next level sound design Asbjoern Andersen


Seasoned sound designer Darren Blondin has worked on eight Call of Duty game titles, and when it comes to sound, he definitely likes to go his own way.

He creates custom tools using Cycling ‘74’ Max for Live and JUCE, pulls apart plug-ins to make them better, and builds physical ‘contraptions’ to produce specific, customizable sounds. Hear about his unique and inspiring approach to working with sound below:


Written by Jennifer Walden
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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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  • THE COMPLETE JUST SOUND EFFECTS COLLECTION
    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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  • 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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Darren Blondin, senior sound designer at Raven Software in Madison, WI, has worked on eight Call of Duty game titles so far, earning several awards and nominations for the sound work on Call of Duty WWII (2017), Call of Duty Infinite Warfare (2016), Advanced Warfare Zombies (2015), Call of Duty Advanced Warfare (2014), and Call of Duty Modern Warfare 3 (2011). On the latest release, Call of Duty: WWII, Blondin and other members of the Raven team worked in close partnership with the Sledgehammer Games audio team. Raven handled the sound on four single-player missions: “Liberation,” “Ambush,” “The Rhine,” and also the “Battle of the Bulge” on which Blondin was personally responsible for the sound design, implementation, and mix. He and the Raven team also contributed additional sound work for the game’s multiplayer maps.

Blondin takes a unique, in-depth approach to sound design. And by that I mean he literally pulls apart the plug-ins that help him to manipulate sounds in order to create his own versions of those tools. This gives him the deepest possible understanding of what’s happening to the sound, and therefore ultimate control over how that processing can be modified for better results. Here, Blondin talks about how he got started down this extraordinary path and the impact that it’s had on his particular method of designing sound. Plus, he talks about using Cycling ’74’s Max for Live and JUCE to create his own custom audio tools.

 

Sound designer Darren BlondinCan you give a general overview of your approach to sound design? How did this approach come about?

Darren Blondin (DB): I was able to design my own studies at Goddard College’s Individualized Bachelor of Arts program. It’s self-directed learning, so students decide what they want to research and work with advisors to get there. I titled my study “Interactive Sound Design,” focusing mainly on the different aspects of game audio.

In order to fulfill the academic conditions, it was necessary to adequately incorporate required disciplines like math and science. I always had to identify and explore the relationships between sound and other different areas of study. So it became natural to consider how the things I’m doing with sound in the computer relate to acoustics, resonance, and our perceptions.

If someone designed a plug-in that’s helping to make my sound better in some way, but I don’t know why, I’ll break down what’s actually going on and re-create it on my own with the hope of gaining more focus and understanding.

Sometimes it’s hard to unravel all these fine details with DSP tools that are designed to take the complexity away and make decisions for us. I guess it’s like cooking — you can buy something that comes in a box and get it on the table in a half hour or take your time and grow your vegetables and prepare the individual ingredients. Both approaches are valid and I’m certainly not opposed to taking shortcuts, but I strive to do things from scratch. So if someone designed a plug-in that’s helping to make my sound better in some way, but I don’t know why, I’ll break down what’s actually going on and re-create it on my own with the hope of gaining more focus and understanding. And I think that leads to better results, even though it can be time consuming to “roll your own” all the time.

I also try and front load my effort so that most of the time is spent creating the signal chain or tool that will be able to efficiently make the sounds. Sometimes there is no need to make a tool; it’s just the way the task is approached. For example, the ground battle ambience for “The Bulge” in Call of Duty: WWII was created by recording a WWII re-enactment in Illinois. I imported the ambience into Ableton Live and converted the audio to a MIDI drum pattern with the tank firing sounds representing the kick, close machine guns being the snares, distant guns as hi-hats, etc. Then I used the MIDI data to replace and/or enhance the battle sounds with Live’s samplers. This is similar to the way one might approach music made with modular synthesizers, putting most of the effort into the patch, and the least amount into actually playing it back to record it.

 

When starting on a new project, how do you like to prepare for the sound work ahead? Do you like to research your subject before diving in?

DB:  After a project is complete it’s helpful to pause and analyze how it went — the successes and struggles. At Raven, we have had the great opportunity to work on a AAA title every year with a couple months time between to do postmortems and prep for the next. This down time is our chance to course correct, which includes fleshing out lacking areas of our sound library and evaluating our latest work.

When the fist is pulling back to hit the next project, we assess our last shot to improve our aim.

Recently, we each took a section of Call of Duty: WWII (which we just finished) and completely redesigned the audio. We pushed ourselves in bold and risky ways to help get a better understanding of what was possible if we had more control and time. The most valuable part of this exercise was the discussion and critique, which lasted days. Collaborative thinking of this scale can’t happen mid-project as we have our heads down in the tasks and can’t be overly distracted, considering the tight schedule. But when the fist is pulling back to hit the next project, we assess our last shot to improve our aim. There are always areas we can do better and often times we have to look behind us to understand where we need to go next.

Research is constant. It might be as simple as grabbing a reference, like a recording of an old submarine Klaxon alarm, and I’m trying to create this sound in whatever way I can because we don’t have one on hand. A picture of the inside of the alarm reveals the teeth of a gear are pressed against a metal diaphragm. So that leads me to try and get that character using a drill and hole saw vibrating up against an aluminum travel mug. Having to fake things is part of the fun and often times the unofficial version sounds more interesting. References keep us from going too far off track.

I think sci-fi and fantasy genres are somewhat forgiving as the listener won’t be caught off guard as much by unusual sound effects. In contrast, historical accuracy and realism is a different thing. We’ve had a lifetime of exposure to some of these sounds and so there are expectations of what they should sound like. A little research will help you make sounds that will not attract too much attention because they are slightly off.

darren blondin sound design desk

Your DAW of choice is Ableton Live. What do you like about this program? Why is it a good fit for you as a sound designer?

DB:  Ableton Live is amazing for game sound design. It certainly hasn’t been marketed as such; it’s aimed more at live performance and loop-based music production. But a number of game audio designers are using it. Matt Piersall at Gl33k has a good video demonstrating his approach to game sound with Live.

Hopefully, Live will get more traction in this field as it continues to expand its capability. With the addition of Max MSP integration, it can do things I have not seen in any other workstation. It’s an odd duck for sure and might not rub everyone the right way — you can’t customize the interface much like Reaper allows, for example. And the content browser is quite lacking. But the creative possibilities it provides far outweigh the cons.

Because it’s been honed as a live performance tool, there is very little to distract creative flow.

Because it’s been honed as a live performance tool, there is very little to distract creative flow. It’s easy to stay ‘in the zone’ while you work. You never have to stop the sound or dig through menus. It’s all right there. You can even design or rewire plug-ins spontaneously and interactively while your session is playing. Cycling ’74’ has done a great job keeping the interface clean and intuitive too. Rarely is it necessary to dig into the manual. If you want to dig in and approach sound at a code level, the capability is there, and if you just need to get something done quickly, nothing will get in your way. It’s perfect!

 

How did you get started with Cycling ’74’s Max for Live? How did it help you with your sound design?

DB:  I had fiddled around with Max/MSP a bit back in 2005, enough to get a sense of its flexibility and depth. But it seemed too removed from my workflow with Ableton to be useful and the complexity was a deterrent. Many years later when the Max extension arrived that was a game changer — this would supposedly open up the hood, so we could tinker with Ableton’s innards. So, I just had to learn it.


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.

     

    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
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    • 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.

  • – 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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    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.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
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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.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

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  • Here is the complete ultimate Magic bundle!
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    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
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    SOURCE: (1,110‬ sounds)
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    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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What was the first ‘tool’ you created with Max?

DB:  My first original M4L device was a surround panner as they didn’t provide a solution for this initially. I wanted a quick way to create surround ambience in Ableton by dropping sounds in and positioning and moving them. I added the ability for sounds to drop off with distance, then added filtering, and reverb processing.

That’s where Max for Live comes in — there are no limits and you can seal it all up behind a simple UI.

Ultimately the surround panning ended up being the less interesting part and I explored propagation and reflection. I’ve never found an outdoor DSP solution I’ve particularly liked. Exterior convolution reverbs sound like rooms to me, for example, delay taps alone are not enough, and getting convincing EQ and volume curves that simulate sound traveling over distance, doppler and phase cancellation can be tedious. There are a lot of parameters to manipulate and they all need to interact. Nearly any DAW has the ability to alter all these things but having to tweak everything individually is slow. And it might be hard, later on, to reproduce that magical combination of processes that took so long to dial in a few days ago. It’s possible to get this sort of system working using macro mappings within Ableton’s Audio Effects rack but things can get very large and inefficient; it’s hard to see at a glance where all the parameters are sitting, and sometimes you need to incorporate complex logic to handle how things interact. That’s where Max for Live comes in — there are no limits and you can seal it all up behind a simple UI. So, to put sounds in an outdoor environment, it can be as simple as selecting a starting point with a button (eg. forest, mountains, parking lot), then placing some reflections around with a simple X,Y visualization.

It can be a bit tough getting ramped up with Max but over the years they have incorporated loads of starting points and it’s getting easier as time goes on (now surround panner code is provided, for example). And the Max programming community is long established and super active. People will take time out of their day to answer your questions and even code some things for you if you get stuck. Sharing ideas is as simple as selecting and copying portions of your device from Max into a blog entry. Someone else can then copy that text and paste it into Max.

 

What was the most complex one you created?

DB:  I’m not sure if it’s the most complex Max thing I’ve explored but certainly one of the most rewarding — batch processing within Live. At Raven, we sometimes have to process hundreds, even thousands of sound files very quickly. And I’d rather be doing this in Live rather than an editor to take advantage of Max processing. There are ways to cheat this by freezing, flattening and cropping tracks, and using a batch renamer. But it’s multi-step not super-fast.

In a production environment automation can have a big impact on the quality of games because we are not being taken hostage on repetitive processes.

Now, I’ll just automate the process in Max, including normalization, trimming/extending file lengths, naming, etc. It’s even possible to approach such automation in a generative way. For example, Max can wait for a sound or MIDI note, record some sound, then save the file out and wait for the next. In a production environment automation can have a big impact on the quality of games because we are not being taken hostage on repetitive processes.

 

Another tool you use is JUCE. What is JUCE and how does it differ from Max?

DB:  JUCE is a C++ application framework that can be used for coding audio software. Max, which started as a Mac only program has been rewritten with JUCE. The intention of Max is to take away the complexity of coding while offering users the power and flexibility of programming things from the ground up. I got interested in exploring JUCE for its cross-platform capability, as my co-workers are using different audio workstations and I’d like to share my work with them more easily.

 

Would you recommend these tools for other sound designers?

DB:  As you can imagine, while more powerful than Max, working directly with JUCE is better suited for someone with coding experience. JUCE documentation assumes you have a good grasp on C++.  It’s a good option for a programmer planning to market their audio tools but definitely not the right choice if you need to get something complex done in a short amount time or think more visually.

Max is super-fast — once you get the basics down, it’s possible to build a simple audio tool in minutes by simply connecting some rudimentary objects. Anyone who is comfortable designing Reaktor ensembles might get up to speed quickly.

For anyone using Ableton Live standard, I suggest adding on Max for Live — it’s already included in Live Suite. The standalone version of Max offers smoother performance and more unlimited video features not available in Max for Live.

 

What advice would you give other sound designers who may be interested in getting into Max or JUCE?

An overly-complex first project may bring disappointment as it will be impossible to plan it out properly.

DB:  Start simple, just creating something like a tool that performs volume change, for example. An overly-complex first project may bring disappointment as it will be impossible to plan it out properly. When you bring in new features you initially didn’t think of, you may discover that you have to throw out existing work and start over to accommodate it.

Also, try and utilize other people’s work as a starting point. The Max documentation includes examples of how the different modules work, and you can copy and paste these examples into your own work as a starting point.

 

So you’ve created a few amazing contraptions (like a ‘rain machine’) to generate specific sounds? Can you share some example of these contraptions? What went into their design, and ultimately, what sounds were you able to get out of them?

Water collects on the tips of the wires and drips steadily, raining on whatever is underneath it — tarps, metal, wood, a cement floor, puddles, foliage, etc.

DB:  Haha. The ‘rain machine’ is nothing more than a large plastic container with dozens of holes in the bottom and small lengths of wire protruding from each hole. The container is secured to the ceiling in the recording space and filled with water. Water collects on the tips of the wires and drips steadily, raining on whatever is underneath it — tarps, metal, wood, a cement floor, puddles, foliage, etc.

As simple as this contraption is though, it is possible to create very customizable rainstorm loops in this way. By simply positioning the sounds on the objects in our games, the rainstorm convincingly feels like it’s hitting the objects and sounds different depending on where the player or camera is.

The glass sound rampA couple of weeks ago I designed a device for dumping large amounts of broken glass down from high-up over an extended time, safely. It looks like a long rectangular box that rests horizontally with an opening at one end. The inside of the box is covered with sound absorber. The glass is loaded by climbing a ladder and pouring it into an opening at the top. The box can swivel forward, dumping the glass. The sound of it sliding towards the opening is largely inaudible because of the sound absorber. And you can dump a lot at once. This will be for the sound of glass getting thrown after an explosion. We’ve probably dumped it about 30 times at this point with no injuries so I’m calling it a success. It should also work well with rocks and dirt, which I’ll try next.

Since we’re only concerned with the sounds they make, such devices are not much to look at, and often times are made from discarded items like recycled wood. Other times there are some very specific items needed and it can get pricier. If we have to spend money to make a sound it will likely be for a large library of sounds. My next project is to attach a recording device, an Instamic Pro, to an arrow and launch it past speakers to accurately process movement sounds for projectiles and fast-moving vehicles. We’ll likely get a lot of mileage out of the stuff.

 

What are you working on now? What’s new or unique in your approach to your current project?

DB:  We’re all working on fleshing out our library sounds right now. This is probably the most recording preparation we’ve done before a project. I can’t be specific about what we’re gearing up for, but it might be the most creatively demanding project yet.

 

A big thanks to Darren Blondin for giving us a look at his interesting sound processing workflows – and to Jennifer Walden for the interview!

 

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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.

  • – 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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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.

    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)

    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.
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  • 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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