Asbjoern Andersen


Pit People is the latest game by The Behemoth, and it has all the hand-drawn animation, addictive gameplay, and absurd humor you have come to expect from the minds who brought us BattleBlock Theater, Castle Crashers, and Alien Hominid.

In this interview, you’ll hear from Ian Moreno, Production Coordinator, about how audio is a work of love and collaboration at The Behemoth, from voicing strange species with playful languages to constructing the perfect poop joke.


Written by Adriane Kuzminski – images, sounds and videos courtesy of The Behemoth and its associated artists



Pit People Now Available through Xbox Game Preview


Hello! Please introduce yourself and the rest of the audio team:

Ian Moreno: Ian Moreno (Production Coordinator), William Stamper (Voice Actor), and Jay Fernandes (Lead at The Research Centaur), or what I internally refer to as “The Behemoth Audio Collective”. And by internally, I mean I say it in my head, because when I say it to someone they typically laugh. Just to be clear, we don’t have a massive internal audio team. The Behemoth in general is a many hats studio, so audio is just one aspect we all contribute to among other things.

I should also call out the programming team: Rich Karpp, Kirit Nagda and Mike Welsh who have all done tons of implementation and other audio odds and ends.

 

Could you tell us a little about Pit People?

IM: Pit People is a fast-paced, turn-based, co-op adventure you’ll quest and explore, find awesome loot, customize your fighters, and recruit strange species!

Six fighters are chosen ranging from unicorns to robots to cupcakes

The game’s eclectic characters

 

In January, the game came out in early access, which is the first time The Behemoth has released a game in beta. What new challenges did you face, and how does the workflow compare to BattleBlock Theater or Castle Crashers?

IM: Well, I should point out that the workflow for those prior games were all drastically different. For Castle Crashers (CC) it was mainly Stamper working with Tom (Fulp), so I can’t really accurately speak to that. They utilized a lot of the Newgrounds community as well for music.

With BattleBlock Theater (BBT), I joined the team somewhat early on. And in terms of audio it was initially in a music capacity rather than sound design. Fryda Wolff, of current VO fame, was actually contracted at the time to do audio work. Since I was already coordinating with musicians it made sense to work on all audio so I kinda segued into that. Eventually Fryda stopped freelancing and she connected us with Carsten Rojann. He took a full-time job somewhere, but at that point Will Stamper came on to do narration. Between Stamper and myself, we finished the remaining sound work.

Pit People (PP), by comparison, is a much larger game in terms of content. So in terms of workflow, the only things that differs really are a lot of the beginning stages. We had to define early on not only what things sounded like, but what defined the sound packs or profiles of a “fighter”. CC and BBT were much simpler in that there was really only one type of unit in each game and then an array of weapons. Oh and the big difference… no one spoke. Haha. PP has vampiresses, zombies, electrobots, hair trolls, humans, spidaurs and more, so we naturally wanted to give them their own sonic identities and characterize them more.

Another item to point out is that we started playing with FMOD. With PP we knew we wanted to level up in terms of audio. Early on we were playing with the idea of having music dynamically change when planning and executing all your orders. Ultimately, we found it jarring and distracting due to the speed at which you can play the game, but it’s what initially led us to using FMOD. Well, that and the desire to add more logic and make things a bit more adaptive in some areas.

Also, as previously mentioned, we have up to 3 people contributing at any given time. So there is a lot more collaboration going on with certain areas of the game, where previously it was more like cascading contributors.


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


Trending right now:

  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
  • Bundles Mattia Cellotto – Complete Bundle Play Track 13100+ sounds included $1,162

    Mattia Cellotto’s extraordinary sound libraries are some of the most popular releases in independent sound effects – and here’s your chance to get them all at a nice discount. Here’s what’s you get:

    NEW: ANIMAL HYPERREALISM IV contains animal vocalisations – from hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, to brown bears, pheasants, wildebeests, African wild dogs and many more. Features 2000 individual sounds in 294 files.
     

    CATACLYSM is a collection more than 1400 sounds in 400+ files of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
     

    ANIMAL HYPERREALISM VOL I is a library containing themed animal vocalisations & sounds, from real to designed creatures totaling more than 1300 individual sounds in 290 files.
     

    ANIMAL HYPERREALISM VOL II is a library containing themed animal sounds & vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.
     

    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.
     

    METAMORPHOSIS is a huge collection of recorded source, synthesized material and hybrid sounds – more than 2300 sounds total.
     

    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.
     

    POLARITY delivers more than 950 sounds of electricity, science and technology – captured in several locations around the world, from electricity museums to science labs.
     

    ULTRASONIC DRY ICE is a library containing over 600 sounds themed metal resonances, scrapes and all sorts of weird.
     

    ROCKS MOMENTUM gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland.
     

    WATER VOLUMES delivers you over 300 sounds of natural hot-springs, bubbles, and liquids of various densities boiling under the effect of dry ice.
     

    METAL GROANS AND SLAMS is a library for which metal was kicked, hammered, bowed and… induced to vibrate through feedback loops?! The collection features 346 unique sounds recorded through field trips in US, UK and Italy.
     

    CRUNCH MODE & THE BORAX EXPERIMENT are also included as a bonus: Crunch Mode features 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust & frozen goods, and The Borax Experiment gets you 158 squishy, gory, slimy, gooey SFX.
     

    15 %
    OFF
    Ends 1759874399
  • Bundles The Vault – The Ultimate RTSB Bundle Play Track 29683 sounds included, 2459 mins total $1,159

    The whole 9 yards.
    Comprised of 11 heavy hitting libraries, this bundle includes SEISMIC CORE, OVERKILL, 4 ELEMENTS, COLLISION, INTERACTIVE, SCI FI, GEARBOX, SORCERY, HERO, BROKEN, and MELEE. Save by bundling all ELEVEN in a single library.

    GEARBOX:
    Boutique analog mechanical contraptions, steampunk gadgetry, gizmos and machines big and small.


    SORCERY:
    Spells, deflects, casts, blocks, beams, and more. Unrivaled wizardry at your fingertips.


    BROKEN
    Car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, and more.


    HERO:
    HERO – Sword fights, stabbing, guillotines, impaling, battle cries, shields, drawbridges, armor, foley and more.


    MELEE:
    Punches, kicks, blocks, bodyfalls, grabs, slaps, bone breaks, blood splatters, and more.


    SCI FI:
    Spaceships, machines, mechanicals, weapons and more. Technologies exceeding your boldest visions of the future.


    INTERACTIVE:
    The ultimate Game UI SFX library including clicks, pops, whooshes, musical and tonal elements, and ready to use designs for every UI action and game style.


    COLLISION:
    The ultimate sound effects library for massive impact sounds. Stingers, crashes, hits, whooshes and fully designed impact effects.


    4 ELEMENTS:
    Harness the raw power of fire, water, earth, and air with over 3000 elemental sounds crafted for limitless creativity.


    OVERKILL:
    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files.


    SEISMIC CORE:
    Unleash raw sonic power with SEISMIC CORE – a meticulously crafted 1.62 GB sound library featuring 548 impact-driven sound effects across 108 files.


    25 %
    OFF
  • Weather Sound Effects Hyper Thunder Play Track 800+ sounds included $49.50

    Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.

    Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.

    Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.

    Key Features

    • 800+ files of synthesized thunder and lightning
    • Both designed hits and source layers for full creative control
    • Covers subtle distant rumbles through to massive cinematic impacts
    • Crafted 100% from synthesis for a unique, larger-than-life sound
    • Perfect for film, games, trailers, and any project needing storm power
    • Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)

    From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.

    50 %
    OFF

Latest releases:

  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, foley, mechanical and electrical sounds. It is only available in UCS.

  • PLANES & HELICOPTERS contains flybys, takeoffs, and landings of 13 aircraft models and 5 helicopter models, including small and medium-range passenger planes, private jets, tiny planes and firefighting aircraft. Recorded as close as possible to the aircraft, in airports. You’ll find turbojet, turboprop, and propeller-powered aircrafts. You’ll also find military and civilian helicopters sound effects.
    The sounds can be used for a realistic purpose but you can design spaceships or futuristic vehicles.

    13 %
    OFF
  • Car Sound Effects Lada Riva 1980 compact car Play Track 218 sounds included, 51 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.

  • Electricity Sound Effects Fridge Hums Complete Bundle Play Track 60 sounds included, 130 mins total $24

    A comprehensive fridge hum library with 60 sounds / 2+ hours of hums, buzzes, beeps, industrial room tones, clicks, drips and more

    20 %
    OFF
  • Helicopter Sound Effects CH-47 Chinook Helicopter Play Track 40 sounds included, 46 mins total $80

    This library delivers the raw power of this legendary military transport helicopter. Originally recorded for the acclaimed Netflix series Money Heist: Part 5, this library captures every rotor, engine, and maneuver with pristine detail and fidelity—now available for your own productions.

    From the thunderous rotor blades slicing through the air, to the deep roar of its twin turbines, and the massive fly-bys that shake the ground, this collection delivers 46 minutes of sounds from one of the most iconic helicopters in history.

    Recorded using a multi-mic setup, every nuance has been preserved – from the hurricane-like rotor wash to the natural echoes bouncing across the runway and hangars. This library is a perfect fit for war films, military documentaries, AAA video games, or any production in need of authentic and cinematic helicopter power.

    What’s inside:

    • APU start ups, takeoffs, landings, and hovering sequences.
    • Close and medium imposing fly-bys
    • Interior and Exterior perspectives
    • Fully edited and UCS-compliant metadata for fast and easy search

    With CH-47 CHINOOK, you’ll have a rock-solid, versatile, and epic sound resource at your fingertips – ready to take your projects to the next level.

    Note: The SoundCloud demo contains radio communiactions and some cockpit switches. These are not included.

    20 %
    OFF
Need specific sound effects? Try a search below:


 

The game has an eclectic cast of characters, from wraiths to cupcakes, and a soundtrack that spans euro bop, spaghetti western, modern 8-bit, and other genres. How does your sound design match this level of miscellany while remaining focused?

IM: In several ways I’d say. There are multiple people working on it, so that inherently brings different flavors and approach. Stamper has created such a wonderful smattering of fighter voices. I suppose that’s categorized under VO, but there’s so much production on them that they are all uniquely designed sounds. Some don’t even have a bit of human voice at their source. In general, Stamper has a comedic background as a writer, actor, musician, sound designer, artist/animator, so all that comes into play. Jay has great comedic design sensibilities and has created some pretty vibrant and dynamic ambience throughout the game. His technical audio knowledge has helped a lot as well.

 

You said past games featured tracks composed by Newgrounds community members, but in BattleBlock Theater, Patric Catani’s tracks really stood out. Did he compose all the music in Pit People? What direction was he or other contributors given to complement the feel of the game?

IM: We have several artists who have songs in Pit People, including some that have been created in house. Currently, he is probably leading in the most tracks and possibly creeping past the 50% mark.

Direction was fairly straightforward with the usual materials, videos, character breakdowns, etc… However, there was one specific direction in that it was communicated that the world is a mish-mash of different times/eras, worlds and realities. So he was free to explore drastically different sounds and styles, but obviously through his lens. There are some tracks that are very specific and focused and with a singular theme. If ever there was an opportunity to get really out there and remove almost all filters… this is the time. So it’s kind of like this crazy experiment in a sense.

Musical tracks by various artists in Pit People

 

How would you describe the overall sound in Pit People? The sound design in your games is definitely becoming as distinct as the hand-drawn art style.

IM: Wow. Thank you! I still feel like it’s in its infancy and just starting to spread its wings. If I had to describe the overall sound in Pit People, I’d say:

“Awkward Aural Misadventure” or “Whimsical Sonic Surrealism”.

As for elements, I think it can be broken down as simply: “Whatever makes us laugh.”

 

Do you have any favorite SFX or scenes in Pit People? I love Cupcake’s baby gibberish.

IM: That’s really tough. There are some I’m personally attached to, whether I voiced it or helped shape it, but if I have to choose one it’s definitely the shuttle sequence. [Incoming spoiler alert!]

It was kind of a culmination of a lot of different past ideas that naturally worked for the cinematic that occurs after the battle in space. Dan (Paladin) actually wanted to use “Blue Danube” in BBT, but it never worked out. We had the outline done and I believe it was Dan who had written something about you know who throwing the shuttle back to Earth like a football. I was putting together a storyboard animatic for it and got lost in that moment. There are two cinematic devices I’m a huge fan of: cutting to silence and the complete absence of sound and cutting to music that tonally contrasts the visual. It’s a common one in TV/film – an action sequence occurs to some classical piece. This was one of those moments I thought the device would work, albeit potentially dragging out the journey to Earth a bit. I put it in and I guess Stamper liked it because he kept it in the sequence when completing the audio and then of course added the cuts back to you know who talking to you know who.

But seriously, the world map wagon poops are probably the best sounds in the game and those all came from Dan Paladin’s mouth:

https://youtu.be/ZwGjEVkZ77I

Little ordurous treasures

 

Just imagining their production makes me laugh out loud, haha!

When it comes to Will Stamper’s hilarious and iconic narration, how does the team choose and edit his takes so the dialogue is cheeky and awkward but still polished?

IM: Once again I can’t fully speak to the masterful sound-smithing of Stamper. He does a ton of takes and his VO drops are fairly massive. Dan and I usually listen through together and cull. I would love to put everything in, but I think it’s good in these cases to listen and objectively cherry pick. When there are narrative themes within a sound pack we try and be mindful to have a balance of everything. Also, I’ve had the great joy of learning that VO actors… well, ours at least… like to drop in little inappropriate gifts :)



Intro Cutscene and Horatio's Introduction :: Pit People


Will Stamper’s voiceover work in the opening scene

 

In a recent post on The Behemoth blog, you said instead of a language structure, the characters’ gibberish reflects more “who they are rather than ‘how’ they are”. Can you tell us a little more about this and some of the audio motifs that spawned from the recording sessions? Are the lines of gibberish attached to the captions or is it mostly randomized?

IM: Aw, my worst fear. Explaining that line I wrote, haha. I was definitely assigning a specific definition to “who” and “how” in that context. By who, I was referring to their sonic identity: what they say and what they sound like and what words or phrases are unique to them. With “how” I was referring to a higher level set of rules found in languages and how certain vowels and consonants are pronounced. Pretty much how accents work – that is, speaking someone else’s language through the rules of another.

The gibberish is mostly randomized, but there are a few canned lines here ‘n there. They can be found in any of the cinematics and any story-driven dramatic or comedic moments.

 

Do you have any fun stories from the recording sessions?

IM: We do have a few stories we’ll be sharing on our blog in the near future! Here is an overview of our Pit People VO Cast. We’ve also posted our first VO Cast spotlight recently. You can check out the spotlight on Ashly Burch.

In-game VO by Ashly Burch

 

Thanks for giving us a look into the SFX, music, and VO of Pit People and for introducing us to The Behemoth “audio collective”. As we look forward to new updates, where can people follow The Behemoth and Pit People on social media?

IM: They can find us on our Facebook pages for The Behemoth and Pit People and on The Behemoth’s Twitter.

 

A big thanks to Ian Moreno for sharing a behind-the-scenes look at the audio of Pit People – and to Adriane Kuzminski for the interview!

 

Please share this:


 



 
 
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:

  • Bundles Mattia Cellotto – Complete Bundle Play Track 13100+ sounds included $1,162

    Mattia Cellotto’s extraordinary sound libraries are some of the most popular releases in independent sound effects – and here’s your chance to get them all at a nice discount. Here’s what’s you get:

    NEW: ANIMAL HYPERREALISM IV contains animal vocalisations – from hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, to brown bears, pheasants, wildebeests, African wild dogs and many more. Features 2000 individual sounds in 294 files.
     

    CATACLYSM is a collection more than 1400 sounds in 400+ files of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
     

    ANIMAL HYPERREALISM VOL I is a library containing themed animal vocalisations & sounds, from real to designed creatures totaling more than 1300 individual sounds in 290 files.
     

    ANIMAL HYPERREALISM VOL II is a library containing themed animal sounds & vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.
     

    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.
     

    METAMORPHOSIS is a huge collection of recorded source, synthesized material and hybrid sounds – more than 2300 sounds total.
     

    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.
     

    POLARITY delivers more than 950 sounds of electricity, science and technology – captured in several locations around the world, from electricity museums to science labs.
     

    ULTRASONIC DRY ICE is a library containing over 600 sounds themed metal resonances, scrapes and all sorts of weird.
     

    ROCKS MOMENTUM gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland.
     

    WATER VOLUMES delivers you over 300 sounds of natural hot-springs, bubbles, and liquids of various densities boiling under the effect of dry ice.
     

    METAL GROANS AND SLAMS is a library for which metal was kicked, hammered, bowed and… induced to vibrate through feedback loops?! The collection features 346 unique sounds recorded through field trips in US, UK and Italy.
     

    CRUNCH MODE & THE BORAX EXPERIMENT are also included as a bonus: Crunch Mode features 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust & frozen goods, and The Borax Experiment gets you 158 squishy, gory, slimy, gooey SFX.
     

    15 %
    OFF
    Ends 1759874399
  • Bundles The Vault – The Ultimate RTSB Bundle Play Track 29683 sounds included, 2459 mins total $1,159

    The whole 9 yards.
    Comprised of 11 heavy hitting libraries, this bundle includes SEISMIC CORE, OVERKILL, 4 ELEMENTS, COLLISION, INTERACTIVE, SCI FI, GEARBOX, SORCERY, HERO, BROKEN, and MELEE. Save by bundling all ELEVEN in a single library.

    GEARBOX:
    Boutique analog mechanical contraptions, steampunk gadgetry, gizmos and machines big and small.


    SORCERY:
    Spells, deflects, casts, blocks, beams, and more. Unrivaled wizardry at your fingertips.


    BROKEN
    Car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, and more.


    HERO:
    HERO – Sword fights, stabbing, guillotines, impaling, battle cries, shields, drawbridges, armor, foley and more.


    MELEE:
    Punches, kicks, blocks, bodyfalls, grabs, slaps, bone breaks, blood splatters, and more.


    SCI FI:
    Spaceships, machines, mechanicals, weapons and more. Technologies exceeding your boldest visions of the future.


    INTERACTIVE:
    The ultimate Game UI SFX library including clicks, pops, whooshes, musical and tonal elements, and ready to use designs for every UI action and game style.


    COLLISION:
    The ultimate sound effects library for massive impact sounds. Stingers, crashes, hits, whooshes and fully designed impact effects.


    4 ELEMENTS:
    Harness the raw power of fire, water, earth, and air with over 3000 elemental sounds crafted for limitless creativity.


    OVERKILL:
    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files.


    SEISMIC CORE:
    Unleash raw sonic power with SEISMIC CORE – a meticulously crafted 1.62 GB sound library featuring 548 impact-driven sound effects across 108 files.


    25 %
    OFF
  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
    OFF
Explore the full, unique collection here

Latest sound effects libraries:
 
  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, foley, mechanical and electrical sounds. It is only available in UCS.

  • PLANES & HELICOPTERS contains flybys, takeoffs, and landings of 13 aircraft models and 5 helicopter models, including small and medium-range passenger planes, private jets, tiny planes and firefighting aircraft. Recorded as close as possible to the aircraft, in airports. You’ll find turbojet, turboprop, and propeller-powered aircrafts. You’ll also find military and civilian helicopters sound effects.
    The sounds can be used for a realistic purpose but you can design spaceships or futuristic vehicles.

    13 %
    OFF
  • Car Sound Effects Lada Riva 1980 compact car Play Track 218 sounds included, 51 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.

  • Electricity Sound Effects Fridge Hums Complete Bundle Play Track 60 sounds included, 130 mins total $24

    A comprehensive fridge hum library with 60 sounds / 2+ hours of hums, buzzes, beeps, industrial room tones, clicks, drips and more

    20 %
    OFF
  • Helicopter Sound Effects CH-47 Chinook Helicopter Play Track 40 sounds included, 46 mins total $80

    This library delivers the raw power of this legendary military transport helicopter. Originally recorded for the acclaimed Netflix series Money Heist: Part 5, this library captures every rotor, engine, and maneuver with pristine detail and fidelity—now available for your own productions.

    From the thunderous rotor blades slicing through the air, to the deep roar of its twin turbines, and the massive fly-bys that shake the ground, this collection delivers 46 minutes of sounds from one of the most iconic helicopters in history.

    Recorded using a multi-mic setup, every nuance has been preserved – from the hurricane-like rotor wash to the natural echoes bouncing across the runway and hangars. This library is a perfect fit for war films, military documentaries, AAA video games, or any production in need of authentic and cinematic helicopter power.

    What’s inside:

    • APU start ups, takeoffs, landings, and hovering sequences.
    • Close and medium imposing fly-bys
    • Interior and Exterior perspectives
    • Fully edited and UCS-compliant metadata for fast and easy search

    With CH-47 CHINOOK, you’ll have a rock-solid, versatile, and epic sound resource at your fingertips – ready to take your projects to the next level.

    Note: The SoundCloud demo contains radio communiactions and some cockpit switches. These are not included.

    20 %
    OFF

   

Leave a Reply

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

HTML tags are not allowed.