stray_sound_22 Asbjoern Andersen


When BlueTwelve Studio's indie game Stray was released in July, it quickly became the highest user-rated game on Steam. And what's not to love about this incredibly mesmerizing mix of robots and a lost cat trying to survive in a post-apocalyptic city? BlueTwelve Studio built an immersive world that is easy on the eyes, and ears. Here, sound designer/composer Yann van der Cruyssen and BlueTwelve Studio's sound designer Raphaël Monnin talk about crafting the sound of Dead City, creating the sound and movements of the cat, designing unique robot vocals, finding creative solutions for technical challenges, and so much more!
Interview by Jennifer Walden, photos courtesy of BlueTwelve Studio
Please share:
Zombie sound effects library

BlueTwelve Studio couldn’t have picked a more perfect protagonist for its platformer-puzzle adventure game Stray, as cats are naturally agile and curious. As a cat in a robot-run post-apocalyptic world, the player must leap from trash cans to airconditioners to rooftops, walk along narrow edges, poke around confined spaces and search for items to assist the robots (and the cat) in finding a way to free Dead City from the Zurks and Sentinels and open it back up to the outside world.

Dead City is devoid of humans, but the resident robots have taken up the responsibility of keeping it going. They’ve sectioned off zones safe from the infestation of predatorial mutated bacteria called Zurks – which are reminiscent of pustular bug-rats. The city’s perpetual darkness is pierced by the neon glow of shop signs and street lights. For being so desolate, it’s quite lovely in the safe zones.

Here, sound designers Yann van der Cruyssen (also composer) and Raphaël Monnin (at BlueTwelve Studio) talk about building the sound of this city, recording cat vocals and foley sounds for its movement, crafting vocals and mechanical sound design for the different robots, bringing the Zurks and Sentinels to life, overcoming creative and technical challenges like getting real-time events to seamlessly blend with cinematics, and so much more!



Stray - Official Launch Trailer


Stray – Official Launch Trailer

What was your inspiration for the sound of the Dead City in Stray?

Yann van der Cruyssen (YC): I recorded many ambient soundscapes, some of them were recorded in Japan, some in Korea, and some in France during the 2020 Covid lockdown (so they’re urban but unusually silent). I went through all of them and manually removed all the human components. Then I classified them and sometimes altered them.

StrayGame_sound-01

Sound Designer/Composer Yann van der Cruyssen

I then faced an interesting challenge: I wanted soundscapes made of very distant hardly identifiable elements. I didn’t want to use stereo loops for that purpose since I knew there would be a lot of twisty passages where the player would turn a lot and the stereo field would just “follow” the rotation of the camera.

I also didn’t want to place distant sounds in physical locations that could be seen and approached when nothing graphical was associated with them. So I created dedicated objects to be placed in levels; these objects scan the surrounding level at start and then either spawn or continuously play several independent localized sound sources. They treat panner and gain separately in a way that is somehow not physically correct to ensure none of the two unwanted behaviors described earlier happen. You can hear an example of that quite clearly in the beginning of Dead City where it is used to play moving bursts of debris around the first street.
 

StrayGame_sound-04

What was your approach to the cat sounds in the game? Did you capture custom cat recordings? Use libraries? Did you perform any of the cat sounds yourselves?

YC: At first I tried to record cats or ask some friends who live with cats to record them. It was tricky. Later, we used cats from soundbanks in addition to those recordings.

All the meows were modified (in terms of pitch, length, EQ, etc.) to make them more consistent with each other. They were sorted into several categories (probably about fifteen) such as: grumpy, engaging, discreet, etc. The game uses one or another depending on the situation.

The few meows that you end up hearing the most in the game probably turn out to be those recorded by french developer Eric Chahi; they’re of a cat that apparently shows up and meows in his garden every day at the same time, quite convenient for recordings.

I didn’t “perform” any sound myself but I suspect Raphaël did for some idle moves.

StrayGame_sound-03

Sound Designer Raphaël Monnin

It has also been discussed whether the cat should feel “first person” (i.e., loud, close, stereo, not reverberated, etc.) or just as one tiny element among others; we preferred the second option most of the time.

Raphaël Monnin (RM): We created the cat sounds to be as realistic and immersive as possible – close to a real cat yet we tried to give it emotion. As we spend the entire game with it, we wanted the player to really feel connected with the cat, and we believe that the foley helps to achieve that.

In terms of performance, yes, some sounds were done for idle moves and also during some cinematics.

 

StrayGame_sound-05

Did you do a lot of foley for Stray? For instance, were the cat movements done in foley? What about the objects that the cat interacts with – was that foley or hard effects?

YC: We tried to avoid sound banks as much as possible so, with the exception of a few challenging sounds like cat meows, I was able to record numerous foley sounds from my home using random everyday objects.

For the fantasy elements, I usually heavily processed everything and used synthesis a lot.

To render the ground props as accurately as possible, we…create an Unreal component dedicated to physics audio.

To render the ground props as accurately as possible, we teamed up with Antonin, one of the programmers, to create an Unreal component dedicated to physics audio. The component knows if an object is rolling, sliding, or simply hit, and uses both loops and one-shots, often with multiple round-robin or velocity-mapped alternatives.

RM: Yes, for the cat movements we wanted to get unique sounds so we recorded nearly all the foley: footsteps, jumps, and lands on different surfaces (we have 28 in total) such as concrete, dirt, carpet, water, wood, tile, plastic, metal, etc. and we also recorded scratches on different surfaces (wall, tree, carpet, metal, etc.).

…we recorded nearly all the foley: footsteps, jumps, and lands on different surfaces…

We tried them in the game and if we weren’t happy with the results, we restarted the process again until we were satisfied.

As for all the objects the cat interacts with (mostly props), as Yann said above, it comes from our recordings of many variations from everyday objects from our home, to get the most organic and realistic sounds without being redundant.

We also recorded some foley for most of the droids’ actions and cinematics.

 
[tweet_box]Behind the Purr-fect Sound of ‘Stray'[/tweet_box]

StrayGame_sound-06

What was your approach to the robot sounds? How did you create those, and were there plugins or processing that was helpful?

YC: For movements (articulations, footsteps, etc,) we used a mix of physical foley and synthesis.

For the voice, this was a very long process and we tried many different approaches over the years. I initially started with very abstract “modem-like” sounds (I created a few pure data patches for that purpose) and a system that concatenated many chunks of sounds associated with each letter or punctuation in real-time.

…the voices should sound more “speech-like” but I was still aiming for something more artificial…

At some point along the way, the text that appeared on-screen changed and this approach didn’t make sense anymore. Also, it had been requested that the voices should sound more “speech-like” but I was still aiming for something more artificial than, say, continuous human speech ran through some kind of vocoder.

I ultimately used recorded voices (including mine and my parents’) that I cut into many small chunks, and put into a long synthesis and processing chain that included many effects.

The voice of B12 and some of the voice-like sounds that come from radios or screens are different and have been made with other generative methods.

 

StrayGame_sound-07

What went into the sound of the Zurks?

YC: This was a mix of physical modeling, suction cup manipulations, and various additional layers.

Since there is often an unpredictable number of Zurks around the player, there are a lot of upfront evaluations done on the Unreal side to decide where, when, and what sound to spawn in order to give an accurate idea of the Zurks locations without overloading the concurrency slots.

 

StrayGame_sound-08

What about the sound of B-12?

YC: That involved a lot of synthesis, and random foley including a camera mechanism.

I’m not sure what exactly went into B12, sentinels, or other machines but some of the electrical-sounding hums and glitches have been recorded with unusual devices such as a ghost detector, a dying ’70s synthesizer, a chorus of badly grounded buzzing microcontrollers, and more.

 

StrayGame_sound-09

What about the sound of Guardian, and Momo? How did you develop the voices/language for the different robot characters like Joris, Vinz, Morusque, Vapora, Kosma and so on…?

YC: I can create recognizable voices by tweaking parameters (such as pitch envelopes) in the robot voice generation chain I mentioned earlier.

In general in Stray, there is a lot of deterministic random to ensure a given game element will always sound the same.

In general in Stray, there is a lot of deterministic random to ensure a given game element will always sound the same. For instance, a given water drip, air conditioner, or electric hum somewhere will always use the same asset, pitch, and volume, so they are reliable for giving a sense of places and finding one’s way. Those values are randomized by default but we could always override them.

This principle also applies to some of the sounds used by robots, most importantly their voice. Most robots use one of the generic voices but we overrode them with unique samples for notable characters

RM: Also, some of the robots’ sounds, such as “droid’s reaction,” come from some unused voices that Yann previously made but weren’t used anymore in-game, so we decided that we could recycle some of them.

…some other droid reactions were created from trial and error while tweaking synthesizers…

We were cutting many variations from different sections that we found useful – for example, “the droid love reaction” when we see the heart on the robot screen. Also, some other droid reactions were created from trial and error while tweaking synthesizers and cutting parts that we found interesting to use. We then processed it using EQ, compression, distortion, etc when needed.

This was then implemented in-game with random pitch, random volume, etc. to get even more variations out of what we already had.

 


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


Trending right now:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

    SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
  • ‘Tiny Transitions’ deivers 275 short Whooshes and other Transition sounds. Instead of the huge, more cinematic transitional sounds that you are accustomed to hear from SoundBits, this sound pack focuses more on the smaller, not-so-intrusive production elements that come in very handy for any Sound Designer, All-In-One Film Editor or Web-, App- and Game-Developers.

    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

    All source sounds were recorded with Sonosax SX-R4+ and Sennheiser MKH8050+MKH30 M/S rig.

    All sounds come with embedded Soundminer Metadata.

    50 %
    OFF
  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

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

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

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

    50 %
    OFF
  • Environments & Ambiences Fantasy Ambiences Play Track 608 sounds included, 283 mins total $74.99

    FREE SAMPLES of this pack here

     

    Fantasy Ambiences offers a complete solution for your fantasy game, video, or movie. In the sound pack, you will find ambience loops for common ambience environments including grasslands, forests, winter, deserts, water, lava, rain, jungles, camps, outposts, caverns, caves, ruins, underworlds, and many more.

    Each loop is at least 1 minute in length (except for 3) and is offered with all stems. That means, if you don’t want that bird sound, you can remove it. Don’t want wind, remove it. Don’t want insects, remove them too. The choice is yours. You can combine elements together to create your own ambience sounds custom to your project and your needs.

    All sounds in the Fantasy Ambiences Loop sound pack are drag-and-drop ready for your project. Every audio file is UCS compatible and can be easily searched and found as they are meticulously organized into categories.


Latest releases:

  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

    20 %
    OFF
  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

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

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.

Need specific sound effects? Try a search below:


StrayGame_sound-10

What were some of your creative challenges in terms of sound on Stray? How did you handle them, or what were your creative solutions?

It was sometimes challenging to readapt old content to an ever-changing world.

YC: When you play the final game, it’s not obvious how much every chapter has changed over time but most of them existed in many versions with very different puzzles, timings, or even general atmosphere. It was sometimes challenging to readapt old content to an ever-changing world.

I think I’m pretty happy about the way we handled this in the two “open” zones, for instance, when setting music triggers. Rather than a fixed linear planning, the music is a mix of several ‘playlists’ that use conditions, timers, and priorities to adapt to the player’s style as much as possible. Each tune is either strongly associated with a given action or randomly faded in after a certain period of silence or something in between.

the cinematic truck pursuit…was quite challenging because it starts in real-time and then switches to cinematic mode.

RM: The implementation of the cinematic truck pursuit (during the escape in Chapter 11: Jail) was quite challenging because it starts in real-time and then switches to cinematic mode. It was quite hard to manage the transition of these as the truck starts to accelerate when we are in real-time then after a while (when the player jumps in the truck), the game switches to the cinematic where we are still hearing the truck’s engine. It was quite tricky to get the truck engine connected from real-time to the cinematic, so we spent a lot of time on it to get it right.

 

StrayGame_sound-11

What was the most challenging Chapter in terms of sound creation or implementation? Why?

YC: Probably the club. It was added very late in the project, at a point when I didn’t want to add any additional content to the game but just test it and debug. We had to add sound to the club mostly by reusing existing assets initially created for other levels – even the music wasn’t specifically composed for it.

We had to add sound to the club mostly by reusing existing assets…

Also, it was filled with audio challenges that had never occurred in the development so far, like strange geometry, streaming issues, testing issues, speaker busses, vinyl scratches, holographic robots (which is just a shader applied on a regular robot and doesn’t “know” it’s not supposed to make sounds), etc. We had to find dodgy solutions for many issues like these as quickly as possible.

RM: Another chapter that was quite challenging was the control room, particularly the roof opening sequence. This was quite complicated in terms of audio implementation. Because the sound of the roof opening starts during a cinematic and continues for some time afterward when we are back in real-time, it was quite difficult to get the roof sound consistent and connected all the way through. But in the end, I’m happy to say that we managed to make it work the way we wanted.

 
StrayGame_sound-12

What were some of your technical challenges for sound on Stray? Can you share some specific examples and what the solutions entailed?

YC: One technique we used extensively for various reasons was playing one long audio loop with a variable starting offset: props sliding on the floor used the random offset for variety, in-game music kept track of the playhead position instead of restarting, voices used deterministic offsets associated with each sentence, distant ambient loops were often one big mono loop duplicated in various locations with shifted playheads, etc.

…we discovered that starting an audio file at an arbitrary point was not ‘simply’ possible on some platforms…

But about three months before the release of the game, we discovered that starting an audio file at an arbitrary point was not “simply” possible on some platforms for complicated reasons. I had to spend a month revising every system that used start offsets in a rush to replace them with other alternatives on a case-by-case basis.

We encountered some synchronization problems on different platforms such as PS4 and PS5 with audio artifacts such as crackles.

RM: One of the technical challenges that we encountered was doing the sound implementation of some cinematics – some were a mix of sounds triggered by notify events in animations, and some sounds were triggered in blueprints (visual scripting), or in the Unreal sequencer. We encountered some synchronization problems on different platforms such as PS4 and PS5 with audio artifacts such as crackles. We had to find some alternative solutions to solve those problems, but it would take some time to explain how we fixed them.

There was also a technical challenge regarding materials. Since, among other reasons, the surface colliding with the cat was often a simple box that was different from the actual visible surfaces, very often the sound didn’t match the visual (e.g., a concrete footstep when walking on a wooden surface) and we had to find some solutions between the programmers and us to fix all the issues in order for this to work properly.

 

StrayGame_sound-13

Stray used the UE4 game engine. Was this a good fit for the sound team? Why? Also, did you use middleware like Wwise of FMOD?

YC: We didn’t use any middleware. It’s probably uncommon for that kind of project, but it would take too long to explain why we did it that way. We adapted our design choices to the Unreal audio engine workflow and built custom tools on top of it for some specific needs.

We adapted our design choices to the Unreal audio engine workflow and built custom tools on top of it for some specific needs.

On the upside, it was somehow practical to work with a single tool, having the audio logic and the gameplay logic in the same place. We could replace assets quickly without having to build soundbanks or extensively name everything. Also, their audio support team is very reactive and the engine itself has been improved a lot in just a few years.
 

StrayGame_sound-14

In terms of your sound work on Stray, what are you most proud of?

YC: There are probably a lot of spots in the game that could have been treated with exaggeration (heavy focused sound design, illustrative cinematic music, etc.) but instead we mostly tried to go for a soft ambient approach with many small details. At some points, I wondered if I was on the right track about this but in the end, I’m glad we didn’t fall for the “spectacular” approach.

RM: It’s quite hard to choose what I am most proud of but if I have to say something about it, I’d say the foley that we’ve recorded, which included a lot of the cat sounds, the robot vocalizations, and the ambiance of every chapter which includes the music that Yann composed. I think all this together has helped to establish the tone of the game and to shape the story.

 

A big thanks to Yann van der Cruyssen and Raphaël Monnin for giving us a behind-the-scenes look at the sound of Stray and to Jennifer Walden 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:

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

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

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

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

    50 %
    OFF
  • Bring your fantasy world to life with our 105 Carefully Crafted Magic Spell Sound Effects pack. This versatile collection features a wide range of high-quality sounds designed to enhance magical moments in your game, film, or video project. From mystical incantations and powerful energy blasts to enchanting spellcasts and magical transformations, these effects are perfect for a variety of scenarios. Whether you’re creating epic battles, immersive fantasy environments, or magical interactions, these designed sound effects will add depth and excitement, making every spell cast feel impactful and immersive.

    Features:

    •  Fast Spells – 84 sounds
    •  Medium Spells – 21 sounds
  • The Renault Master 2.3 dci diesel van sound library is a go-to pack for many transportation-related scenes. It features 102 96kHz files, more than 130 minutes of audio covering different aspects of using the van. Inside you’ll find engine sounds recorded under the hood, stereo recordings from the cabin during driving, exterior passes and different maneuvers and foley recordings.

    The library contains:
    • 6 engine under-the-hood onboard recordings while driving (38 minutes)
    • 10 interior cabin recordings, 6 in sync with engine (54 minutes)
    • 70 exterior passby / driving files
    • 18 foley sound effects

    20 %
    OFF
Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

    20 %
    OFF
  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

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

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

Leave a Reply

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

HTML tags are not allowed.