ZELDA-SOUND-DESIGN Asbjoern Andersen


Getting the story behind Zelda's fantastic game audio has been tricky, but thanks to a recent video from GDC we now have it - directly from the sound team at Nintendo!
Recap by Jennifer Walden, based on a video from GDC 2024 featuring Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada
Please share:
Animal Hyperrealism IV pre-launch deal

T he development team at Nintendo EPD released The Legend of Zelda: Tears of the Kingdom – the sequel to Breath of the Wild (2017) – last spring to glowing reviews from fans and critics. The game won several awards, including two 24th Game Developers Choice Awards for “Best Technology” and the “Innovation Award,” the 27th Annual D.I.C.E. Awards for “Adventure Game of the Year,” The Game Awards 2023 award for “Best Action/Adventure Game,” the 20th British Academy Games Awards for “Technical Achievement,” the 2023 Gamescom Award for “Best Audio,” and more.

It was nominated for numerous awards as well, including nominations for sound, such as the 2023 Golden Joystick Awards for “Best Audio,” The Game Awards 2023 award for “Best Score and Music,” the 24th Game Developers Choice Awards for “Best Audio,” and the 20th British Academy Games Awards for “Audio Achievement.”

At a 2024 GDC talk titled, “Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom,'” Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada discuss the challenges of creating the sequel to Breath of the Wild (2017).

Here, we recap Lead Sound Engineer Junya Osada’s discussion on the sound team’s approach to the game.

For more detailed information, please watch the original GDC talk “Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom.'” The sound portion begins at 36 minutes:



Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’


Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’

To recap Junya Osada’s presentation on the sound aspect of the game, he said they wanted sounds to have natural decay and echoes that were relevant to the many different spaces in the game, such as open-air spaces, complicated terrain (with structures, forests, and other obstacles that absorb or occlude sounds), and enclosed spaces. To achieve this, they needed to create rules for the sound design that dictated how sounds would act in the 3D environments in-game.

Examining sounds of the real world

They started by examining real world acoustic characteristics. As a general rule, SPL decreases by 6 dB for every doubling of the distance from the source. Air absorption also plays a role in the attenuation of sounds at distance, and the higher the frequency, the more it’s absorbed by air. A distance attenuation curve is used to show how quiet a sound is perceived to be at distances further from the sound source. This helped to create one of the rules they used for lowering the volume of sounds in-game. But lowering the volume is only one aspect. Different filters are added at different distances, like low-pass filters to muffle the sound, and reverb to help the sound gradually blend into the environment. This helps the sound to feel like it’s realistically getting further away.

Aside from processing, this effect can be achieved by cross-fading a close-up recording with a distant recording of the same sound source.

These tried-and-true metholds have been used with success on many game titles. But the concept is taken even further on Tears of the Kingdom because they wanted the player to have other information delivered via sound: how far away the source of the sound is, what direction it’s coming from, and what environment the source sound is coming from (a cave, open-air, a forest, etc.). To achieve this, sound parameters that change with distance – like volume, filters, and reverb processing – must be controlled by the same rules. When creating rules for sound, the team considered what characteristics they needed filters for, and the distance at which those filters should be applied.

Interactive sound effects

Their interactive music system was the inspiration for their system for interactive sound effects. They created a system that allowed them to manipulate sounds so they played in the 3D game space, like changing the volume of sounds to match the character’s distance from its source, adding filters and reverb depending on the distance, panning sounds to match the sound source’s location on-screen, and processing sounds to match the sound source’s environment (i.e., sounds happening in a cave will have echo on them).

It’s also important to consider the characteristics of indirect sound. Sounds happening inside a house will sound different from ones happening inside a rock cave. Reverb size and length can help differentiate the two, but their approach to reverb in past games resulted in too many parameters to adjust and therefore, too much work. So for this game, the reverb parameters are automatically calculated using information about walls (e.g., direction of walls, distance to walls, room capacity, density of wall, and sound absorption rate of walls) collected by ray casting. This information is plugged into Eyring’s Reverberation Time Equation, and the results are used for reverb and echo parameters.

Sound obstruction and occlusion

Since this game has more complicated terrain, like walls and cave, sound obstruction and occlusion are important considerations when creating realistic sounds. To depict a three-dimensional world in-game, the terrain contains voxel information. Each voxel contains terrain information, like whether it’s located indoors or outdoors, near water, near a forest, etc. Sound uses the voxels as well to find sound paths using an informed search algorithm. The sound system performs calculations based on the camera’s position and the sound source along a sound path. So, if a sound is coming from behind a wall, the sound path to the player is obstructed and the sound is occluded. As the player runs around the wall, toward the sound source, the path gets more direct and the sound changes accordingly. Doors dynamically affect the sound path. If a door is open, the player can hear a sound source inside the structure; if the door is closed, the sound cannot be heard.

The important aspect of sound attenuation and processing in the game is that all sounds follow the same rules. Among those rules, loudness is particularly important. If you create acoustic characteristics based on the loudness of a sound (how loud it is and how far away it can be heard), then assigning a loudness to each sound will allow you to hear them properly in the game space.

Instrumental music that isn’t a sound effect can also echo off of nearby walls or sound as though it’s coming from a canyon. It’s affected by the same rules and therefore plays naturally within the game space.


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


Trending right now:

  • FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

  • Fancy a vocal cat? Introducing the first 20 cats of the Istanbul cat federation! Find the true sound of it with Vadi Sound Library.

    About Cats of Istanbul Vol. 1

    With Cats of Istanbul Vol. 1, you can bring out a strong character of any cat in your projects. Angry, happy, distressed, and hungry! From loud meows to long purrs, through wild growls, cries, hisses and yummy eating. These are cats at their most expressive!

    98 files and 200+ sounds in 24-bit / 96kHz Wav format with easy to navigate naming. Go ahead and reflect the world of cats and kittens, indoors and outdoors. Complex tones of meowing, growling, screaming, mewling, purring, munching on various food, hissing, chattering, and howling and even digging in a litter box – in short, long and varied takes. Plus, you get the usual Vadi Sound craft and attention to detail!

    Starring 20 cat friends, namely;
    Oglus, Biyikli, Duduk, Disko, Zeytin, Puantiye, Paspas, Misa, Sans, Cinko, Kaju, Ucgen, Gunes, Teri, Eylul, Pofuduk, Ozmo, Ceku, Pusi, Lola.

    These meticulously recorded sounds have clarity and room for further usage and sound design with the flexible texture of the sounds for further customization. You can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all kids related projects.

    We donate 50% of this pack’s profits to animals in need.

    Keywords including Actions, Mood, Style
    Animal, Cat, Kitten, Indoors, Outdoors, Meowing, Growling, Screaming, Screaking, Fighting, Mewling, Purring, Munching on various Food, Hissing, Chattering, Howling, Snarling, Digging in a Litter Box, Short, Fast, Slow, Long, High-pitched, Relaxed Agitated, Mad, Angry, Tired, Aggressive, Happy, Distressed, Nervous, Hungry, Wild, Hostile, Dry Food, Cat Food, Water, Milk, Eating, Drinking, Crunching, Chewing, Tingling, Collar, Bell, Biting, Subtle, Gulping, Licking, Threatening, Kicking, Warning, Pleading, Complaining, Trilling, Welcoming, Attention-seeking, Street Cat, Stray, Sleeping, Snoring, Crying, Chattering, Dreaming, Wailing, Pinging.

    What else you may need
    You may also want to check out our Toys SFX Pack for access to 215 carefully recorded sounds effects of Toy Story-like ambiences.

    65 %
    OFF
  • City Life Sound Effects British Sirens Play Track 48 sounds included, 12 mins total $25

    This library consists of sounds of authentic British sirens recorded during a 3 month period in London including while in Covid-19 lockdown. The sirens’ source vehicles include ambulances, police cars, and fire trucks. Recoding techniques include recording with a spaced pair of 2 DPA 4060’s in DPA BLM6000 Boundary Layer Mount with wind protection as well as following the source with Sennheiser 8060 shotgun when opportunity allowed. As a result, the library offers 48 sounds recorded in 24bit/96kHz format delivered in 64 files with a total runtime of approximately 12 minutes. The sound was edited in RX7 to remove the occasional sounds of birds.

  • Electric Motors is a collection of 148 recordings of small and large motors performing various activities, including rotations, general movement, pulses, speed changes and more.

    The collection is divided into 10 folders, according to the sound type:
    • Changing: 8 (Moderating from one speed or position to another)
    • Cooling: 3 (Slowing down and cooling after being deactivated)
    • Function: 5 (Various multi speed movements)
    • Long: 21 (Long sustained single movements)
    • Medium: 20 (Short and medium length single movements)
    • Part: 8 (Functioning singles machine parts, isolated from the main unit)
    • Pulse Multiple: 31 (Multiple energy pulses)
    • Pulse Single: 29 (Single energy pulses)
    • Rotator: 15 (Rotating sounds)
    • Unstable: 8 (Broken and unstable motors)

    All sounds recorded and edited at 24-bit / 96kHz, with embedded meta data and accompanying spreadsheet.

    40 %
    OFF

Latest releases:

  • Beware!

    “Danger: Explosive” is a sound library with a wide range of explosion sounds and supplemental material. Watch out for:

    • Over 600 sounds in 96kHz 24 bit (also provided in 44.1kHz)
    • Separate “Transient”, “Body” and “Tail” layers for flexibility and customisation, as well as game-ready pre-mixed explosions for effortless implementation
    • Rock, sand and gravel debris sounds
    • “Sub drop” layers to add a rumbling low end
    • “Extra long” layers and loopable files provided for situations requiring extended explosions
    • Several variants provided for each sound
    • UCS compliant file naming and metadata
    • Available for commercial or personal use without attribution
    10 %
    OFF
  • Car Sound Effects Skoda 120 M 1983 compact car Play Track 205 sounds included, 46 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.

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
Need specific sound effects? Try a search below:


Handling non-dedicated sounds

The sound team also needed to develop a system for handling non-dedicated sounds – sounds needed for player-created objects using ‘Ultrahand.’ This ability allows Link to grab, move, and rotate objects, and also attach things together to create bridges, and vehicles. How do you get sounds to play without dedicated implementation? The sound team created a system for combining existing sounds. For example, the sound of a wagon will combine the sounds of wheels rolling, short, repeated shaking sounds, creaking joints, and rattling chains. No dedicated ‘wagon’ sound was created for the game. There’s also no dedicated sound for the paddle boat. It’s just the combined sounds of wheels rotating on the water’s surface, and wooden boards splashing through the water. The sound changes due to the water resistance.

The sound team made a system based on the physics system (how rigid objects move). It analyzes the way rigid bodies – controlled by the physics system – will move and then bases the sound on an object’s size and material. As a result, various sounds will play without needing to have a dedicated program set up to play them. One example is the suspension bridges. Those are held together with just physics, without any dedicated suspension bridge program, and their wobbling and creaking sounds play automatically.

The non-dedicated sounds also adhere to the established sound loudness rules, so they play naturally within the game space.

Sound rules

This form of implementation – building a rule system for how sounds are made and react to the game world – resulted in high-quality sounds that even impressed the game’s sound designers. The system made sounds that the sound designers have no memory of creating. The game director noted that it’s basically a physics engine for sound.

The sound team didn’t set out with the goal of building such a system. It was the result of their efforts to use sound to make the expanded world of Hyrule more dynamic.

A big thanks to GDC for sharing the video, to Technical Director Takuhiro Dohta, Lead Physics Programmer Takahiro Takayama, and Lead Sound Engineer Junya Osada for the insights, and to Jennifer Walden for the recap!


BONUS: More Zelda sound stories for you:

The evolving sound of Zelda:

 
Want to hear how the Zelda series have evolved over the years? SJM Gaming has compiled this overview, letting you experience what Zelda has looked and sounded like, from 1986 to 2022:



Evolution of The Legend of Zelda (1986-2022) | Breath of the Wild 2


The Sound Effects of Breath of the Wild:

 

If you want to learn more about the sound design for Breath of the Wild, Blipsounds did this interesting analysis on the sound of the game:



The Sound Effects of Breath of the Wild - Video Game Sound Design Analysis


 

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:

  • FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

  • Fancy a vocal cat? Introducing the first 20 cats of the Istanbul cat federation! Find the true sound of it with Vadi Sound Library.

    About Cats of Istanbul Vol. 1

    With Cats of Istanbul Vol. 1, you can bring out a strong character of any cat in your projects. Angry, happy, distressed, and hungry! From loud meows to long purrs, through wild growls, cries, hisses and yummy eating. These are cats at their most expressive!

    98 files and 200+ sounds in 24-bit / 96kHz Wav format with easy to navigate naming. Go ahead and reflect the world of cats and kittens, indoors and outdoors. Complex tones of meowing, growling, screaming, mewling, purring, munching on various food, hissing, chattering, and howling and even digging in a litter box – in short, long and varied takes. Plus, you get the usual Vadi Sound craft and attention to detail!

    Starring 20 cat friends, namely;
    Oglus, Biyikli, Duduk, Disko, Zeytin, Puantiye, Paspas, Misa, Sans, Cinko, Kaju, Ucgen, Gunes, Teri, Eylul, Pofuduk, Ozmo, Ceku, Pusi, Lola.

    These meticulously recorded sounds have clarity and room for further usage and sound design with the flexible texture of the sounds for further customization. You can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all kids related projects.

    We donate 50% of this pack’s profits to animals in need.

    Keywords including Actions, Mood, Style
    Animal, Cat, Kitten, Indoors, Outdoors, Meowing, Growling, Screaming, Screaking, Fighting, Mewling, Purring, Munching on various Food, Hissing, Chattering, Howling, Snarling, Digging in a Litter Box, Short, Fast, Slow, Long, High-pitched, Relaxed Agitated, Mad, Angry, Tired, Aggressive, Happy, Distressed, Nervous, Hungry, Wild, Hostile, Dry Food, Cat Food, Water, Milk, Eating, Drinking, Crunching, Chewing, Tingling, Collar, Bell, Biting, Subtle, Gulping, Licking, Threatening, Kicking, Warning, Pleading, Complaining, Trilling, Welcoming, Attention-seeking, Street Cat, Stray, Sleeping, Snoring, Crying, Chattering, Dreaming, Wailing, Pinging.

    What else you may need
    You may also want to check out our Toys SFX Pack for access to 215 carefully recorded sounds effects of Toy Story-like ambiences.

    65 %
    OFF
  • Music Impressionism Play Track 100 sounds included $5

    Impressionism, masterfully crafted by Ni Sound, is a captivating collection of 100 textural music tracks inspired by the evocative soundscapes of Monument Valley and Journey. This cinematic anthology weaves intricate layers of string ensembles, harp, piano, synthesizers, and flute, creating immersive soundscapes that evoke themes of healing, epic grandeur, warmth, and haunting suspense. Tailored for documentaries, art games, advertisements, and projects inspired by literature, Impressionism invites listeners into a world of introspection, adventure, and profound emotional depth.

    Delivered in pristine 96 kHz WAV format, every composition undergoes professional post-production mastering, ensuring exceptional clarity and impact. With a total duration of 2 hours and 26 minutes, Impressionism is the perfect choice for creators seeking to enchant audiences with sophisticated, emotionally resonant sound.

    Additional Features:

    • Easy to use, drag and drop ready
    • AAA mixing and mastering
    • free updates to higher versions, Forever!

    Technical Details:

    • 100 audio files
    • wav format: 24Bit 96khz
    • unpacked size: 5.09GB
    • total run time: 2h 26m 16s

    The content of our sound fx library is free for use in commercial or non-commercial sound production purposes.

    90 %
    OFF
    Ends 1793487599
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Beware!

    “Danger: Explosive” is a sound library with a wide range of explosion sounds and supplemental material. Watch out for:

    • Over 600 sounds in 96kHz 24 bit (also provided in 44.1kHz)
    • Separate “Transient”, “Body” and “Tail” layers for flexibility and customisation, as well as game-ready pre-mixed explosions for effortless implementation
    • Rock, sand and gravel debris sounds
    • “Sub drop” layers to add a rumbling low end
    • “Extra long” layers and loopable files provided for situations requiring extended explosions
    • Several variants provided for each sound
    • UCS compliant file naming and metadata
    • Available for commercial or personal use without attribution
    10 %
    OFF
  • Car Sound Effects Skoda 120 M 1983 compact car Play Track 205 sounds included, 46 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.

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF

   

Leave a Reply

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

HTML tags are not allowed.