Asbjoern Andersen


How do you get started in independent sound effects? That’s the topic of a new book by field recordist and SFX creator Paul Virostek. He’s been working as an independent sound effects creator for many years, and I was curious to find out what his new book was all about – and what tips and ideas he has for getting started, and making it, in indie SFX.
 

Hi Paul, pleased introduce yourself and the new book:

My name is Paul Virostek. I’ve been field recording sound effects since 1996. Around 2000, I began sharing sound on the Web. Since then, I’ve continued capturing sound effects for feature films and for my own collection. I also consult for other Web shops helping them get their sound libraries online.

In 2006, I created Airborne Sound to share my own sound library of over 23,000 clips. Later, in 2010, I began writing about field recording, creativity, and sharing sound on Creative Field Recording.

The new book is called Sharing Sound Online. It features over 1,200 pages and nearly 200,000 words that explain how to create an “indie” sound bundle and share it from your own Web shop.
 

In addition to running your own indie SFX company for many years, you’ve previously done a book on independent sound effects. What made you decide it was time for a new one?

Yes, the first book I wrote about selling sound effects was called Selling Creative Sound. That book was written because I believe there’s a great opportunity for every sound designer to embed their unique, irreplaceable imprint within their sound effects. So, the first part of that book shares ideas for recording audio in a way that harnesses your unique skill, insight, and creativity. The second part describes how to wisely partner with existing stores to share that work with others.

Sharing Sound Online describes how to share a indie sound bundle from your own Web shop simply and inexpensively

My recent book, Sharing Sound Online, is the next step. It explains how to assemble your sounds together into an exceptional “indie” sound bundle collection. Selling Creative Sound explained how to distribute clips on someone else’s site. Sharing Sound Online describes how to share a indie sound bundle from your own Web shop simply and inexpensively.

So, Sharing Sound Online looks at sound in a new way. It examines how to bundle sound so it works more powerfully together. It looks at binding a collection of audio clips thoughtfully into a library listeners will crave. And, by building your own Web shop, it introduces a new concept of sharing sound: it brings the creator closer with the listeners to share powerful, helpful audio more directly.
 

What are some of the topics you’re covering in the new book?

The entire collection of books is nearly 200,000 words, so it covers a lot of ground.

Sharing Sound Online explores the indie sound bundle format: what it is, types of packs, and approaches to assembling them. It describes a step-by-step process to help you create your own.

It also looks at Web shops: what they are and how they work. It presents five types of shop and helps you choose one that’s best for you. It shares ideas for the design and structure of your shop.

There are also tips for starting your online business, crafting a professional identity, and a list of common problems and how to solve them.

The full version of the book also includes three companion guides that step readers through the process of creating a website and building an online shop with simple, daily tasks.
 

What do you hope readers will get out of the book?

Well, I believe that we all benefit when more exceptional sound surrounds us. So, I hope the book will help readers build strong, appealing sound libraries and share them easily with their fans.

I believe every field recordist, musician, and sound designer has an irreplaceable perspective to offer the world of pro audio. My hope is that the books will help them share their best, inspiring work effortlessly so they can continue to record the sound they love to create.
 

The two versions of Sharing Sound Online
The book comes in a Standard and an Upgraded edition. Here’s Paul Virostek’s explanation of the difference between them:

‘The Standard Edition ($42) includes the main Sharing Sound Online book. It is 130,000 words and over 700 pages long. It leads readers through the arc of starting an online business, crafting a professional identity, building a sound bundle, selecting a sound shop, and solving common problems.

The Upgraded Edition ($49) adds three companion handbooks. They are step-by-step guides that coach readers through the process of creating their online store in another 70,000+ words. There are also bonus files: code snippets to improve your website, Web page templates, and a worksheet for tracking your library releases.

So, the Standard Edition is best for people who already have a Web shop, or are confident building websites. The Upgraded Edition is meant to provide everything you need to create a indie Web shop completely from scratch.’

 

The market for indie SFX has exploded in the past few years – why do you think that is?

Indie sound bundles are remarkable for a few reasons. In the past, sound libraries were mailed to us by corporate distributors. In contrast, indie bundles are created by highly skilled pros already working in audio. They are thorough “sonic essays” of focused sound effects that other sound pros actually need. In other words, they highlight craftsmanship, creativity, and skill in a way previously unheard of in the sound effects community.

Also, unlike other sound libraries, they share collections in a way that sound pros need to use them. Most of the time when we’re working, we hunt for specialized clips to solve problems in our editing timeline. Sound bundles share premium audio from recordists who know the way we need sound served, and deliver it instantaneously so we can meet our deadlines.

They’re also popular because it’s pretty cool to support the friends and colleagues we see at work and online every day

They’re also popular because it’s pretty cool to support the friends and colleagues we see at work and online every day.
 

One challenge for SFX creators is coming up with ideas for new libraries that the market actually needs. How do you propose they go about doing that?

Yes, this is one the most common challenges people have when starting new libraries. What’s a good idea? Will it be successful?

There are many ways of looking at this. The book covers about 10 ways to solve this problem. I’ll share a few ideas here.

One suggestion: it’s important to have deliberate direction. Creating a random bundle and hoping that it will appeal to everyone will earn only moderate success. Selling Creative Sound explained the importance of finding your “audience.” That discovers what sound people want and how they like it served.

So, one way to find a library idea is by being part of a sound community. You can find many blogs, forums, and groups on my community pages on Creative Field Recording. Spend time listening to their needs. Every week or so I hear pros asking for sound effects that just aren’t available yet. Create these libraries. Deliver what they want, the way they want it. These are what I call “theme-based bundles.” Bundles that deliver audio this way are more powerful than “scattershot” concepts. Think about it this way: would you take your chance at a buffet or have an elite chef deliver a delicious meal of your favourite food directly to your table? It’s the same with sound bundles.

Other bundle creators take a different approach. The work in audio every day. They notice what clips work and which do not. They create collections to fix these problems or fill the gaps in existing libraries. Many great bundles have grown from a frustrated sound designer deciding they need to record a “proper” collection to suit their needs. There’s a good chance that if you see potential for a new spin on existing libraries, others will as well.

Many great bundles have grown from a frustrated sound designer deciding they need to record a “proper” collection to suit their needs

In Sharing Sound Online I call these “need-based bundles.” You can discover this by working with a wide variety of sound libraries regularly and keeping track of a wishlist of changes.

Let’s not forget that even the most common clips can be enhanced to create a fresh collection. The e-book shows how to do this by using what I call “The Sound Effects Star.” That’s a way of supercharging your recordings to create a unique pack that people will want. I wrote about that about that on my blog, and the book expands on the ideas there, too.

I realize that a lot of that is conceptual. So, here’s the short answer: if sound is rare, popular, distinctive, or difficult to capture, it will make a viable collection. Sharing Sound Online also lists pack topics to pursue and to avoid.

The most important thing is to simply get started creating. Waiting years for a golden bundle idea doesn’t help anyone. Get started creating. Bundles are virtual products. Building a pack requires no risk and little expense. Get going now.
 

Is there one mistake you repeatedly see SFX creators make when they start out in indie SFX? And how do they avoid that?

I hesitate to label anything as a “mistake.” Creating bundles and hosting them on a shop is a radically different task than capturing and editing sound. We’ve spent years editing audio, but perhaps not as much with Web production. It’s natural to specialize in one skill and have room to grow in another. That’s one reason I wrote Sharing Sound Online: to help sound pros get their bundles out there easily and inexpensively without needing years of deep Web experience.

I do think bundle topics would benefit from more reflection, as some topics are quite common now

I do think bundle topics would benefit from more reflection, as some topics are quite common now. I would hate to see a sound designer become discouraged from sharing sound just because the market for whoosh libraries is played out and as a result their own collection doesn’t get much attention.

This is actually easily fixed. Both Selling Creative Sound and Sharing Sound Online include ideas for creating remarkable sound libraries. After all, none of us want to think of ourselves as professionally irrelevant. Sharing Sound Online describes a way to build a bundle that carries your personal imprint. That makes your sound library irreplaceable and especially evocative, too.
 

What do you think is key to making it in independent SFX?

I think there’s isn’t a simple, one-word answer. That’s actually good news. The truth is that the answer is nuanced. Unlike other sound library types or methods of sharing audio, success in independent SFX isn’t “make or break.” Corporate libraries need marketing budgets, packaging design teams, and sales staff. Massive Web shops require pricey servers, shockingly expensive bandwidth fees, and more. Failure can be catastrophic if you’re sharing audio that way.

There are fewer barriers to starting out in independent SFX. Sound bundles can be created simply, inexpensively, yet have an immense impact. Overheads and risk are low.

That means success occurs more easily.

There are fewer barriers to starting out in independent SFX. Sound bundles can be created simply, inexpensively, yet have an immense impact

Because of this, making it in independent sound effects can occur anywhere along a slope. The first requirement is that the audio is captured well. That includes choosing the right gear, recording the tracks properly, and editing, mastering, and curating the collection to the unrelenting best of one’s ability. That type of success occurs at the beginning of the slope. Most packs today are like that, and they’re doing quite well.

I’d say another key aspect is being in touch with a community. No one will become a fan of your work if they don’t know it exists. A Sound Effect is a great resource for this, as are the communities I mentioned earlier. Also, sound libraries created with a specific community in mind tend to be more powerful and inspire a stronger reaction. The trick is that connecting with a community can’t be manufactured. Instead, communities take time to grow. However, when a library is in touch with the needs of a strong community, success will occur higher on the slope.

Finally, the sound library must be “exceptional” in some way. The Sound Effects Star I mentioned earlier is a way of making field recordings remarkable. This approach will place the sound library on the highest point of all on the slope. This is the most significant factor in a library’s lasting success. The cool thing is that every sound designer has the ability to create remarkable libraries inside them already – they simply need to unlock it and embed it into their clips.

I think a sound designer that completes each of those, broadens their content regularly, and radiates authenticity can’t help but succeed.
 

What’s been the most valuable lesson you’ve learned from being involved in independent SFX?

Both field recording and editing sound can be methodical, task-based work. It’s easy to box yourself into thinking only about the merits of productivity and results. That’s natural. We need to capture audio accurately and deliver finished tracks to the theatre promptly.

However, selling indie bundles online helps you think about sharing sound in a different way. I’ve met hundreds of inspiring creators through my Web shop at www.airbornesound.com. I’m gratified that they use sound I’ve recorded. Since sharing indie bundles, I’ve begun to work differently. I always think about their needs when I capture every recording and master each clip. I want to provide tracks to help them create inspiring projects.

So, I’d say that one valuable lesson of working with indie bundles is that I’ve learned how much more direct the effect of your work becomes. More so than any other way of sharing sound, indie bundles and Web shops help bring field recordists closer to the sound pros that create every day.

 

Please share this:


 

A big thanks to Paul Virostek for his insights on independent SFX and his latest book!

Get the Sharing Sound Online Standard Ed. for $42, and the Upgraded Ed. for $49 here.



 
 
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.

    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
  • Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

    40 %
    OFF
  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
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.

    20 %
    OFF
  • 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

    50 %
    OFF
  • 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.


   

Leave a Reply

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

HTML tags are not allowed.