Asbjoern Andersen


Ori and The Blind Forest is an impressive new game developed by Moon Studios and published by Microsoft for the Xbox One and PC – and it sounds absolutely spectacular. The game has been four years in the making, and I got the chance to have a talk with Sound Designer Andrew Lackey, who’s Audio Director and Lead Sound Designer on the game.

Read on to hear the sound team’s creative vision for the game’s audio, how they tackled the massive mix, Andrew’s favorite sounds – and how they were made.

Check out the launch trailer for Ori And The Blind Forest below:



Ori and the Blind Forest - Launch Trailer


Hi Andrew, congrats on a fantastic-sounding game! What’s been your role on the project, and who else is on the sound team?

Thank you! It’s been an incredibly gratifying project. I’ve been in love with it for a long time, and it’s amazing to see players enjoy it as mush as I do. I am the Audio Director and Lead Sound Designer. Gareth Coker is the composer. Beau Jimenez, Geoff Garnett and Kristi Knupp are the sound designer/implementors. Plus we had very strong support from the engineering team on the game. Gennadiy, Willem, Arie, David and Arthur all playing huge roles writing tools, systems and advanced implementation. Eric Braa and Aeralie Brighton were our super talented voice talent. Dan Smith and Boyd Post at Microsoft really helped us to elevate tech and schedule issues, and got behind our sonic approach.
 

The game has been in development for four years. What have been some of the major milestones, in terms of the game’s audio?

The game was more of a slow march to completion rather than milestone driven. The major wins along the way were proving our cinematic aesthetic and tech on the interactive cutscenes, getting Ori’s platforming sounds dialed in, designing Kuro, defining the voices of Spirit Tree, Sein and Gumo, filling out the game with deep depth of field ambiences, enemies, UI… and Mixing it… mixing it was huge.
 

What’s been your overall vision for Ori’s sound design? And if you were to sum up the sound of the Blind Forest, what are some of the key sonic components?

Ori is a mix and refinement of many genre’s both in film and gaming. It’s beautiful, poignant, and suspended in time as much as it is exhilarating, fun and challenging. To do all those things well I knew we needed to create an expansive sound in the aesthetics, mix and density. We needed to be nearly silent at times and we needed to rip peoples heads off with terror at times. We needed to be hyper-realistic/naturalistic and psychologically spooky.

We needed the kind of detail in foley that draws people in very close to subtle action to create empathy with characters, but we also needed to saturate people’s senses to drive them to escape.

 
We needed the kind of detail in foley that draws people in very close to subtle action to create empathy with characters, but we also needed to saturate people’s senses to drive them to escape. In short, my aim was to create a highly dynamic and fitting sonic world for Nibel and all of this environments, characters and events, but also stretch as far as we could the peaks and valleys of dynamics, detail, humor, spookiness, naturalism etc.
 

The game genre has been described as ‘Metroidvania‘ – is this mix of genres something that’s influenced how you’ve approached the sound too?

Probably the most important aspect of the game is getting the platforming to feel fun and responsive.

We went for a light and agile feel for Ori, but you’ll also notice it’s very tactile.

We went for a light and agile feel for Ori, but you’ll also notice it’s very tactile. Wood sounds like wood, rock sounds like rock when you latch on, slide down or climb up walls. The textures end up making more of the meat of the sounds, as opposed to the impact of a foot for instance. Ori is mass-less, but Ori’s energy is real. So we focused on how Ori’s energy would affect the elements.

Beyond that, adventuring is key as well so we really wanted the player to feel the shifts in ambiences, moods, levels of hostility, creepiness, as the player moves through the world.
 

How does the game’s soundscape evolve as the player progresses through the game?

I’m very proud of the mix for Ori. There is a significant amount of sound that changes with environments and sequences throughout the game. This goes back to my earlier comment about stretching the aesthetic, density and dynamic range. If the moment is chill, relaxed and peaceful. We took that about as far as we could with the mix and sound design.

When it was time to get big, we were able to ramp up to epic scale.
 

The game has a natural progression much like a film would have so there are major events that happen as part of a 3 act story with a climax and denouement at the end. When it was time to get big, we were able to ramp up to epic scale.
 

What are some of your favorite sounds in the game?

The game is full of meaningful sounds…I’ll give you two.

I really like the connection between Ori and the Spirit Tree, and one sound in particular felt really great in connecting them. In the Attack cutscene when the Ori’s are communing with the Spirit Tree (before Kuro attacks) there is an ahhh sound that could almost be mistaken for a music element. I wanted to do sort of an hom chant kind of spiritual harmony thing there. I took some recordings of myself and my daughters and used the Windows app Paul Stretch to create this effect. Then I did the same thing with Eric Braa’s voice for Spirit Tree on some breathing he did. Those sounds became the basis for a lot of other sounds in the game.

The other example was really serendipitous. We just happened to be working on the game’s opening scene Prologue with the Storm and the Ori leaf journey. I wasn’t in love with the lightning material I had in my library (it’s so overused), plus I was a little grumpy that the visuals kept changing. We also had significant technical challenges completing that scene because of frame rate issues. I was about at my wits end, and this gnarly lightning storm came through our area.
We always have our field recording rigs ready, and we grab them as soon as a storm comes. On that day, we recorded some of the best lightning I’ve ever heard recorded.

On that day, we recorded some of the best lightning I’ve ever heard recorded. It scared the bleep out of us, but the mics just soaked it all up.

It scared the bleep out of us, but the mics just soaked it all up. No rain, just raw enormous thunder. If you know me… I LOVE recording my own sounds.
Lightning is one of those sounds that is very distinctive from one strike to another. They worked perfectly, and they sound sooo fresh and unique for the game..because they are.


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


Trending right now:

  • The Seagulls sfx library includes 28 tracks of both single, isolated seagull screams, and bigger flocks of nesting seagulls, calling out to each other and their chicks. There are plenty of classic call sounds, but also some weird throaty and raspy screaming, and what could sound like seagull laughing sounds.

    All tracks are recorded with the very useful zoom function of the Telinga microphone and dish.
    Library includes both untreated tracks, and noise reduction processed tracks in two separate folders. Noise reduction processed tracks have carefully been cleaned up with a CEDAR NR system.

    Though these birds are in an abundance around most harbours and industry around here, they are not always easy to record. You mostly hear them from a distance, or from places not easy to access. When you try to get close to them, they will usually fly away.

    Many hours have been spent on rooftops, gardens, backyards, a junkyard, and different harbours to get this material.

  • This is a unique bicycle library that captures road surfaces from the perspective of super quiet bicycle. These are clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings and smooth stops.

    The Extra Surfaces library provides 162 sounds captured on the following road types Large Bricks, Gravel, Grit, Icy Asphalt.

    The four additional ‘onboard road’ surfaces are the perfect extension for your other ‘City Bicycle’ library of taste. Just add it as a layer, mix it and voila your bicycle can move from gravel to bricks to grit or from large bricks to slippery icy asphalt roads.

    Speeds and actions:

    Three speeds. Departures from slow, medium to fast getaways. Arrivals from slow stops with gently brakes to smooth departures.

    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.

    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.

    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 or other sound. So you can find the bike you like fast.

    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 to some wave files, so specific sound events are easy to spot in Soundminer and other apps.

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

    Need more?
    The GoodBike library is a part of the ‘City Bicycles – Complete Bundle‘ available here in the A Sound Effect store. It consists of all 4 bicycles and includes additional surfaces and extras ranging from one-off  bicycle passes captured in the city and bounces and rattles. If you buy the complete bundle you get 1 package for free!

    Here’s a handy comparison table:

     

    'City Bicycles'  Sound Library by Frick & Traa
    Responses:

    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

     

  • This is a unique bicycle library that captures this characteristic bike in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings and smooth stops.

    The GoodBike is a smooth sounding retro bike that doesn’t rattle or squeak, it has a really nice tire sound for a subtle presence in the mix.

    Speeds and actions:
    Three speeds. Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    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.

    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.

    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 or other sound. So you can find the bike you like fast.

    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 to some wave files, so specific sound events are easy to spot in Soundminer and other apps.

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

    Need more?
    The GoodBike library is a part of the ‘City Bicycles – Complete Bundle‘ available here in the A Sound Effect store. It consists of all 4 bicycles and includes additional surfaces and extras ranging from one-off  bicycle passes captured in the city and bounces and rattles. If you buy the complete bundle you get 1 package for free!

    Here’s a handy comparison table:

    'City Bicycles'  Sound Library by Frick & Traa

     

    Here’s a handy comparison table:

    'City Bicycles'  Sound Library by Frick & Traa
    Responses:

    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

     

  • Strident and Demonic

    Expand the timbre of your horror violins and cellos with CIRCUS, a sinister sample pack featuring 180 WAV sounds of screeching or high-pitched string noises, perfect for horror music and dark sound design.

    Creative Tension

    This collection offers a curated selection of screeches, high-tension tremolo, heavy jeté strokes, dark demonic textures, finger patterns, chaotic string elements, clock loops and bow accents.

    Haunting and Experimental

    Create haunting atmospheres, perfect for horror, thriller or experimental soundtracks. Every element has been designed to unsettle and disturb, blurring the line between music and noise.

    80 %
    OFF
    Ends 1760911199

Latest releases:

  • Woodpile Chaos is a gritty collection of 82 wooden hits, creaks, and scrapes — a wild mix of organic textures born from raw timber and controlled destruction.

  • This is big set of scary sound effects, that will make your game, or any other project performance much more impressive!

    Dark, evil ambient loops, ambient noises, scary sounds, heavy rumbles, moans, metal squeaks, scratches, cracks, debris sounds, sub bass sound FX, background white noises, thunder strikes, electric sounds, engine loops, electric sparks and many, many more!…

    40 %
    OFF
  • Car Sound Effects Ford Puma 1997 sports car Play Track 206 sounds included, 48 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 only available in UCS.

  • Ambisonic Sound Effects Red Deer Play Track 13+ sounds included $80

    A small collection of High quality, close up red deer recordings.

    Red Deer Roars and Moans and other vocalisations from different habitats. (mountainous areas and forest)

    Recorded over the years during the rutting season, varying distances but mostly up close and face to face with this loud and scary mammal.

    20 %
    OFF
  • Take full control of your interface sound design with the Ultimate UI Click & Select SFX Bundle — a massive collection of 1,054 professional-grade UI sound effects across seven expertly crafted libraries by RawAmbience.

    From crisp button clicks and smooth menu transitions to RPG-style selects, denies, and toggles, this all-in-one bundle gives you everything needed to design intuitive and immersive UI audio for games, apps, web, or interactive media.


    Your complete UI sound design toolkit.

    The Ultimate UI Click & Select SFX Bundle delivers a polished collection of responsive interface sounds, including:

    • Click & Select UI RPG SFX 1 & 2 – Over 456 sounds tailored for RPG and interactive UI: selects, hovers, alerts, cancels, access-denied, and more.
    • Click Menu Sound Effects 1 & 2 – 281 high-quality menu interaction sounds for toggles, clicks, opens, closes, and confirmations.
    • Click Sound Effects – 110 versatile UI clicks designed for modern app and game interfaces.
    • Essential Menu Click Sounds – 107 precise and minimal click sounds, ideal for clean, modern UIs.
    • Essential Menu Select Sounds – 100 select-focused sound effects, delivering clean, modern UI feedback for toggles, confirms, menu navigation, and precise user selections.

    Perfect For:

    • Game menus and HUDs (RPGs, mobile, indie, AAA)
    • Web and app UI feedback
    • Interactive experiences (VR, AR, touchscreen)
    • UI prototyping and UX testing
    • Accessibility-focused sound design
Need specific sound effects? Try a search below:


The game also features an astonishing soundtrack – how did you strike a balance between the music and sound design? And what’s the interplay like between the two?

Gareth had a tremendous feel for the game that I sync’d with immediately. I’m not sure if he influenced me or I influenced him, but we just got each other without a whole lot of arm wrestling. We both work with a lot of restraint and a big picture mentality. We respect that players don’t need or want to be prodded along with unnecessarily busy sound. They enjoy depth, detail, lusciousness and subtlety just as much as huge climatic moments.

The sequence starting in Prologue when Ori is walking through brambles is a good example. We get very quiet there before the huge climax at the end of Prologue (the opening cinematic). Then Gareth’s music in Sunken Glades to start game play has a very ‘relax, chill out and enjoy the forest atmosphere’ vibe. That could have easily gone the way of adventure music to drive the player a bit.

That wouldn’t have been a bad choice necessarily, but had he started with higher energy adventure music there we wouldn’t have been able to establish the sound effects for the ambiences, Ori’s movements, the UI and other interactive sounds as clearly. For the player this is a little playground space of sorts. In a sense we suspended time here so the players could hang around a little and feel safe to play.



Ori and the Blind Forest - Making of Soundtrack


A behind-the-scenes look at the making of the game’s soundtrack

 
We also threw suggestions at each other pretty regularly. And again, I got to mix this game, which really allow me to push fx, voice and music in and out of focus in ways that give the player a lot of different sonic feels.
 

From a technical standpoint, how did you go about implementing the sounds for the game?

Wabi Sabi Sound was fully integrated as the sound team. We co-owned implementation with the programmers but the division of labor evolved over time. All of the tuning and mixing was our domain.
 

What’s been the biggest challenge in getting the sound right for the game?

Because the game wasn’t scoped 4 years ago to be the long, open, complex game that it became, we were under scoped on tools pretty significantly. The game was done in Unity 4, but shipped using a branch of the Unity 5 beta engine. It was a fairly dicey ordeal, but we really needed some of the new tools. We did not use a 3rd party audio tool, which in retrospect would have been the right choice. We ended up writing a lot of tech to supplement what we had. The game being full 5.1 surround, tightly mixed, with DSP was a gnarly challenge that we pulled off with great thanks to Moon’s amazing tech team.
 

From the teasers I’ve seen for the game, it looks like you’re doing some voices too?

Yes…haha…I’ve done tons of creatures over the years, so Gumo (humorous Gollum-like character) was pretty fun. I’m also doing Ori and Naru. Naru was a bit of a stretch, but we ended up being very minimal with her. I love doing voices especially as part of my design.
 



Ori and the Blind Forest - Gumo Sound Effects Teaser


Andrew Lackey, beavering away on the sound for the Gollum-like Gumo character

 

Response to the game has been phenomenal across the board. Did you know you were onto something special with this one?

The team collaboration on Ori was incredible. I really can’t say enough about it. Everyone was deeply invested, everyone spoke up about things they liked or didn’t and everyone did their best to integrate the ‘team’ feedback.

The team collaboration on Ori was incredible. I really can’t say enough about it.

I’ve been involved with a lot of projects, and I’ve never seen a team interaction function so well. It wasn’t always perfect and there were plenty of fierce disagreements, but everyone kept the game success at the heart of everything.

A LOT of love and talent has gone into this game by a great many people. I could feel it was special from the very beginning. I didn’t know it would be a broad commercial success, but I knew the project was coming from a special place in the hearts of the team that started it.

 

Please share this:


 

A big thanks to Andrew Lackey for the story behind the sound for the game! Find out more about Ori and the Blind Forest here, and visit the Wabi Sabi Sound page 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:

  • The Seagulls sfx library includes 28 tracks of both single, isolated seagull screams, and bigger flocks of nesting seagulls, calling out to each other and their chicks. There are plenty of classic call sounds, but also some weird throaty and raspy screaming, and what could sound like seagull laughing sounds.

    All tracks are recorded with the very useful zoom function of the Telinga microphone and dish.
    Library includes both untreated tracks, and noise reduction processed tracks in two separate folders. Noise reduction processed tracks have carefully been cleaned up with a CEDAR NR system.

    Though these birds are in an abundance around most harbours and industry around here, they are not always easy to record. You mostly hear them from a distance, or from places not easy to access. When you try to get close to them, they will usually fly away.

    Many hours have been spent on rooftops, gardens, backyards, a junkyard, and different harbours to get this material.

  • This foley collection features the unique sounds of “Animal Footsteps” across diverse terrains. From the soft padding of paws and the scuttling of insects to the rhythmic clop of hooves and the delicate patter of birds, you’ll find every sound you need to bring your wildlife scenes to life.

    Each sound has been captured in studio and divided into specialised categories including Paws With Claws, Paws Without Claws, Reptiles, Rodents, Crustaceans, Arachnids, and more.

  • Materials & Texture Sound Effects Glacier Ice Play Track 300+ sounds included $40

    Glacier Ice is a library containing over 300 high quality sounds of ice cracking, breaking, shattering in various sizes of blocks – recorded entirely in the Italian Alps over the course of two winters.

    The library contains sounds of all dimensions, from ice cubes being dropped in a drink to a designed iceberg collapsing.

    The majority of the material was recorded at 192 KHz with a Sanken CO100K and a stereo pair of Sennheiser MKH8040, making this library greatly flexible for pitch shifting and all sorts of heavy processing.

    A small section recorded at 96KHz features sounds recorded exclusively with contact microphones placed directly on the surface of a frozen water stream.

    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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Woodpile Chaos is a gritty collection of 82 wooden hits, creaks, and scrapes — a wild mix of organic textures born from raw timber and controlled destruction.

  • This is big set of scary sound effects, that will make your game, or any other project performance much more impressive!

    Dark, evil ambient loops, ambient noises, scary sounds, heavy rumbles, moans, metal squeaks, scratches, cracks, debris sounds, sub bass sound FX, background white noises, thunder strikes, electric sounds, engine loops, electric sparks and many, many more!…

    40 %
    OFF
  • Car Sound Effects Ford Puma 1997 sports car Play Track 206 sounds included, 48 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 only available in UCS.

  • Ambisonic Sound Effects Red Deer Play Track 13+ sounds included $80

    A small collection of High quality, close up red deer recordings.

    Red Deer Roars and Moans and other vocalisations from different habitats. (mountainous areas and forest)

    Recorded over the years during the rutting season, varying distances but mostly up close and face to face with this loud and scary mammal.

    20 %
    OFF
  • Take full control of your interface sound design with the Ultimate UI Click & Select SFX Bundle — a massive collection of 1,054 professional-grade UI sound effects across seven expertly crafted libraries by RawAmbience.

    From crisp button clicks and smooth menu transitions to RPG-style selects, denies, and toggles, this all-in-one bundle gives you everything needed to design intuitive and immersive UI audio for games, apps, web, or interactive media.


    Your complete UI sound design toolkit.

    The Ultimate UI Click & Select SFX Bundle delivers a polished collection of responsive interface sounds, including:

    • Click & Select UI RPG SFX 1 & 2 – Over 456 sounds tailored for RPG and interactive UI: selects, hovers, alerts, cancels, access-denied, and more.
    • Click Menu Sound Effects 1 & 2 – 281 high-quality menu interaction sounds for toggles, clicks, opens, closes, and confirmations.
    • Click Sound Effects – 110 versatile UI clicks designed for modern app and game interfaces.
    • Essential Menu Click Sounds – 107 precise and minimal click sounds, ideal for clean, modern UIs.
    • Essential Menu Select Sounds – 100 select-focused sound effects, delivering clean, modern UI feedback for toggles, confirms, menu navigation, and precise user selections.

    Perfect For:

    • Game menus and HUDs (RPGs, mobile, indie, AAA)
    • Web and app UI feedback
    • Interactive experiences (VR, AR, touchscreen)
    • UI prototyping and UX testing
    • Accessibility-focused sound design

   

Leave a Reply

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

HTML tags are not allowed.