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Found 100 results

  1. MiniDarkOF

    SFX Sound Expansion in Unity

    Hello Again, I'm trying to create a "sound expansion" The Example: a nuclear explosion sound has 1000ft of audible sound area players who is next to the explosion hear it first players who is far to the explosion will hear after some seconds when the sound reaches its area limit, it ends with a "fade-out" The Point: i already know how to create fade-out sound effect in Unity know i want to know how i can create this "sound expansion" effect
  2. Hi ! Here is another background fantasy sound atmosphere that I wanted to share with you. This is the inside of a deep artificial tunnel, most likely a sewers. We can hear a lot of water dripping from several sources. A few gusts of the howling wind from time to time. Hatches opening and pouring out a thick and slimy content. Mice and bats seem to be the main tenants of these corridors. There is a constant rumble in the background that seems to be coming from deep depths of the earth, giving the impression of endless tunnels. The atmosphere is thick, wet and scary. You can find this sound and loads more at: http://www.ogsoundfx.com
  3. Alikberov

    Acoustic Aura of Alikberov

    In classic sound adjustment of games we having control over volume of music or sound-FX. For lots of table games or puzzles this is enough for all user preferences. But in more difficult games with complex sound environment such of adjustments is not enough and gamer must to use the headphones, because sounds of game environment can disturb surrounding public. But headphones can destroy the health of gamer. I'm not present any code at here, but I trying to build a draft of sound FX spectre of emotional perceptibility of gamer to giving more wide control over sounds in game with complex choice for favor gamma in playing sounds. 0. Angels level Mood music, that playing in the brain at this moment Sounds of thinking like the trying for inspected prediction for action Speech synthesis of player thinking process; Player-self dialogue Inside sounds of body functions, like heart-beat, breath or beat in temples Outside sounds of body, like knuckles squeak, belly rumbling or cough Nearest subjective environment, like mosquito cheep, buddy whisper, phone speech or headphone of equipping Subjective environment, like fly hum, sleepers shore, somebody cough or slurp, speech Active subjective environment, like doors squeak, floor squeak under foots, sneakers shuffling, tick of switch Objective environment accompaniment, like leaves rustle or curtains swaying, branches rap in window, winds drone, water purl Passive objective environment, like spontaneus floor or furniture squeak, alone drop fall, wallpapers crackle Operated active technical environment, like phone ringtone, TV set or radio, claxone or gun shot Interactive technical environment, like watch tick-tick, elevator sound Active technical environment, like frigy sound or autos engine Technical environment accompaniment, like generators sound Passive environment, like waterfall noise or river purl, twitters, public hubbubs Operated environment, like battle noise or cannons shots, explosions Interactive environment, like thunder or lighting, volcano or earthquake Active environment, like hurricane or tsuname Evironment accompaniment, like public or animals screaming, animals rave, people rave or crying It's not HDR. No dynamics. Static normalize all sounds of game for session. Just, like in graphical equalizer, we can have a 20 sliders band of levels any sounds. If user shut down to zero all 20 adjusts, except #6, then no any sounds user can listen and hearing #6 (mosquito, whisper and equipping) only. (No monsters, no disasters, no cannons. The commander only!)
  4. We are a group of people Looking for UE4 Programmers And 2D & 3D Artists & A SFX Artist for a Star Wars fan project.Obviously any contributions would be very appreciated.The game is a 3rd Person action adventure Uncharted like game on a smaller scale & much shorter.Preferably we are looking for people who want to fill their portfolio a bit. Concepts are currently being made for the characters, weapons etcObviously as the title says this is an unpaid project. If interested and you want more details then email me at rioishere14@gmail.com(P.S. I don’t go on here often so I probably won’t see your message)
  5. I am looking to improve my sound design portfolio so I offer my services. For music, I don't do the faux orchestral thing, I am more focused on electronic sound (various genres). For sound design I am into everything from foley to purely synthetic. If you are in need of sound effects, sound editing, or composition get in touch. As this is for my portfolio I want to work on projects whose demos/trailers will be available online to share (the sooner the better) porfolio
  6. I have recently created this Werewolf Transformation sound effect for a Board game project. I am looking forward to your reactions: You can find this sound and loads more at: http://www.ogsoundfx.com
  7. Le Sound supports Creative Commons license content creation by introducing AudioTexture Free which allows using Freesound database with a built-in browser. AudioTexture Free is the free version of AudioTexture plugin which loads and processes contents from Freesound. A dedicated browser interface has been designed for an integrated workflow to use Freesound content with AudioTexture. You can search with filter/sorting criteria and preview right in the browser. The browser displays the most essential information about the sounds and allows double-click to directly load into AudioTexture synthesizer. AudioTexture Free will accelerate your workflow to create more content. View full story
  8. Le Sound supports Creative Commons license content creation by introducing AudioTexture Free which allows using Freesound database with a built-in browser. AudioTexture Free is the free version of AudioTexture plugin which loads and processes contents from Freesound. A dedicated browser interface has been designed for an integrated workflow to use Freesound content with AudioTexture. You can search with filter/sorting criteria and preview right in the browser. The browser displays the most essential information about the sounds and allows double-click to directly load into AudioTexture synthesizer. AudioTexture Free will accelerate your workflow to create more content.
  9. Hello ! Here is a new tutorial on how to create a Jet Pack sound effect for your video games. In this video I will show you how I created the jet pack sound for the multiplayer online game ExoCorps ! You can find this sound and loads more at: http://www.ogsoundfx.com
  10. Bluezone Corporation releases 'Lake Wave Sound Effects', a new immersive sound library. Featuring subtle splashes, enveloping water movements and calm lake ambiences, these sounds have been meticulously recorded at a lakeside on a windy day in the French Ardennes forest. The collection contains 105 isolated lapping wave sounds and 4 gentle ambiences in 24 bit / 96 kHz. From wild mountain lakes to river banks, from waves slapping against the rocks in a creek to sandy beaches and rocky coastlines, this sample pack is the perfect construction kit: you can easily stack and layer these sounds to add intensity to your ambience, or simply use them as they are to obtain quiet ambiences. All sounds are hyper-detailed with a particular attention to the foam caused by the ripples on the surface of the water. The water side ambiences included in this sound library are carefully processed to give you ready-to-use elements. Furthermore, 'Lake Wave Sound Effects' is a useful resource for film and video game sound designers: you can easily mangle the sounds to get a realistic and organic touch inside your projects. Note: the background ambience in the demo is not part of the product but is added free of charge. Reference : BC0252 Delivery : Download link Download size : 425 MB Extracted size : 489 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 134 More information and demo: Lake Wave Sound Effects
  11. Bluezone Corporation releases 'Lake Wave Sound Effects', a new immersive sound library. Featuring subtle splashes, enveloping water movements and calm lake ambiences, these sounds have been meticulously recorded at a lakeside on a windy day in the French Ardennes forest. The collection contains 105 isolated lapping wave sounds and 4 gentle ambiences in 24 bit / 96 kHz. From wild mountain lakes to river banks, from waves slapping against the rocks in a creek to sandy beaches and rocky coastlines, this sample pack is the perfect construction kit: you can easily stack and layer these sounds to add intensity to your ambience, or simply use them as they are to obtain quiet ambiences. All sounds are hyper-detailed with a particular attention to the foam caused by the ripples on the surface of the water. The water side ambiences included in this sound library are carefully processed to give you ready-to-use elements. Furthermore, 'Lake Wave Sound Effects' is a useful resource for film and video game sound designers: you can easily mangle the sounds to get a realistic and organic touch inside your projects. Note: the background ambience in the demo is not part of the product but is added free of charge. Reference : BC0252 Delivery : Download link Download size : 425 MB Extracted size : 489 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 134 More information and demo: Lake Wave Sound Effects View full story
  12. Here is a Fantasy Soundscape: an Orc Feast ! Orcs are huge warrior savage beasts. They are having a huge feast. Their leader is making a speech before a heavy drum music representation takes place. The Orcs are drinking, eating, shouting and fighting among each other. The party goes on with more music and the screams of an over-excited crowd of Orcs. Find this track and many more sound effects and atmospheres in my online shop: http://www.ogsoundfx.com Take advantage of the prolonged 66.6% OFF Halloween deal on everything !!! Coupon Code: HALLOWEEN2018
  13. Check out my latest video where I showcase some of my creepiest sound effects for your video games ! You can find all these sound effects in my online shop: http://www.ogsoundfx.com And a Special Halloween Pack containing 128 tracks and over 2.6 GB of creepy sounds for only $9.99: http://www.ogsoundfx.com/product/special-halloween-pack-only-available-until-october-the-31st/
  14. Hi there ! Do you want to learn how to create your own sound design for your games ? Here is how you can very easily make some bow and arrow sounds for your RPGs or adventure games !
  15. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects View full story
  16. 'Heavy Metal Impact Sound Effects' from Bluezone Corporation contains a selection of 126 carefully recorded metallic impacts. This sample pack offers a wide variety of different clanks and clunks: from big and weighty industrial container to deep and large fuel tank, old and rusty sheet metal to huge steel door, this hyper-detailed sample pack is a powerful addition to any contemporary sound design production. Moreover, all sounds in this collection are ready to use and perfect for all sorts of projects: the metal clanking and dropping sounds are carefully processed and can be easily used in modern electronic music productions. All audio files from 'Heavy Metal Impact Sound Effects' have been meticulously recorded at 24 bit / 96 kHz and are royalty-free, so that you can use them in your commercial projects without having to worry about any additional licensing fees. Editor : Bluezone Reference : BC0251 Delivery : Download link Download size : 327 MB Extracted size : 361 MB Format : WAV Resolution : 24 Bit / 96 kHz Channel : Stereo License : Royalty free Total files : 150 Total samples : 126 WAV More info and download: Heavy Metal Impact Sound Effects
  17. Hi community ! Check out my new "Magma Chamber" sound design track. What do you think ? Would you use it for your projects involving volcano sceneries ? You can find this sound and more volcano sounds on my website: http://www.ogsoundfx.com/
  18. ERASERHEAD STUDIO

    13 RONIN - DevLog #5 - Shouts N' Music

    It's been a long hot summer with wildfires crossing our country. We Swedes have a tendency to complain about the weather, mostly we think it's too cold, but after this summer I think most of us welcome fall and the cooler air. During the summer I've been working on a little bit of everything but mostly I've been focusing on sound. But before I go into that topic I'd like to present the milestone I'm currently working towards. First public build Before Christmas I like to release my first public developer build including: One player mode. One level, the tavern, featuring: Windy rain. People drinking inside the tavern. Flies buzzing around a lantern. An opponent dressed in white. Move forward, backward, turn, dodge, turn dodging, jump, front- and backflip. Four different attacks and ways to parry them. One death sequence. Blood splatter. One idle animation variation. One MIDI song arranged with classical instruments. Sound effects, only normalized, not processed in any other way. HUD including score and energy. Camera shake. This might not look like much, but for a one-man team, only working weekends and evenings it might even be too much. Sound If you've read my earlier posts you know I ordered an Arturia keyboard that happened to be broken on delivery. This caused a lot of annoyance and delayed my music production but now I've finally got all my gear set up. The keyboard is an Arturia KeyLab 49 and the speakers Audioengine A2+. Included with the keyboard was a DAW called Ableton Live. I don't know if this software is good or bad, I just know that I couldn't get my head around it. Instead, I've chosen to work with Studio One Prime, which is a free but limited version of Studio One, and has a user interface I feel comfortable working in. SFX To create a feeling of being inside an old samurai movie I'm going to use sounds from various movies as basis for the sound effects. So while waiting for the new keyboard to arrive I've spent a few summer evenings extracting sounds. It's amazing how much panting, grunting and screaming there are in those old movies. After a while I had to skip the speakers and use my headphones instead, if I hadn't I'm sure my neighbors would have thought I'd started some kind of torture dungeon and sent the police on me. Something I hadn't thought of, but became apparent during this process was the fact that there is almost always a howling wind in the background of old Japanese action scenes. This of course made a lot of the sound useless. Despite this unfortunate fact I now have quite an impressive collection of sounds including footsteps, screams, shouting, panting, growling, sword swooshes, sword clashes, and hits. So far I've converted the sound effects to stereo, I've normalized them and cleaned them from as much noise as possible without distorting the sound I want to keep. For my first public developer build I consider them done, but before releasing a demo of the game I will process them further. Early sound effects Scream of pain Sword hit Sword clash Music When on vacation, visiting my father in my hometown of Boden, I borrowed his Yamaha keyboard and a few evenings later I had the main melody for the first game song ready. I call it “Ronin encounter” and this is the song that will be included in the first developer build. I've not yet decided what style of music I want for the game. For a while I had my mind set on 8-bit music like the music made for the C64. It's a style of music that would sit well with the low-resolution retro graphics, but since I want the game to remind the player of old Japanese movies it might be better to use a musical style resembling the style found in those movies. Nothing is set in stone, but for now, I'll go with the latter. The final product will include at least three different songs, one for the intro-screen, one for the highscore-screen and one or more for the gameplay. Sit back and enjoy a rough mix of the first gameplay song - "Ronin encounter": Ronin Encounter.mp3 To make the music match the quality of the sound effects and also enhance the feeling of an old movie I'll give the music an old vintage sound. Ronin Encounter, vintage.mp3 If you wonder what instrument the strange "plucking" sound comes from, it's called "Shamisen" and is a Japanese three-stringed traditional instrument not unlike the western banjo. Shamisen is featured in many samurai-movies and often played by a geisha and sometimes accompanied by a man singing in a dark voice. A geisha playing shamisen. That was all for this post. Please let me know what you think! Next time - graphics! Happy coding! /jan.
  19. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy!
  20. Royalty Free Music for Game Developers If you found this page, you probably wondered at some point, "Why is it called Royalty Free Music when none of it is FREE?!" and maybe you already learned the definition of Royalty Free does not necessarily mean the content itself is free but rather refers to the "right to use copyrighted material without the need to pay license fees or usage fees." To put it simply, Royalty Free just means you don't have to pay to use the content. So why do so many people charge for it, and isn't that exactly the opposite of what Royalty Free means? Obviously artists and content makers who spend a lot of effort making something should be rewarded for their time, but in my opinion, they should not use the term "Royalty Free" to refer to their paid content. That is why I developed a FREE Royalty Free Music for YouTube Library for anyone and everyone who is looking for free professional music to use in their films, television shows, youtube promos, video games, you get the picture. How to Download To begin, simply choose a category of music from the list on the website linked above: Once you have selected your desired category of music, hover your mouse or finger over it and click the red button that appears to open up a small window with a media player in it that will look something like this: Click a song to listen to it, and click the down arrow to download the song, it's that easy! Licensing & Copyright Information If you like the song and you want to use it in a non-commercial project (something that does not earn you money) you can do that for free simply by attributing me in your credits somewhere! Just put "Music by Jordan Winslow on https://jordanwinslow.me/royaltyfreemusic" or simply "Music Downloaded from https://jordanwinslow.me/royaltyfreemusic" If you would like to use the music in a commercial project (something that earns you money) there is still no charge, but one more step: simply fill out the Royalty Free Music Commercial License Request Form. Downloading Free Royalty Free Music for your YouTube creations has never been so easy! View full story
  21. Hi, my name is Olivier Girardot, I am a music composer and a sound designer. Here is a sound atmosphere I made for a video game project: a Medieval City Atmosphere by Night: You can find this sound and loads more at: http://www.ogsoundfx.com
  22. Greetings! My name is Carlos Jiménez, I am a sound designer and music composer for video games. I am looking for passionate and active independent teams or developers to work and create the best possible projects. I have experience with a lot of genres, always open to learn and know new frontiers. My main tools for the creation of music and sound are: Presonus Studio One 3 Avid Protools Propellerhead Reason Native Instruments Komplete (a lot of instruments vst) Field recording Finale and Sibelius for musical notation Fmod and Wwise Unity (I can integrate the audio in the project) Here you can listen and see some samples of my work. https://soundcloud.com/verblendetstudios https://open.spotify.com/album/3912kLY4O6SsoOE3bnI82t https://www.youtube.com/watch?v=Iz6phBoWcsY&feature=youtu.be https://youtu.be/gPt8RKOHzRA https://www.youtube.com/watch?v=qsJqgQDb0dA https://verblendetstudios.bandcamp.com/ https://store.steampowered.com/app/664000/HammerHelm/ https://store.steampowered.com/app/643260/Break_Stuff_With_Coins/ https://store.steampowered.com/app/776720/Dungeon_Gambit_Boy/ Do not hesitate to contact me: contact.jbazz@gmail.com Discord: Verblendet # 6007 CV.pdf
  23. Check out my last video where I show you how I create some scary background atmospheres !
  24. I created this youtube channel to share with you different aspects of sound design. I talk about sound effects in films, I share some of my work, and I give tips and tutorials on how to make specific sounds. My first concern is about the length of the video which exceeds 10 minutes. On the other hand I could have gone into much more details, like explaining how I created some of these sounds.
  25. Top 5 Community Questions: 1. 2. 3. 4. 5. ------------- Questions Will Appear As They Are Submitted By The Community ------------- Hey guys, I am currently writing a few audio guides for game developers and music producers but I am having trouble coming up with good topics to address, so what better way then to ask you guys yourselves! Please tell me, if there was only one thing you could learn about the usage of music, sound effects or general audio in video games or music production in general, what would it be? And if there are a few more questions you have, please list them as well! I want to see which questions routinely pop up in the community over and over so I can address the top 5-10 questions everyone has and write a guide on it! Thanks for contributing your questions!
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