect for injecting tension into your film, game or TV soundscapes.

    Created with usability and versatility in mind, this collection includes 14 designed winds ready to drag and drop straight into your projects. Alongside both raw, and processed stems to bring you a construction kit that gifts you creative powers similar to mother nature herself. Our team combined high-quality field recordings, synthesis, and beautifully performed Foley to meticulously crafted a huge variety of sounds such as isolated wind howls, rumbles, environmental interactions, cloth flaps and much more.

    Extreme Winds Vol. 1 is your ultimate tool for designing a wide range of cinematic weather soundscapes. Drop your audience in the midst of a whirling tornado, transport them to freezing mountaintops, or give them shelter…for now.

    All sounds are delivered in 24Bit 192kHz format allowing further sonic manipulation and have been meticulously edited and tagged with extensive UCS compliant metadata for ease of use.

  • Eastern Instruments Designed Bundle Vol. 1 features an array of unique sounds inspired by a wide range of cultures. Travel to a distant Eastern land shrouded in mystery and intrigue, where history, culture, and innovation fuse into an unforgettable sonic experience.

    Experience the rich soundscapes of Eastern traditions brought to life in this stunning library series, inspired by iconic worlds like Ghost of Tsushima and Shogun alongside influences from the rich musical heritage of India and China. Capturing an authentic performance by a traditional Eastern instrumentalist trained by a Master of Japanese Arts in Tokyo. Featuring the Tsugaru Shamisen, Kanun Harp, Ocarina, Den Den Daiko, Flutes and many more. This 6.17GB collection includes 3 volumes:

    Eastern Instruments Designed Vol. 1:
    A collection of 30+ unique and abstract ambiences.

    Eastern Instruments Designed Vol. 2:
    A collection of 30+ cinematic stingers.

    Eastern Instruments Designed Vol. 3:
    A collection of 30+ musical phrases and decorations.

    Each recording has been meticulously crafted, edited, and manipulated to form a unique series of risers with a wide variety of intensity that blending tradition with modern sonic exploration. This library is a perfect for adding depth and authenticity to your Film, TV & Game trailers, projects, or productions that take place in an eastern setting. Use these sounds to inject cinematic elements with a musical edge and eastern influence into your sound design.

    All sounds are delivered in 24Bit 192kHz format allowing further sonic manipulation and have been meticulously edited and tagged with extensive UCS compliant metadata for ease of use.

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Descriptor – This covers all of the text that will be used to help sell the library and is broken down into product tagline and product description.

Your tagline should be short, sweet and enticing. Try and write something that will wet the appetite of a potential customer and get them intrigued about the sounds in the library.

Our tagline for British Soldier Voices – “British Soldier Voices contains 800+ soldier vocalisations including orders, commands, shouts, grunts and more performed at different intensities. All recorded up close and personal for use in video games, film and other media content. Recorded in 24Bit 96kHz, allowing for further sonic manipulation.

Your product description goes into more detail and explains to the customer exactly what is contained within the library, and some specific technical information such as number of files and sample rate etc.

Our product description for “British Soldier Voices”: Phrases include genuine language used by SAS, Army, Royal Navy and Paratroopers as well as exaggerated script elements. We consulted real British Armed Forces Personnel to ensure that our scripts were accurate and performed correctly by our voice talent. Both modern phrases and historical phrases are included, extending the libraries use beyond modern warzones.

Whether you are making a FPS game featuring the SAS, a film featuring the armed forces or need voice effects for training purposes, this library covers both real life commands as well as phrases included for dramatic effect. All lines are included clean along with a processed version to add quick army radio comms to any project, perfect for video game implementation!

If you think your sound collection is in need of some reinforcements then this is the library for you!
Here are the included folders:

Whispering: Perfect for stealth mission and special forces operations, using the element of surprise.
Talking: Soldiers speaking at normal levels, perfect for instructing commands or for training exercises.
Shouting: Perfect intonation for heavy battle in close proximity with the enemy, lock and load!
Grunts: A collection of grunts and efforts perfect for close-quarters combat or when a soldier is hit.

Specs: 1600+ files • 1600+ sounds • 24 Bit / 96 kHz | 16 Bit / 44.1 kHz • 435 MB • Includes metadata

Demo Track – Most people are going to want to listen to some examples of the library before making a purchase, so here is where the demo track comes in.

The demo track should be about a minute in length and show off the full range of sounds within your library in an interesting and exciting way. Be creative and try and create something that is fun to listen to and links back to the concept of the library. Try and give your demo track a sense of rhythm and that it is building towards a climax. Even if the sounds in your library don’t have a musical quality to them, injecting a bit of rhythm and bounce to your demo track will help your library stand out and give the potential customer a positive impression.

 

Keys To Success

Whilst we have given you our step by step process in a general sense, below are a few extra tips that will help you turbocharge your workflow and generate consistent results over time.

Teamwork is king – There’s nothing that you can do alone that wouldn’t have been clone in less time and to a better standard than in a team. Develop a team of people to work on your libraries and you can complete a more diverse range of projects in less time than alone.

Break up the workload – Split the different stages of the process amongst the different members of your team. Whilst one person is recording someone else can be preparing the pro tools session for editing. Or if one person is editing someone else can be writing the descriptions and creating the artwork.

Develop a repeatable process – It sounds like a no-brainer but develop a process for creating sound effects libraries that you can repeat time and time again. This way no matter what the concept or content of the library is, everyone will be on the same page and know where they are up to in the process, and what stage comes next.

Be consistent – By keeping things consistent you will be able to produce content as faster speeds. By working in the same studio, following the same step by step process with the same team of people and equipment you are eliminating unknown variables and will over time become a well-drilled and efficient unit.

We hope you enjoyed this article! Please check out our full catalog at A Sound Effect here, and be sure to leave any questions or comments below.

 

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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:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

    SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

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  • ‘Tiny Transitions’ deivers 275 short Whooshes and other Transition sounds. Instead of the huge, more cinematic transitional sounds that you are accustomed to hear from SoundBits, this sound pack focuses more on the smaller, not-so-intrusive production elements that come in very handy for any Sound Designer, All-In-One Film Editor or Web-, App- and Game-Developers.

    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

    All source sounds were recorded with Sonosax SX-R4+ and Sennheiser MKH8050+MKH30 M/S rig.

    All sounds come with embedded Soundminer Metadata.

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  • Unbox your creativity with Professional Boxer: Cardboard. This comprehensive library features 244 high-quality Cardboard Box sound effects with various gestures ranging from single boxes sliding, handling, rubbing, opening, closing and squeaking to multiple boxes being stacked, moved, and dropped. This collection provides a diverse range of sounds and textures and can serve as great source material for sound design work, recorded at 96kHz/24 bit for ultimate sound manipulation.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

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  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

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  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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