reaper sound editor interview Asbjoern Andersen


Want to use REAPER for sound design? In this 2nd part of her special guide, Anne-Sophie Mongeau shares her tips, tricks and insights that get you the optimal workflow (and, if you missed it, part 1 – covering how to get started with REAPER – is here):


Written by Anne-Sophie Mongeau



 

 

Following the first article of this two-part series where I listed a few tips and habits to observe when getting started with Reaper, I would now like to explore this DAW’s workflow as well as some of its unique features to take advantage of when using it as a Sound Design tool.

 

Workflow

Track hierarchy

Create a pseudo master track.
I strongly recommend never touching the master track. This means not adjusting its volume fader, and not adding any effects or plug-ins to it. The way I see it, a master track is like a master volume knob in the studio: you’re not supposed to touch it once your studio is calibrated. It’s a point of reference. You need to be able to rely on its VU meter and know that it is an accurate reading of the final output. This is done by leaving this track untouched. In addition, if the master track has been modified, either in volume or in effects, any sound files added to the project will automatically be affected by it.

In order to avoid touching the master track, the solution is to create a pseudo master track. This allows to treat this track as if it was a master track, on which you can apply a limiter or compressor if necessary.

The way to do this in Reaper is fairly simple:
• Create a new track (Ctrl+T or Double-click in the tracks section of the editor window);
• Click the folder icon at the bottom right of the track. This way, any additional track will be created as a child of the parent folder track. You can create as many folder tracks as necessary underneath this pseudo master track.

reaper track hierarchy

Use the folder tracks
The folder tracks are one of Reaper’s workflow changing features. They basically allow for extremely easy and quick routing, as well as being very intuitive and visually consistent.

My sessions are usually carefully divided using the folder tracks, allowing me to easily mute/solo/process an entire section of my project.

The tip above (create a pseudo master track) fits within this use of folder tracks. In addition to this pseudo master track, on which I usually only have a limiter/compressor (if anything), I create a parent track which will hold effects that are intended to affect the entire project. That way, any processing effects are sure the come before the pseudo master track and its compressor/limiter in the chain. My track hierarchy usually looks something like this at its simplest:

reaper folder tracks
 

Need more help with REAPER? Get it here:
 
Looking for more help with REAPER, or do you want to read or share tips, ideas and resources? Visit the new REAPER channel on the Sound Community Discord server here

Mouse wheel and right click

Reaper has a very mouse oriented workflow (as opposed to featuring various tools), where the wheel and the right click quickly become your best friends. It sometimes act quite differently to other popular DAWs, so it may take a little while to get used to. Being well adapted to it now, I can tell you that I sometimes wish this workflow was found in every single software that I use daily. But keep in mind that if you really dislike it, you can always change it in the Reaper Preferences.

• Scrolling the mouse wheel
Scrolling the mouse wheel will zoom in and out in the editor, using the edit cursor as its point of reference by default. You could change this to the mouse cursor if you’d rather zoom where your mouse is.

• Ctrl+Scroll
Pressing Ctrl and scrolling the mouse wheel will enlarge or shrink the tracks sizes. This is useful if you have a substantial project and you wish to quickly have a better overview.

• Alt+Scroll
Pressing Alt and scrolling the mouse wheel will allow you to move from left to right in the editor window. I personally swapped the Ctrl and Alt functionalities: Ctrl+Scroll will let me move left and right, and Alt+Scroll will allow me to enlarge/shrink. I find it a bit more intuitive this way. Again, all of it is highly customizable.

• Ctrl+Alt+Scroll
Pressing Ctrl+Alt and scrolling the mouse wheel will allow you to move up and down in the editor window. You could also simply scroll your mouse wheel within the tracks section of the editor window for the same result.

• Left Click+drag
Making a selection using the left click will create a time selection. This is useful to create regions, looping and rendering (amongst other things).

• Right Click+drag
Making a selection using the right click will allow you to select items within the editor window. It takes some time to get used to this as usually you would select items with the left click, but once you do get used to it, the workflow becomes seamless and intuitive.

• Left VS right click
The left click (within the editor window) will usually be used for anything editing/cursor related. You can select one single item with the left click, or select multiple with Ctrl+left click or Shift+Left click. The right click will always show all available options for the respective clicked item/area. Both of these quickly become vital while their combination really covers all actions you would want to perform within the DAW. There is no need for additional tools and such.


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


Trending right now:

  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    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.
  • Prepare for combat!

    With our fighting sound library, you’ll have 192 high-quality sound effects at your disposal so you can create the ultimate fighting experience in your video games, movies, or audio projects. Each of our sound effects has been carefully designed and categorized to cover all possible situations of a fight scene.

    Sound categories include: Punch, Bone Break, Blood, Punch Whoosh, Hit Protection, Break Bone, Sword, Knife…

    Furthermore, all of our sound effects have been recorded at a 96KHz & 24-bit, which means that each one of them has exceptionally high sound quality and stunning clarity. These sound effects are also highly customizable, which means you can adjust them to perfectly suit your creative needs.
    If you’re looking for a fight sound library that will really make an impact on your project, look no further! Our fighting sounds library will provide you with all the sound effects you need to create the most exciting and realistic fight you’ve ever imagined.
    Download now and start creating!

    Preview
    Youtube soon…
    Soundcloud

    Movements include:
    – Blood
    – Body Falls
    – Break Bone
    – Cloth Whoosh
    – Grab Body Cloth
    – Knife
    – Metal tube
    – Punch Breaking Bones
    – Punch Protection
    – Punch Whoosh
    – Strong Generic Punch
    – Sword

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

    Features
    – 192 unique fight sounds
    – Number of Audio Waves: 192
    – Format: 96 Hz / 24 bits
    – Do Sound FX loop: Some
    – Minutes of audio provided: 3 minutes and 13 second

    Documentation
    License Agreement

    20 %
    OFF
  • Foley Sound Effects Pickups and Small Item Sounds Play Track 280 sounds included, 7 mins total $4.16

    Great Audio is Essential

    Essential Audio Pickups and Small Item Sounds contains 280 Foley sounds designed specifically for Video Game Sound Designers who need the usual Pick-Up sounds and SFX for common small items, including: Keys, Coins, Access Card, Pills/Health, Latches, Locks, Chains, Bags, and many many more!

    Features:

    •  280 sounds
    • Bags
    • Coins
    • Keys
    • Pill Bottle
    • Cable Ties
    • Camera
    • Lighter
    • Access Card
    • Chains
    • Locks
    • Clips and Clasps
    • Computer Mouse
    • Boxes
    • Papers
    • Clicks and Ticks
    • Tools
    • Scissors
    • Wood Game Pieces
    • Zippers

    Number of Audio Waves: 280

    Sample rate / bit rate: 44,100 Hz / 16 bit

    75 %
    OFF
  • 20 classic card sounds used in games, cherry-picked from Sonic Worlds' larger comprehensive “Playing Cards” library.
    The library was recorded with the most commonly-used card deck used by casinos, magicians and hobbyists alike.

    The library uses a close Mic perspective for that “in your face” sound used in games or film scenes where you want focus and create an impact.

    INCLUDES:

    • Riffle Shuffles
    • Bridging
    • Overhand Shuffle
    • Natural card dealing
    • Hard card dealing
    • Flipping onto a table
    • Flipping onto a card

Latest releases:

  • Bringing you the iconic sounds of 20+ high performance Nerf guns.

    With 206 files and 860 sounds, this one has all the sounds of motorized blaster guns, darts and water blasters; cocks, fires, gunshots, triggering thuds, clicking, rattling, spinning, grabbing, shooting, snapping, reloading and more.

    All organically recorded in-studio at 192kHz with a Sennheiser MKH8040 stereo pair and F6 and a lot of fun. The left channels have front mic and the right have rear mic takes.

    The resulting spectrum is rich and allows for manipulation of the sounds for complex sound design. Use these electronic and mechanical gun sounds to enhance mechanical, weapon and toy weapon design.

     

    860 sounds / 100% royalty-free / comes with detailed naming / UCS compatible

    Find the true sound of it with Vadi Sound Library.

    Special thanks to Can AktaÅŸ and Sefa Tanyer for finally agreeing to lend us their precious Nerf collections :)

     

    Nerf Series Inside

    Captain America, Dinosquad Rex-Rampage, Elite 2.0 Turbine CS-18, N-strike Elite Titan CS-50, Ultra Amp Motorized Blaster, Huntsman Ambush Rifle MXM-018 Blaster, Accustrike Falconfire, Elite 2.0 series: Commander RD-6 Blaster, Eaglepoint RD-8, Echo CS-10, N-strike series: Elite Firestrike Blaster, Elite Roughcut 2×4, Elite Triad Ex-3 Blaster, Elite Trilogy DS-15, Elite XD Firestrike Blaster, Mega Megalodon, Modulus Ghost Ops Shadow ICS-6, Supersoaker Twin Tide Water Blaster, Supersoaker Water Blaster, Zombie Strike RevReaper Blaster, Zuru X-shot Dino Attack Extinct Blaster.

    What else you may need

    You may also want to check out Military Radio Chatter library for 120 files of male radio communication sounds and radio signals. Our Mechanical library is another option for access to 600+ sounds of mechanics, tools, Foley and equipment.

    26 %
    OFF
  • 96KHZ 24BIT • 343MB • 100 FILES • STEREO • UCS METADATA  

    Introducing “Anime Motion” — a mini sound effects library tailored for creators who love the classic anime sound. This collection features 100 meticulously designed sound effects that capture the essence of vintage anime, bringing animated scenes to life with dynamic motion and accent sounds. Each effect in “Anime Motion” has been crafted to resonate with the nostalgic and distinctive style of old-school anime, making them perfect for projects that require a retro touch.
    All sounds are versatile and can be easily customized using pitch shifting, stretching, and plugins, allowing for endless creative possibilities.

    EDITED AND MASTERED WITH: Pro Tools, Bitwig Studio

  • Recorded at many different quiet locations, both regular old apartment and business buildings, a majors office, hallways, churches, a football stadium dating back to 1923, and a local manor turned into a museum, Doors Sound Effects library is a 87 track library, filled with classic antique wooden doors sound, collected through the last decade.
    Many of the tracks have both synced close up and wide perspective recordings, and all have many different takes to fit specific actions better.

  • Immerse your mystery and noir games in the captivating voice of our AAA Game Character British Female Detective Voice Sound Effects Pack. With over 13 minutes of meticulously crafted audio, this collection boasts 593 female voice-over files, totaling 713 MB of optimized voice samples in 24bit/96k.wav format. Perfect for developers working on mystery, noir, hidden object games, visual novels, and more, this pack offers a versatile voice profile that adds depth and authenticity to any project. And with its clean audio format, it’s ready for customization and integration into your game seamlessly.

    • 593 female voice-over audio files
    • 713 MB of voice samples
    • All in 24bit/96k .wav file format
  • Car Sound Effects Kia Ceed 2006 compact car Play Track 235 sounds included, 31 mins total $60

    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 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.

Need specific sound effects? Try a search below:


Regions and markers

The regions and markers are often underestimated tools that can both help you navigate through your project and help the rendering process.

• Regions
To create a region, make a time selection (left click+drag) within the editor window; Right-click within the time selection > Create region from selection (or press Shift+R).

Once a region is created, you can move it anywhere in the project, and all its content will be moved along with it. This is very useful when working with sections of a composition, or designing a sound which has multiple parts (for instance intro, loop, outro).

You can navigate quickly between regions by pressing Alt+ . You can edit a region by pressing Shift+Double click on the region.
render to file

You can render one or more regions by selecting Bounds: Project Regions in the Render to File window (Ctrl+Alt+R). This is extremely useful and saves a considerable amount of time when working on multiple variations of a layered sound (for instance impacts or explosions, where you may have multiple layers). Once you are happy with a few different versions, you can simply create regions for their respective variations and render the project regions.

• Markers
To create a marker, the default shortcut is M. This will add a marker to your current edit cursor position, of which the number will follow the last marker added. Just like the region, you can edit a marker by pressing Shift+Double click. You can name it, color it and set its number ID.

You can move through markers by simply entering the number of the desired marker (1,2,3,4, etc). This is very useful when dividing your timeline in different sections. For instance, footsteps on various materials could be divided and identified with markers, so that you can navigate quickly between them.

Finally, Reaper offers a few options when rendering, such as including markers and regions, markers only, markers starting with # only, and more. There are a few reasons why you would want to render with markers, and working with a game audio engine such as Fabric may be one: detecting markers within music sound file is part of the integration process.
 

The Media Explorer

The Media Explorer is a powerful media browsing and import tool native to Reaper.

reaper media explorer

To view it, press Ctrl+Alt+x (or View > Media Explorer). You can create as many libraries as needed on the left hand side section. I usually have a library that regroups every single sound libraries I own (either from my own recordings or bought ones) so that I can quickly search through everything.

I also like to divide those libraries so that I can search only within the sounds I recorded myself if necessary, or a library that would be specific to a project. To do so, right click in the Libraries section > Create new database. Name it, then right click on it > Add path to database.

You can then use the filter in the top right corner to search for keywords. This will also search through metadata if any. The options above the waveform display will let you select if you prefer to Auto Play (I usually do), match the project tempo (if working with midi files with embedded tempo data), or modify the pitch & volume.

Another very useful feature of the Media Explorer is importing only a section of a sound file by making a time selection in the waveform display. If the sound file you are previewing is quite long and you know you only want a small part of it, this feature allows to avoid both needlessly heavy sessions and losing yourself in long files in which the originally wanted sections become difficult to locate.
 

Save session as

I regularly save my sessions as, not only for safety (in case a session gets corrupted), but also in order to keep track of some progress of a specific design session, or when working on multiple variations of a similar thing.

• Saving versions
The first use is saving versions of one item. For example, if I am working on explosion sounds, I render the desired files from my project, implement them in a game or use them as needed, and then may decide to revisit and adjust those sounds. When going back into my ‘explosions’ session, I will start by saving it as, so that I am also able to go back to the previous version if I need to. I will equally name the rendered files accordingly (V1, V2, etc), so that I know exactly which ones relate to what project. This trick becomes especially useful when working in a team where your work will be shared or fedback on, and you may need to perform adjustments to a sound only to go back to a previous version afterwards.

• Multiple variations
The second use of saving as is when working on multiple variations of a similar event. For example, I was recently working on a series of reward chests opening sequences. There could be 3 to 5 different types of chests, and every one of these chest sequences are very detailed and contain many layers of sounds (and video). Designing all those sequences in one session can quickly become heavy and needlessly busy. It is also going to be much simpler when sharing sessions if each one is dedicated to a specific sequence.

Since those sequences happen to share many of the same source sound files, I simply need to save as without creating a new subdirectory for project. This way, the same directory will be used and no audio files will be duplicated, only the Reaper project file will be different.

Click File > Save Project As… > Rename the session (.rpp), and do not tick Create subdirectory for project.

reaper session saving
 
 

Useful features

 

batch rendering

Batch Rendering

You can use the Reaper Batch File/Item Converter (File > Batch File/Item Converter or Ctrl+Shift+f) to render multiple files at once, using an FX chain if necessary.

This is extremely useful when working with non layered files (where you would use the Region render).
• Select the desired items to render (Right click + drag)
• In the Batch File window, click Add… > Add selected media items
• Set output directory
• Name files using wildcards if necessary
• Set file options and output format
• Click Convert all

The process takes only a few seconds even when rendering many files. I use this especially when working on dialog editing where you may have multiple versions of one event without having a layered design, and minimal effects (if any). You also have access to the same options as you would in the Render window such as rendering with markers or embedding project tempo.
 

Customize Lock options

By clicking on the Lock icon on the top left of the editor window, you activate the Lock options.

customize lock

You can easily customize what those options are by right clicking the icon and ticking the desired ones. There are a few very handy options in there and it would be a mistake to underestimate them. For example, what I like to do is to tick Items (prevent left/right movement) so that I can easily move time sensitive items across tracks without fearing disrupting its placement on the timeline. In addition, setting an intuitive shortcut for Lock such as L allows me to simply hit L, move the needed item, and voilà. This simple feature can greatly improve workflow speed.
 

Customize Snap/Grid settings options

Right beside the Lock icon, you can find the Snap icon. Clicking this icon will activate the Snap options and, similarly to the Lock icon, right clicking it will allow you to customize its options.

snap to grid

There are many reasons why you would modify those options, especially when working with music and time sensitive composition, but one very useful thing to do when sound designing, is to set the Media items to snap at Snap both start/end.

The default behavior is to only snap at start/snap offset, but I found that quite annoying when working with loops or sound files that need to match a specific time in length. In these cases, you’d want to be able to snap the end of the item to the grid at 10 seconds for instance. Or, you may need to snap an item to both the start and the end of a time selection. This snap setting allows you to quickly and precisely do so.
 

Customize the Nudge/set items

You can access the Nudge/set items dialog box by right clicking on any item > Nudge/set items… or by going in the Item dropdown menu > Nudge/set items… or simply pressing N.

nudge items

In this dialog box, you can determine what unit will be affected by nudging the edit cursor (or any of the other available options) left or right. Along with making sure that the actions Item edit: Nudge left by last nudge dialog settings and Item edit: Nudge right by last nudge dialog settings are respectively assigned to the left and right arrow shortcuts on the keyboard, this allows to quickly and precisely move the edit cursor according to your desired setting.

When sound designing, I find that the most likely use of nudging the cursor is when working with a video. In this case, the most precise way to do so would be by nudging the cursor by 1 frame left or right. You could however decide to rely on time (seconds/milliseconds), samples, item selection, or many other options.

This concludes this second article of a two part series on how to make the most of Reaper as a Sound Design tool. Without a doubt I could find dozens more useful feature to talk about, Reaper is genuinely full of them, but this roughly summarizes the ones I find myself using the most. Keep an eye on my website for more of these game audio and sound design tips and tricks.

 

Once again, a big thanks to Anne-Sophie Mongeau for her REAPER insights! If you missed the 1st part, it covers how to get started with REAPER.

 

Please share this:


 

 

About Anne-Sophie Mongeau
Anne-Sophie Mongeau is a game audio engineer at DIGIT Game Studios, and has a great blog about sound here. You can also meet her on Twitter 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:

  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    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.
  • Prepare for combat!

    With our fighting sound library, you’ll have 192 high-quality sound effects at your disposal so you can create the ultimate fighting experience in your video games, movies, or audio projects. Each of our sound effects has been carefully designed and categorized to cover all possible situations of a fight scene.

    Sound categories include: Punch, Bone Break, Blood, Punch Whoosh, Hit Protection, Break Bone, Sword, Knife…

    Furthermore, all of our sound effects have been recorded at a 96KHz & 24-bit, which means that each one of them has exceptionally high sound quality and stunning clarity. These sound effects are also highly customizable, which means you can adjust them to perfectly suit your creative needs.
    If you’re looking for a fight sound library that will really make an impact on your project, look no further! Our fighting sounds library will provide you with all the sound effects you need to create the most exciting and realistic fight you’ve ever imagined.
    Download now and start creating!

    Preview
    Youtube soon…
    Soundcloud

    Movements include:
    – Blood
    – Body Falls
    – Break Bone
    – Cloth Whoosh
    – Grab Body Cloth
    – Knife
    – Metal tube
    – Punch Breaking Bones
    – Punch Protection
    – Punch Whoosh
    – Strong Generic Punch
    – Sword

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

    Features
    – 192 unique fight sounds
    – Number of Audio Waves: 192
    – Format: 96 Hz / 24 bits
    – Do Sound FX loop: Some
    – Minutes of audio provided: 3 minutes and 13 second

    Documentation
    License Agreement

    20 %
    OFF
  • For those who need to design indoor explosions and gunshot acoustics this pack is for you! Contains 773 source sounds, with a minimum of three distance layers for each bang environment.

    Perfect for designing guns and explosion sounds that need to have different characteristics depending on distance — it’s how the pros do it!

    • Bathroom Large
    • Bathroom Medium
    • Bathroom Small (only close distance)
    • Corridor A
    • Corridor B
    • Corridor C (has 4 distances)
    • Corridor D
    • Corridor E
    • Elevator (only close distance)
    • Entrance (has 2 distances)
    • Room Large A
    • Room Large B (has 4 distances)
    • Room Medium A (has 5 distances)
    • Room Medium B (has 2 distances)
    • Room Small A
    • Room Small B
    • Stairwell A (has 5 distances)
    • Stairwell B (has 5 distances)
    • Stairwell C (has 5 distances)
    • Stairwell D (only close distance)

    All shots and explosion have close, distant and far layers, except where noted.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bringing you the iconic sounds of 20+ high performance Nerf guns.

    With 206 files and 860 sounds, this one has all the sounds of motorized blaster guns, darts and water blasters; cocks, fires, gunshots, triggering thuds, clicking, rattling, spinning, grabbing, shooting, snapping, reloading and more.

    All organically recorded in-studio at 192kHz with a Sennheiser MKH8040 stereo pair and F6 and a lot of fun. The left channels have front mic and the right have rear mic takes.

    The resulting spectrum is rich and allows for manipulation of the sounds for complex sound design. Use these electronic and mechanical gun sounds to enhance mechanical, weapon and toy weapon design.

     

    860 sounds / 100% royalty-free / comes with detailed naming / UCS compatible

    Find the true sound of it with Vadi Sound Library.

    Special thanks to Can AktaÅŸ and Sefa Tanyer for finally agreeing to lend us their precious Nerf collections :)

     

    Nerf Series Inside

    Captain America, Dinosquad Rex-Rampage, Elite 2.0 Turbine CS-18, N-strike Elite Titan CS-50, Ultra Amp Motorized Blaster, Huntsman Ambush Rifle MXM-018 Blaster, Accustrike Falconfire, Elite 2.0 series: Commander RD-6 Blaster, Eaglepoint RD-8, Echo CS-10, N-strike series: Elite Firestrike Blaster, Elite Roughcut 2×4, Elite Triad Ex-3 Blaster, Elite Trilogy DS-15, Elite XD Firestrike Blaster, Mega Megalodon, Modulus Ghost Ops Shadow ICS-6, Supersoaker Twin Tide Water Blaster, Supersoaker Water Blaster, Zombie Strike RevReaper Blaster, Zuru X-shot Dino Attack Extinct Blaster.

    What else you may need

    You may also want to check out Military Radio Chatter library for 120 files of male radio communication sounds and radio signals. Our Mechanical library is another option for access to 600+ sounds of mechanics, tools, Foley and equipment.

    26 %
    OFF
  • 96KHZ 24BIT • 343MB • 100 FILES • STEREO • UCS METADATA  

    Introducing “Anime Motion” — a mini sound effects library tailored for creators who love the classic anime sound. This collection features 100 meticulously designed sound effects that capture the essence of vintage anime, bringing animated scenes to life with dynamic motion and accent sounds. Each effect in “Anime Motion” has been crafted to resonate with the nostalgic and distinctive style of old-school anime, making them perfect for projects that require a retro touch.
    All sounds are versatile and can be easily customized using pitch shifting, stretching, and plugins, allowing for endless creative possibilities.

    EDITED AND MASTERED WITH: Pro Tools, Bitwig Studio

  • Recorded at many different quiet locations, both regular old apartment and business buildings, a majors office, hallways, churches, a football stadium dating back to 1923, and a local manor turned into a museum, Doors Sound Effects library is a 87 track library, filled with classic antique wooden doors sound, collected through the last decade.
    Many of the tracks have both synced close up and wide perspective recordings, and all have many different takes to fit specific actions better.

  • Immerse your mystery and noir games in the captivating voice of our AAA Game Character British Female Detective Voice Sound Effects Pack. With over 13 minutes of meticulously crafted audio, this collection boasts 593 female voice-over files, totaling 713 MB of optimized voice samples in 24bit/96k.wav format. Perfect for developers working on mystery, noir, hidden object games, visual novels, and more, this pack offers a versatile voice profile that adds depth and authenticity to any project. And with its clean audio format, it’s ready for customization and integration into your game seamlessly.

    • 593 female voice-over audio files
    • 713 MB of voice samples
    • All in 24bit/96k .wav file format
  • Car Sound Effects Kia Ceed 2006 compact car Play Track 235 sounds included, 31 mins total $60

    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 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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