Asbjoern Andersen


In 2011, Gord McGladdery began A Shell in the Pit, which transformed from a solo project into a beloved Vancouver-based game audio studio. Since then, the team has been responsible for the sound and music in dozens of titles - from the instantly recognizable soundtracks for Rogue Legacy and Viking Squad to the innovative technical design for Fantastic Contraption and Parkitect to the story-driven sound for Fossil Echo and A Night in the Woods.

In this interview, Gord shares with us how he maintains an innovative work environment and a resilient business model with the help of meditation, his love for spreadsheets, the strong local indie community, and of course, the amazing skills of his teammates - Em Halberstadt, Joey Van Alten, Maris Tammik, and Rachel Sim.


Written by Adriane Kuzminski; images courtesy of A Shell in the Pit, Miguel Araujo, Infinite Fall, and Awaceb.
Please share:

 
Hi, Gord – to start off, how many games have you and your team worked on at A Shell in the Pit so far?

We have done full soundtracks and/or soundscapes for over 30 titles and had smaller roles in at least an additional 15-20.

 
Could you tell us a little about your personal history of getting into game audio and the beginnings of the studio?

I thought I wanted to score music for film. I won a scholarship to VFS’s Sound Design for Visual Media program and half-intended to leverage that as a back-door to film composition. Then I fell in love with sound design in general, and particularly game audio due to how innovative one can be with real-time implementation.

 
Were you inspired by a specific composer or game?

Even though it’s not at all the type of music I write myself, Jessica Curry’s score for Dear Esther was the first time I heard game composition with my picky-ass hipster ears and was like “oh wow, ‘game music’ ain’t what it used to be.” So much emotional depth and just… class. Jessica Curry’s music is just classy as all hell. As far as dynamic audio, the incredible ability to set the tone in INSIDE – almost completely sans music – is the first thing that comes to mind.

 
Since your team does both sound and music, what kind of games or genres do you keep an eye out for?

It is important we work on games that interest and aesthetically mesh with my team as individuals, so the type of games we pursue are influenced by who has bandwidth. There is plenty of crossover for all of us, but if indie-narrative-fan Em is the only one with bandwidth, we aren’t going to pursue a local co-op shooter. Maris doesn’t have quite as much curative freedom since Moona, our audio tool, is used in any Unity game developers want to use it in.
 
The 5 team members of A Shell in the Pit
 
Could you tell us a little more about Moona? What games have employed it and how has the studio benefited from it most?

Moona is our Unity-based audio tool that covers a lot of the basic logic functionalities that other audio middleware tools might provide. It gives our sound designers much more sophisticated control of the Unity audio engine, including voice and instance prioritization, lead & follow action presets, RTPCs, and a bunch of other things. It’s led by our audio programmer Maris Tammik. Maris started with us as a sound design contractor, but when I saw how passionate they were becoming with audio programming in their spare time I knew there was no way it wouldn’t be an asset for us to bring Maris on full-time and simply have them do that. We were struggling with 3rd-party anything (middleware, plugins, etc.) with VR games in particular, so I really wanted us and our developers to have more control of our projects at a more technical level. When a project needed to be using a constantly updated version of Unity on tight hardware-driven deadlines, relying on large tools with complex codebases became overwhelming and I felt like a real pest hammering their support lines all the time. I decided I’d much prefer, in many cases, to have someone on the team who could tackle issues with more immediacy.

Audio implementation in Moona

It also allows us to mold the tool on a project-specific basis. For instance, Parkitect has an orthographic viewpoint which introduces really weird attenuation issues when you have tall emitters in 3D space. The top of a tall tower with people yelling on it might be 100m away from a merry-go-round in the game world, but to the viewer they may only be a few pixels apart, so the user feels like they should have equal loudness. Where the heck does the listener go? This was a huge problem for which Unity had no native solution that persisted literally for years, but Maris was recently able to fix it by making modifications for Moona. Now we have that as part of our toolset for other orthographic titles, should they arise.

Games that have used Moona (and its previous rudimentary version, TaT) are Splitter Critters (this was the first game, and it used TaT which actually blew up in our faces immediately before launch, haha. Software development is hard), The American Dream, Fantastic Contraption (we were recently forced to switch from Wwise for very particular spatialization plugin issues), Parkitect, Iron Tides, and a few unannounced titles.

 
With three employees at A Shell in the Pit, how do you balance everyone’s roles and personal goals?

Now four! We just hired Rachel Sim. To answer your question, it’s important to me to minimize micromanagement. Everyone at A Shell in the Pit has as much autonomy as they want on projects, which is why it’s so important everyone can work on stuff they enjoy, believe in, and feel ownership over. I often see our company as an incubator for artists with only as much managerial meddling as is asked for/required from myself. It takes a lot of trust, which is why I am very careful about who I hire. Everyone on our team is capable of self-management to varying degrees and I only step in to fill in those gaps of variation.


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


Trending right now:

  • Destruction & Impact Sounds Cracks Play Track 800+ sounds included, 200 mins total $43

    CRACKS is a large exploration of different cracking sound sources – cracking, crunching, breaking and creaking.
    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
    Cracks has just been updated with 73 new files, more rock, ice and wood cracks.
    A total of 1,8 GB of free additional content, bringing the total library size to over 8,5 GB in 586 files.
    22 %
    OFF
  • Game Audio Packs Gamemaster Pro Sound Collection Play Track 8076 sounds included, 189 mins total $49

    Pro Sound Collection is the highest quality and most affordable sound library you will find. The ultimate collection of 8076 ready to use sound effects!!!

    This is the perfect collection of sounds for all types of sound designers, game developers and video editors who need a large range of high quality sound effects ready to use. Designed specifically for games, film and other media by award winning sound designers.

    What’s included? EVERY sound Gamemaster Audio ever made! ALL our other other sound libraries (plus other sounds) have been packed into in this amazing sound collection.

    Pro Sound Collection Includes:

    Gun Sound Pack $19
    Bullet Impact Sounds $19
    Human Vocalizations $25
    Magic and Spell Sounds $25
    Punch and Combat Sounds $29
    Sci-Fi Sounds and Sci-Fi Weapons $25
    Silenced Gun Sounds $25
    Troll Monster Vocalizations $10
    Explosion Sound Pack $10
    Footstep and Foley Sounds $10
    Fun Casual Sounds $15
    Fun Character Voices $10
    Retro 8 Bit Sounds $15
    Fun Animal Voices $25
    WARFARE SOUNDS $39

    Total value $301!!!

    Sound Categories:

    • Alarms • Ambience • Animals • Beeps • Bullets • Buttons • Cartoon • Cinematic • Collectibles • Comedy • Doors • Electricity • Explosions • Fire • Foley • Footsteps • Guns • Hums • Items • Levers • Magic • Misc. • Nature • Powerups • Punches • Retro/8Bit • Sci-Fi • Snow / Ice • Switches • User Interface • Voice • Water • Weapons • Whooshes + MANY MORE!

  • “Death Space” is a sound album about science fiction space horror. These cool sounds can be used in movie trailers, games, and online videos. The album is inspired by an old science fiction movie “Event Horizon” , “Dead Space” contains 100 sounds, 96K, 24bit high-quality WAV files, with a total duration of 11 minutes and 19 seconds. Hope you like it!

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Latest releases:

  • A unique collection featuring 415 originally recorded sounds from Earth’s coldest continent.

    From the majestic Emperor Penguins to the thunderous Southern Elephant Seals, the Icebreaker ship, and the serene Antarctic ambiences, this pack offers a diverse array of wild and untamed sounds.

    Four categories are inside:
    • Animals (258 sounds)
    • Ice Breaker Ship (68 sounds)
    • Antarctic Ambiences (50 sounds)
    • Sea Ice Sounds (39 sounds)
    29 %
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  • City Life Sound Effects Art Gallery Crowds Play Track 11 sounds included, 38 mins total $14

    The Art Gallery Crowds sound library invites you into the immersive world of an art gallery. Recorded in a Los Angeles gallery across multiple spaces, from vast concrete halls to intimate wooden galleries, this collection captures the true ambiance of these cultural sanctuaries.

    The primary focus of the library is the movement and chatter of small to large multilingual crowds in various spaces, and the arrhythmic footfalls on creaking wooden floors and echoing concrete paths. You’ll also hear snippets of security radios and guardians making their rounds, kids playing, laughing and crying, and camera shutters clicking.

    Whether you’re crafting an immersive cinematic museum scene, composing an atmospheric soundtrack, or designing a multimedia installation, this authentic collection provides a sonic window into the living world of art galleries.

    Specs:
    -12 Sounds
    -Total Runtime 38:54
    -1.14GB in Total
    -Stereo – 24 bit, 96kHz
    -Detailed UCS Metadata

    22 %
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  • The China: Temple Bells & Crowds sound library was recorded in two locations. The first within the Yungang Grottoes, a UNESCO World Heritage site from the Wei Dynasty era, and the second, an ancient Taoist temple built in the Tang Dynasty in the outskirts of Beijing.

    The library includes recordings of large prayer bells, Buddhist wind chimes, wooden wishing sticks adorned with twinkling bells, background and foreground crowd walla in Mandarin, Chinese, birds, and other ambient sounds captured on location in stereo. We’ve also included some bonus designed sounds made from the recordings.

    These authentic recordings offer a sonic window into the atmosphere of ancient Chinese temples and shrines as they exist today. The sounds can be useful for adding realism to cinematic, game, or multimedia projects requiring an accurate representation of this cultural setting, or as fodder for creating mystical and spiritual designs.

    Specs:
    34 Sounds – 18 Buddhist Temple, 9 Taoist Temple, 7 Designed Sounds
    Total Runtime 48:44
    1.64GB in Total
    Stereo – 24 bit, 96kHz

    https://youtu.be/–HICaWPQZI

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  • Insects of Central Europe is a unique collection of single insect sounds.

    With an array of over 50 tracks, this library offers more than 40 minutes of high-quality audio material. These recordings were captured in the heart of Central Europe, specifically in the Czech Republic.

    The library predominantly features grasshoppers, bugs, and crickets, captured across a variety of locations and times of the day, providing a diverse range of audio landscapes for you to explore and utilize in your projects.

  • Car Sound Effects Oval Track Racing Play Track 65 sounds included, 141 mins total $50

    Cover your ears. It’s going to get loud, introducing, Oval Track Racing. This high-octane stock car racing library features cars of various makes, models and performance characteristics in nine divisions circling a quarter mile (.40 kilometer) oval ‘short’ track in Idaho. Pass-bys, overalls and on boards were captured from multiple perspectives inside, outside, and alongside the asphalt track with a variety of microphones and recorders.

    Oval Track Racing features plenty of pass-bys captured right next to concrete retaining walls on straightaways and through turns. To give you options, these pass bys are broken out two ways. Use the ‘one shot’ sound files consisting of just one quick pass by (thank you Paul V. for this suggestion). Or choose to use the overall race/practice session consisting of multiple laps.

    This meticulously crafted library also features a selection of overalls captured from high in the stands, inside the pits, from the center of the infield and outside the gates. For instance, I was able to capture 48 laps (11 minutes worth) of an 85-lap race featuring eight rumbling Big 5 Late Model cars, recorded clean and free of public address announcements, 250 feet (76 meters) outside the ‘bullring.’ The crowd cheers for the winner at the end. Onboard recordings feature the growling sounds of a Street Stock car (1975 Chevrolet Nova), both in the pits and on the track.

Need specific sound effects? Try a search below:


Along with hiring people who are creative and independent, minimizing micromanagement, and seeking projects that interest your employees and fit in their bandwidth, what other qualities do you believe help in running an ideal indie studio?

I spend a LOT of mental and emotional energy on making sure we have a sustainable business model and ensuring we have multiple income streams and aren’t relying too much on one thing. Just as there must be room for failure creatively as a sound designer, you must also make room for failure as a business owner. If I am hiring people I want to be hiring them indefinitely, so losing one contract or having one revenue-share game tank cannot be the thing that sinks the company. My worst fear is running out of capital and having to lay people off. I think I’m doing alright, but I probably have a few more years to really get this sussed out. I have piles and piles of spreadsheets calculating our overhead costs, incomes, salary contingencies, affordable bonuses, etc. Without a word of a lie, I get a huge kick out of spreadsheets. Like I think they are really fun and would totally be happy working with them all day every day. The only reason I do music and sound design for games is because I don’t think I could handle the endemic pressure brought on by the fame and glamour of the elite spreadsheeting world.

 
Ha! I can only imagine their inner-circle is filled with Macallan scotch and macros.

As a volunteer mentor with the Audio Mentoring Project as well, what do you think of mentorship in the indie game audio world?

It’s tremendous. Lowering the bar of entry for the less privileged has been the guiding principle in founding the Vancouver Sound Designers Group as well as the podcast (Beards, Cats & Indie Game Audio or BCAIGA). We want to share information at as low a cost as possible and psychologically empower people from all walks of life by interviewing and hosting talks from soundies and composers of all backgrounds. I try to incorporate these ideals into A Shell in the Pit as a company.
 
Dozens of sound designers gather at the Vancouver Sound Designers meetup

Photo of the Vancouver Sound Designers Group by Miguel Araujo

 
Speaking of the podcast, not long ago in one of the episodes (and in a guest post for Designing Sound) you talked about meditation. Has this practice affected how you approach daily life at A Shell in the Pit?

I can’t lie, I am still not in a steady habit but I know it’s good. I often rephrase it for the less… open minded – I’m from a small, conservative (by Canadian standards) logging town so have I vestigial unease with anything that may lead to me hearing the word chakra – I reduce it to its most banal description. For me, “meditation” is leaving the house without my phone and going & sitting somewhere for 30+ minutes. “Meditation” is intentionally boring myself until all my restless thoughts of bills & deadlines wear themselves out and my brain can get to work on more interesting things. I assume the more one does this, the faster one can get to this productive state. This is how I have solved many of our more complex business-oriented problems as well as come up with some decent sound design ideas.

 
Can you give us an example of one of these times?

I came up with our dynamic budgeting spreadsheet via my poor man’s “meditation”. It is a spreadsheet that automatically tallies assets lists into a budget based on the filename prefix. It allows us to collaborate with developers on both the game’s asset list and the budget all at once, giving budgetary control to the developer and allowing them to balance their priorities with contracts paid at an asset-level. I also came up with all our different budgeting models by just sitting and thinking for a long time. Rarely do we lose contracts over our pricing, because by mixing and matching revenue share with up-front payments of some sort we are able to come up with something affordable for almost anyone.

 
If that doesn’t convince people to unplug once in a while, I don’t know what will! This system must save you so much time and give your developers a sense of ease. In another episode of your podcast, however, you talked about something equally as important: failure – and how not every project is guaranteed to be a hit, no matter how much time and love you put into it. Do you have any words of advice to help others become more resilient in these situations?

Keep surging forward. Of the multifarious ways a project can underperform, most are wildly out of our control as audio professionals. One cannot force the public to love anything or bend the winds of the cultural zeitgeist. Failure in chaos does not reflect the quality of one’s work or self. We are children holding out our little soap carvings hoping Mom & Dad will like it, but maybe our sibling kept them up screaming for attention all night and they’re worn out & we don’t get the reaction we were sure we’d get from them. In the moment it is devastating, but I promise it’ll be a lot easier to overcome that sting of failure by getting lost in a new carving than by sitting in your room in circular negativity. Revisit it later with less raw emotion for objective analysis. All our “failures” (which I don’t see that way) hurt less because we have always had new things to occupy us.

 
What a beautiful metaphor and wise way of looking at it. Makes it no surprise your team has been so successful. What do you find most fulfilling about running A Shell in the Pit?

Providing “dream” jobs to a diverse staff. I want and desperately hope we can keep them that way. So many “dream” jobs in entertainment wind up being so crushingly illusory. There are too many stories of excessive crunch, harassment and toxic work culture. I am trying – even if it is just with our tiny, young company – to fight against that by taking cues from great workplaces like Klei & Audiokinetic. We may not have free beer & skittles at the office… or even an office… but when I can tell everyone is doing the best work they possibly can because they love what they are doing and aren’t burnt out, overworked or apprehensive for the sustainability of their livelihoods, I feel like we are really accomplishing something.

Cartoon animals stand in a cirle around the words A Night in the Woods
 
Klei is, of course, your neighbor in Vancouver – do feel the local community plays a role in helping you maintain a dream workplace?

Without a doubt. I may be biased, and Vancouver isn’t without its flaws – it was recently awarded the top spot as the Least Affordable City for real estate in North America – but we have one of the best indie game communities in the world, largely (if not entirely) attributable to the organization Full Indie who hold monthly meetups and yearly Summits with world-class speakers. Em just did a talk on the sound for Night in the Woods at the most recent summit and brought down the house!
 

It seems like every time I see news about that game, it has won another award! Are there any upcoming projects you can tell us about?

I’m very excited for Wandersong, launching in 2018. I have written over 50 songs for it and I have to write another 50 in every imaginable genre. Em has been working on the SFX for it with Greg Lobanov, the developer, who built us arguably the most capable & complex audio tool Gamemaker has ever seen. We will also be releasing The American Dream in the near future, by far the most subversive game we’ve ever worked on, and Joey & I will soon be launching Full Metal Furies, the next game from the developers of Rogue Legacy. Parkitect is wrapping up as well! Tons going on.

A young person sits near acamp fire encircled by two large rock-shaped hands.
 
That’s a lot of exciting stuff. It will be fun to hear what you compose for Wandersong, knowing your diverse yet distinct writing for Viking Squad, Bunker Punks, Splitter Critters, and Okhlos (to only name a few). Considering the sheer amount games your studio has created sound and music for, which project are you most personally proud of?

That is like picking my favourite child! So I cannot. Em’s work on Night in the Woods is some of the best sound design in indie games ever, in my opinion. Fossil Echo was one of our best team efforts, and Moona has come such a tremendous distance since Maris began developing it that it has even replaced a major middleware tool in one of our biggest projects.

 
Great stuff! And finally – a very BCAIGA question – if Doctor Who suddenly popped out of his TARDIS and offered to take you any place in any time period so you could record one sound of your choosing, what would that sound be?

This might be everyone’s answer, but I’d love to do some field recording in the Jurassic period & get me some extinct sounds.

 
Thanks for sharing with us! Where can people follow you and the rest of the team on social media?

We are all on Twitter:

Maris: @chtammik
Em: @emaudible
Gord: @ashellinthepit
Joey: @VanAltenAudio
Rachel: @rachelsimpleton

And Facebook.

 

A big thanks to Gord McGladdery for sharing his wise perspectives from running A Shell in the Pit
– and to Adriane Kuzminski for the interview!

 

Please share this:


 



 
 
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  • Destruction & Impact Sounds Cracks Play Track 800+ sounds included, 200 mins total $43

    CRACKS is a large exploration of different cracking sound sources – cracking, crunching, breaking and creaking.
    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
    Cracks has just been updated with 73 new files, more rock, ice and wood cracks.
    A total of 1,8 GB of free additional content, bringing the total library size to over 8,5 GB in 586 files.
    22 %
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  • Game Audio Packs Gamemaster Pro Sound Collection Play Track 8076 sounds included, 189 mins total $49

    Pro Sound Collection is the highest quality and most affordable sound library you will find. The ultimate collection of 8076 ready to use sound effects!!!

    This is the perfect collection of sounds for all types of sound designers, game developers and video editors who need a large range of high quality sound effects ready to use. Designed specifically for games, film and other media by award winning sound designers.

    What’s included? EVERY sound Gamemaster Audio ever made! ALL our other other sound libraries (plus other sounds) have been packed into in this amazing sound collection.

    Pro Sound Collection Includes:

    Gun Sound Pack $19
    Bullet Impact Sounds $19
    Human Vocalizations $25
    Magic and Spell Sounds $25
    Punch and Combat Sounds $29
    Sci-Fi Sounds and Sci-Fi Weapons $25
    Silenced Gun Sounds $25
    Troll Monster Vocalizations $10
    Explosion Sound Pack $10
    Footstep and Foley Sounds $10
    Fun Casual Sounds $15
    Fun Character Voices $10
    Retro 8 Bit Sounds $15
    Fun Animal Voices $25
    WARFARE SOUNDS $39

    Total value $301!!!

    Sound Categories:

    • Alarms • Ambience • Animals • Beeps • Bullets • Buttons • Cartoon • Cinematic • Collectibles • Comedy • Doors • Electricity • Explosions • Fire • Foley • Footsteps • Guns • Hums • Items • Levers • Magic • Misc. • Nature • Powerups • Punches • Retro/8Bit • Sci-Fi • Snow / Ice • Switches • User Interface • Voice • Water • Weapons • Whooshes + MANY MORE!

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    This version includes two sub-folders: one optimised for a film & TV workflow and the other optimised for video games workflow. Plus a few bonus sounds of a charging army.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • A unique collection featuring 415 originally recorded sounds from Earth’s coldest continent.

    From the majestic Emperor Penguins to the thunderous Southern Elephant Seals, the Icebreaker ship, and the serene Antarctic ambiences, this pack offers a diverse array of wild and untamed sounds.

    Four categories are inside:
    • Animals (258 sounds)
    • Ice Breaker Ship (68 sounds)
    • Antarctic Ambiences (50 sounds)
    • Sea Ice Sounds (39 sounds)
    29 %
    OFF
  • City Life Sound Effects Art Gallery Crowds Play Track 11 sounds included, 38 mins total $14

    The Art Gallery Crowds sound library invites you into the immersive world of an art gallery. Recorded in a Los Angeles gallery across multiple spaces, from vast concrete halls to intimate wooden galleries, this collection captures the true ambiance of these cultural sanctuaries.

    The primary focus of the library is the movement and chatter of small to large multilingual crowds in various spaces, and the arrhythmic footfalls on creaking wooden floors and echoing concrete paths. You’ll also hear snippets of security radios and guardians making their rounds, kids playing, laughing and crying, and camera shutters clicking.

    Whether you’re crafting an immersive cinematic museum scene, composing an atmospheric soundtrack, or designing a multimedia installation, this authentic collection provides a sonic window into the living world of art galleries.

    Specs:
    -12 Sounds
    -Total Runtime 38:54
    -1.14GB in Total
    -Stereo – 24 bit, 96kHz
    -Detailed UCS Metadata

    22 %
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  • The China: Temple Bells & Crowds sound library was recorded in two locations. The first within the Yungang Grottoes, a UNESCO World Heritage site from the Wei Dynasty era, and the second, an ancient Taoist temple built in the Tang Dynasty in the outskirts of Beijing.

    The library includes recordings of large prayer bells, Buddhist wind chimes, wooden wishing sticks adorned with twinkling bells, background and foreground crowd walla in Mandarin, Chinese, birds, and other ambient sounds captured on location in stereo. We’ve also included some bonus designed sounds made from the recordings.

    These authentic recordings offer a sonic window into the atmosphere of ancient Chinese temples and shrines as they exist today. The sounds can be useful for adding realism to cinematic, game, or multimedia projects requiring an accurate representation of this cultural setting, or as fodder for creating mystical and spiritual designs.

    Specs:
    34 Sounds – 18 Buddhist Temple, 9 Taoist Temple, 7 Designed Sounds
    Total Runtime 48:44
    1.64GB in Total
    Stereo – 24 bit, 96kHz

    https://youtu.be/–HICaWPQZI

    21 %
    OFF
  • Insects of Central Europe is a unique collection of single insect sounds.

    With an array of over 50 tracks, this library offers more than 40 minutes of high-quality audio material. These recordings were captured in the heart of Central Europe, specifically in the Czech Republic.

    The library predominantly features grasshoppers, bugs, and crickets, captured across a variety of locations and times of the day, providing a diverse range of audio landscapes for you to explore and utilize in your projects.

  • Car Sound Effects Oval Track Racing Play Track 65 sounds included, 141 mins total $50

    Cover your ears. It’s going to get loud, introducing, Oval Track Racing. This high-octane stock car racing library features cars of various makes, models and performance characteristics in nine divisions circling a quarter mile (.40 kilometer) oval ‘short’ track in Idaho. Pass-bys, overalls and on boards were captured from multiple perspectives inside, outside, and alongside the asphalt track with a variety of microphones and recorders.

    Oval Track Racing features plenty of pass-bys captured right next to concrete retaining walls on straightaways and through turns. To give you options, these pass bys are broken out two ways. Use the ‘one shot’ sound files consisting of just one quick pass by (thank you Paul V. for this suggestion). Or choose to use the overall race/practice session consisting of multiple laps.

    This meticulously crafted library also features a selection of overalls captured from high in the stands, inside the pits, from the center of the infield and outside the gates. For instance, I was able to capture 48 laps (11 minutes worth) of an 85-lap race featuring eight rumbling Big 5 Late Model cars, recorded clean and free of public address announcements, 250 feet (76 meters) outside the ‘bullring.’ The crowd cheers for the winner at the end. Onboard recordings feature the growling sounds of a Street Stock car (1975 Chevrolet Nova), both in the pits and on the track.


   

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