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Found 142 results

  1. Hi there ! Today I would like to share the preview for my huuuuuge "Outdoor Atmospheres SFX Pack", soon available in the Untity Asset Store and the Unreal Market place: Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com And also check out my Patreon page and see all the goodies you could get all the while helping me out: https://www.patreon.com/ogsoundfx
  2. 'Black Project - Mysterious Cinematic Samples' from Bluezone delivers a wide range of experimental ambiences, intriguing drones, dark stylized sound effects, disturbing impacts and unreal textures. This enigmatic sound effect library (1.23GB / 99 WAV files in 24 bit 96 kHz) was created from hardware synthesizers and field recordings, then processed to give you complex, hyper-detailed and ready-to-use cinematic / trailer sounds. A large variety of unexplained sounds to create your own sequences: Sounds include background ambiences, strange and quiet atmospheres, deep and tenebrous drones, tortured metal sounds, impulsive impacts and spooky textures. 'Black Project - Mysterious Cinematic Samples' is the perfect choice for modern music compositions, movie scores, trailers, video games, commercials, documentaries, advertising and background music. Reference : BC0262 Delivery : Download link Download size : 1119 MB Extracted size : 1123 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 118 Total samples : 99 WAV More info and download: Black Project - Mysterious Cinematic Samples
  3. 'Black Project - Mysterious Cinematic Samples' from Bluezone delivers a wide range of experimental ambiences, intriguing drones, dark stylized sound effects, disturbing impacts and unreal textures. This enigmatic sound effect library (1.23GB / 99 WAV files in 24 bit 96 kHz) was created from hardware synthesizers and field recordings, then processed to give you complex, hyper-detailed and ready-to-use cinematic / trailer sounds. A large variety of unexplained sounds to create your own sequences: Sounds include background ambiences, strange and quiet atmospheres, deep and tenebrous drones, tortured metal sounds, impulsive impacts and spooky textures. 'Black Project - Mysterious Cinematic Samples' is the perfect choice for modern music compositions, movie scores, trailers, video games, commercials, documentaries, advertising and background music. Reference : BC0262 Delivery : Download link Download size : 1119 MB Extracted size : 1123 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 118 Total samples : 99 WAV More info and download: Black Project - Mysterious Cinematic Samples View full story
  4. Unlock Audio

    Functions of Sound in Games

    One of the wonderful things about sound is that it can accomplish many different things. Additionally, the same sound used in one context can have a completely different meaning in another. This is true from an emotional, informative and clarity standpoint. In my game audio classes at DePaul University, I always point out moments when we hear the same thing in games but have a very different response or reaction to them. Sound is powerful – and if you work in games, you should think about its capabilities for your project or work with someone who understands what effects it can have and all the ways it can be used. A single sound can be doing many different things at once! So with that in mind, here are eight ways sound can be used in games: Contextual/Narrative Sound This is probably the most straightforward entry on this list. When an action happens such as a character moving, using an ability, or the player selecting something in the UI, we need to hear something that seems “appropriate” concurrently. If we don’t hear something when expected, it can be one of the most immediate ways to lose that sense of suspending disbelief or “buying” into the experience. These sounds need to be present but also need to be choreographed to the visual gesture. Starting or stopping “out of sync” is just as much of a glaring error as not having the sound at all. Pretty much every game is chocked full of sound filling this role, but for an even more visceral example, check out the game, Perception. The premise of Perception is everything we see is based on sound reflected from the world. Think of it as similar to echolocation. If something isn’t generating sound on its own, the only way we see it is if sound travels out and bounces off surfaces in the environment, and returns to the listener. Everything we see is based off of sound, so if we see anything, it is because that action/object/event has an intrinsic sound with it. For some, seeing all the sounds that populate our game worlds can help make it clear how vital the sounds are. Focuses Attention A very powerful intent from a design perspective is what our player is focusing on. Are they marveling at the art or environment of a new area in an RPG with a massive world? Will they be able to make the jump from one level to another in a platformer? Do they need to be ready to dodge an enemy attack? Most times, the auditory and visual cues work in conjunction with one another. This makes it very persuasive in telling the player that something is important and deserves their attention. However, having separate visual and auditory cues can be very powerful and have incredible effects on the player. Look at this sequence from Amnesia: A sense of danger is communicated through an invisible monster splashing through the water chasing you as you jump from box to box. Can you imagine how boring hopping between boxes would be without hearing the splashing footsteps coming after you? Are the boxes the real focus this whole time? No, not at all! That constant auditory reminder of impending doom is so strong! So strong that the player doesn’t need to see the footsteps of the monster in the water to be utterly terrified of it. Defines Space We are used to different spaces sounding differently. If you yell in a small room, it sounds very different than yelling in an empty sports arena. Not only does it take longer for sound to reach a listener’s ear in a larger space, but when we are in large spaces, most of what we hear is reflected sound as opposed to direct sound. The sound of our voice goes out in every direction, with very little of it going directly to a listener’s ear when we’re in a large space like an arena. A listener may still hear this sound even if it doesn’t travel directly to their ears, but not after it’s bounced off a number of surfaces. This is what’s called reflected sound, and it’s most of what we’ll hear in a large space. In a small space, our listener will be closer to us. This means more of our voice will go directly to their ear, and the reflected sound will take less time to reach their ear. This gives a very different character to everything we hear in a small space as opposed to a large space. Additionally, the materials present in these spaces play a huge part in what sounds we hear. We hear certain types of sounds more when hard flat surfaces are present as opposed to curved cloth couches. If we don’t acknowledge and emulate these sound characteristics, our game worlds will never feel real. Game audio folks spend a lot of time ensuring game worlds feel real. Here is a portion of the implementation used in Hitman 2 to ensure this happened: Creates Atmosphere/Mood This is referencing the emotion a player feels while experiencing your game. While the previous point was pertaining to making a space feel right in terms of physics, this point is in terms of emotion. A large space can be awe-inspiring, majestic, threatening, magical, exciting, intense, etc. – the list could go on forever! Every sound and note we hear has the ability to give an emotional impression, but only if we want it to - and know how to execute it well. Watch the opening to Bioshock on mute. It looks creepy, but this experience lacks any sort of visceral emotional response. Now, play the opening with the sound on and close your eyes. Pay attention to how much emotion you feel with no visual component! Of course, the real impact is achieved when we have both the visual and working together, but pay attention to where the emotional part of the experience is coming from. Emphasizes/Intensifies Action My favorite example of this is Doom as well as any Tarantino movie. More than having a sound be present for a gesture, audio can add a layer of intensity that isn’t naturally there. Any team creating an experience that is highly “stylized” will have given significant thought to how the audio contributes to the overall aesthetic because it is that important! Case in point – if it hadn’t been incredibly thoughtful about what the nature of Doom was, the end experience could have missed the whole point of their world! Don’t believe me? Listen to this: A far cry from the intended experience of Doom, right? Heres the correct audio. This effect can be true for entire soundscapes like in Doom, but it can also be true for single ability or action sounds. There are certain sounds that just aren’t appropriate for a healing spell, right? How can we communicate something positive, negative, disorienting, dangerous, all in a single sound? Here are a number of ability sounds I created for the game Card Chronicles: Sentinels that all needed to communicate the nature of the ability being used by the quality of its corresponding sound. What makes the healing spell sound feel appropriate for a healing spell? Promotes Immersion (VR) This is very different than the contextual/narrative and space-defining audio we looked already. While you could describe both these capabilities of audio as making something in your game feel “believable,” immersion is the sense of the player actually being in that space. Immersion is getting someone to lose the sense of their physical self and feel like they are actually in another space or occupying a body other than their own. Your attention shifts from controlling something in a digital world using your physical body to feeling as if you are actually occupying the digital world. That is a huge jump. Advancements and accessibility of technology have made techniques such as spatial and ambisonic audio integral to the VR experience. More than hearing something to your left or right, we can accurately simulate that qualities of sound emulating from different points in 3D space in different sized spaces, with different materials, and when you’re looking in one direction versus another. But the ultimate audio sensation of immersion is through binaural audio experiences. Not only do we hear the qualities of sound being affected by different spaces, but we can experience how the human ear perceives audio in that space as well. While ambisonic and spatial audio are incredible experiences, they are ultimately taking “believability” to a higher level. Ambisonics audio, in particular, has many applications to VR since it is a format of an entire sphere of sound around a point in physical space, and can be converted to playback in headphones. However, for the most immersive audio experience, nothing beats binaural audio. This audio format makes you feel like you are actually there. If you want to better understand what this difference in experience is, grab some headphones and listen to this: Pretty amazing, isn’t it? Now the drawback with binaural audio is that it is generated relative to where a microphone or listener is. Since we usually move in our game environments, it’s not easy to replicate accurately, and it can cause motion sickness if not used correctly. That’s how powerful this stuff is! Sets Pace as Gameplay Function The most common example of this is used in rhythm games. If you’ve ever seen a serious Dance Dance Revolution tournament or players, you know how fast and intense these games can be! A big reason the player is able to quickly and accurately time their feet to the visual cues is because of the music giving them a constant frame of reference. A different example of this is any sort of timer that has an associated audio cue. Many games have a timer that is ever-present, but when we get to our last 10 seconds or so, the timer’s audio either becomes audible or is louder in the mix. It definitely gets the point across that you need to complete an action/puzzle/objective sooner rather than later! Smooths Transitions There are a couple of different flavors to this one and many more than what I can speak about depending on the genre and mechanics of your game. But, the two that I can touch on with good certainty that they’ll be relevant to you are: transitioning between story/cinematic and gameplay as well as loading screens. Especially in many AAA titles, we are potentially switching between linear story elements and gameplay sequences regularly. In the playthroughs I’ve had with recent military shooters, 15 minutes of the game can have 2-3 moments of linear story. Using audio in conjunction with a visual effect or shift can make this transition feel effortless and seamless – almost like playing through a movie as opposed to pausing your gameplay experience. Another flavor of smoothing transitions is during loading screens. Developers have come up with a ton of great ways to make loading screens less of a “drag” on the experience such as Namco having the Star Blade mini-game. But sometimes a traditional loading screen is inevitable, and audio and music can help make these moments much more interesting. Mute the video below if you want to see how much a loading screen with audio can be a complete bore. Let’s Wrap Up! We’ve looked at eight different ways audio can enhance your game, but there are many others as well! In order to ensure your game has an engaging experience, the audio needs to hit on all of these dimensions and be purposeful in its execution. Time and thought need to be given to what you’re trying to accomplish and how audio can help achieve it. Without that, a game will be missing an entire dimension of an effective and engaging experience. Be sure to check out all the game audio awesomeness at Unlock Audio! To reach out, hello@unlockaudio.com
  5. Hello ! I'm Thomas a french sound designer, and I've been working in a company doing VR games since 4,5 years. I am now looking to take part in a project, either for free or for a (small) fee depending on the budget of the game. I am not able to do music for your games but I am capable of doing integration with both UE4 and Unity be it with a middleware like wwise/fmod or with C# and blueprints ! Here is some of my stuff you can listen too : http://couchardthomas.com/index.php/linear/ You can contact me here in pm if you like it! Thank you and let's talk soon !
  6. Hi there ! Sometimes you just don't have time to do things, and you really need to work fast. Here is how I created an underground atmosphere in 20 minutes and without leaving my home! Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com And also check out my Patreon page and see all the goodies you could get all the while helping me out: https://www.patreon.com/ogsoundfx
  7. Bluezone Corporation releases 'Thorium - Cinematic Trailer Samples', a new sound library covering a wide range of multi-layered atmospheres and ambiences, evolving and intimidating drones, acid synth textures, experimental sound effects, transitions, massive impacts and more. Boost your inspiration with 870 MB of sounds: Created with a large selection of high quality recordings and then meticulously layered, this downloadable sample library will enhance your creative potential with as many as 119 inspiring sounds. All sounds are carefuly processed and designed to give you ready-to-use elements. 'Thorium - Cinematic Trailer Samples' comes to you in 24-bit high definition and is licensed to you as royalty-free so you can use it in your commercial compositions at no extra cost. More info and download: Thorium - Cinematic Trailer Samples View full story
  8. Bluezone Corporation releases 'Thorium - Cinematic Trailer Samples', a new sound library covering a wide range of multi-layered atmospheres and ambiences, evolving and intimidating drones, acid synth textures, experimental sound effects, transitions, massive impacts and more. Boost your inspiration with 870 MB of sounds: Created with a large selection of high quality recordings and then meticulously layered, this downloadable sample library will enhance your creative potential with as many as 119 inspiring sounds. All sounds are carefuly processed and designed to give you ready-to-use elements. 'Thorium - Cinematic Trailer Samples' comes to you in 24-bit high definition and is licensed to you as royalty-free so you can use it in your commercial compositions at no extra cost. More info and download: Thorium - Cinematic Trailer Samples
  9. Hey! It's you! Well, make yourself at home, and enjoy this week's Weekly Updates! Last week was, though a bit on the light side, somehow busy. On the menu, a bunch of new sounds, two new relics, three new activated items and several bug fixes. So let's not hang around any longer and let's go! New Sounds First, there are many new sounds. Most of these sounds are related to weapons and attacks. Previously there was no sound when a melee attack is launched. There wasn't also any sound to show if the attack was successful or not. In short, the game was in serious need of new sounds. So I decided to add several sounds. When a melee weapon launches an attack, a sound can now be heard. When an attack lands, two types of sounds can be heard depending on its outcome. If blocked, a resonant sound is played. If not blocked, an impact sound is played instead. The sounds playback volume also varies depending on the damage level of the attack. So, the more critical an attack is, the louder the sound is played. I also decided to add a sound for a successful parade. It really helps to make everything very juicy! There are a bunch of different sounds ... Too much for this little post ... So, I made a video. Take a listen: New Relics Second, there are two new relics. With these new relics, there are now 26 functional relics in the game. But anyway, here they are: Ecco Jam Ah yes, a pot of pure echo! Really tasty on a piece of toast! Stats DEF - 15% Description A jar of blue jelly. Is sold as "100% pure echo jelly". With this relic, players get a similar ability of the Gopnik outfit. Basically, it allows them to obtain some kind of berserk mode. When players took enough damage they enter a berserk mode, which gives them big stats bonuses. After a few seconds, the effect wears off. Maneki-Neko What a cute figurine! This cat looks very happy to be here! Stats LCK +10% Description A ceramic cat a holding a big koban coin. According to Japanese culture, Maneki-Nekos are supposed to bring luck to their owner. With this relic, players receive a small bonus of luck. Also, they'll be more likely to find money in loot. New Activated Items Third, there are three new activable items. With these three new items, there are now 19 activated items in all. Here they are: Pierre Laroche This is a roc- sorry, didn't mean to offend it. This is Pierre Laroche. It's a proud rock, to say the least... Stats ATK +5% AGL -25% Description A small pebble. You can see white lines all around it. Realy pretty to look at! With this activated item, players can now throw pebbles. These can either distract enemies but can also hurt them. Use it wisely! Toy Brick Be careful not to walk on that ... It's rather painful! Stats ATK +5% AGL -15% LCK -5% Description A small plastic brick. It's really well built. With this activatable object, players now can lay down brick mines. Once thrown and still, the toy brick activates and becomes deadly. When someone passes nearby, it explodes. Use them well, otherwise, you're going to have a bad time. Watering Can Find your inner gardener with this beautiful 100% green watering can. Stats ATK -25% DEF -50% AGL -5% HP +10% Description A small green plastic watering can. Contains a little bit of water. With this activated item, players can water many things. When watered, some plants might even drop useful loots. Watering fruit plants also regrow their fruits instantly. Enemies can also be watered and will get wet. Some enemies won't tolerate water at all and will get hurt. So be nice to our plant friends! You never know, they could even save yourself one day! Minor Updates Changed the Shaders to be able to offset a model's UV to change their colours. Changed how floor types work and marked ice floor as walkable. Changed the appearance of ice Fixed a bug where some in-game item would face the wrong way when placed on a pedestal. Fixed a bug where some important sounds wouldn't play at all Expanded the projectile return hitbox of the badminton racket. Changed how the defence VFX appears. This way, a fully blocked attack will also show the defence VFX. Changed the angle at which the shuttlecock was launched. Next Week For next week I plan to do some brainstorming to polish the levels a bit. Maybe a little overhaul of the map generation would be in order... Otherwise, I also plan to work on the 3D model of most relics. A bit of relic brainstorming would be great over! After that, it's your usual suspects... Another thing I'm thinking about is to eventually release a small playable demo to start collecting feedback and discover bugs. I could also set up a bug logging system so players can submit bug tickets. Ideally, I could even do it from the game itself but it would take a bit of brainstorming ... In short, a lot of brainstorming to do!
  10. Evgeny  Ryabovol

    Free sfx and music

    Hi guys! Recently, a not very pleasant situation happened to me. I will not go into details, but the essence is that the client received the work done and He disappeared without paying. One way or another, I want to share my work with someone who might find it useful. The task was to create similar sets of sound effects and music for two games... One of them is clone of Subway surfers, the other one in retro style.... I don't know which exactly. So whoever needs it, do not be shy, download and use for your own purposes. https://drive.google.com/open?id=195AkFdAT30lgi7QaqvbjoEQFpQUgzr-W All the best! Evgeny
  11. Hi ! I haven't posted here for a while, because I have been pretty busy. I have been working on a wide range of Magic Spell sound effects in order to create a huge "Magic Spell SFX Pack". Here is a little bit of work in progress with my "Wall of Ice Magic Spell". Basically, this spells starts with a huge burst of energy which brings out from the ground a massive amount of solid ice that builds up to an unbreakable wall of ice. But, as it is often the case with sound effects, the listener can imagine different scenarios... (I used footage of GOT's wall falling in reverse to illustrate my sound, as you probably have recognized. Not sure if I am breaking any copyright rules, but I haven't received any Youtube claim so far...) Don't forget to check out my website and subscribe to my newsletter to get some really cool free sounds all along the year: www.ogsoundfx.com And also check out my Patreon page and see all the goodies you could get all the while helping me out: https://www.patreon.com/ogsoundfx
  12. Hi everyone, "Game Audio Lookout" is a series on how music and sound design in games work. I started out as a YouTube channel, but switched to a Medium blog now. Feel free to have a look at my current collection of articles: https://medium.com/game-audio-lookout Furthermore I started a new blog series calls "Audio Essentials" where I talk about audio-related basic things. The first article is about how the compositional process works and can be found here: https://medium.com/audio-essentials/the-five-stages-of-musical-composition-db7b847dacb0 Any feedback and suggestions on wishes for future articles is appreciated! Alex
  13. 'Wilderness - Flowing Water Sound Effects' from Bluezone Corporation contains a selection of 40 carefully recorded calm and rushing mountain river sounds, running stream sounds, small and large waterfall sound effects. Created with a large selection of high quality recordings (24 bit / 96 kHz), all ambiences included in this sound library (1.2 GB) are carefuly processed and designed to give you ready-to-use elements. All samples are royalty-free for all your commercial projects. Editor : Bluezone Reference : BC0259 Delivery : Download link Download size : 1120 MB Extracted size : 1180 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 52 Total samples : 40 WAV More info and download : Wilderness - Flowing Water Sound Effects
  14. 'Wilderness - Flowing Water Sound Effects' from Bluezone Corporation contains a selection of 40 carefully recorded calm and rushing mountain river sounds, running stream sounds, small and large waterfall sound effects. Created with a large selection of high quality recordings (24 bit / 96 kHz), all ambiences included in this sound library (1.2 GB) are carefuly processed and designed to give you ready-to-use elements. All samples are royalty-free for all your commercial projects. Editor : Bluezone Reference : BC0259 Delivery : Download link Download size : 1120 MB Extracted size : 1180 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 52 Total samples : 40 WAV More info and download : Wilderness - Flowing Water Sound Effects View full story
  15. khawk

    http://soundbible.com/

    SoundBible.com offers free sound clips for download in either wav or mp3 format. We offer free and royalty free sound effects and clips for video editors, movie scores, game designers, and weekend sound warriors. Bookmark our page now by hitting Ctrl+D. We update weekly so be sure to return for one of the best copyright free sound resources on the net. Downloads are totally free and upfront with large download buttons to prevent confusion.
  16. Hello, my name is Olivier Girardot, I am a music composer and a sound designer, and I post here on a regular basis. I usually share my youtube videos where I talk about my sound effects and give tips and tutorials about how to make them yourselves. Today I am seeking your help, or more precisely some kind of partnership. I am looking for active gave developers to review or advertise my Sound Effect Packs. The idea is to get the packs for free, and share and honest opinion about them from a game developer's point of view, in your blogs, on your website or your youtube videos, whatever you are comfortable with. It can be a single sentence comment or a 30 second review. I am not asking for anything laudatory either, just some honest thoughts. But I never had any complaints from the people who purchased my sound effects, so I am not expecting some harsh critics... I hope The point is that you get a high quality batch of sound effects for free that hopefully you can use in your projects, and I get a little bit of publicity in exchange. I grant myself the right to select the people to whom I will give my packs for free, considering that on of the criteria is to have an active platform where you post stuff on a regular basis. That being said I am not looking for Youtubers with millions of subscribers, not even thousands... although, if you do have thousands of subscribers or readers, and that you are interest in this offer, well I am not going to be the one who turns you down Ideally, I would like to promote my packs that I sell on the Unreal market place or the Unity Asset store: Unreal: https://www.unrealengine.com/marketplace/en-US/profile/OlivierGirardot Unity: https://assetstore.unity.com/publishers/39771 But I also sell them on my online shop www.ogsoundfx.com and you can also ask me to review anything you want there, and I will gladly consider it. In the meantime here is one of my latest Youtube video where I showcase my "Dragon Land" sound atmosphere: I am looking forward to your replies ! Olivier Girardot Owner & Sound Designer @ www.ogsoundfx.com