I was inspired by this scene (@2:00) in Avengers:IW, where (spoilers) Mantis is turned into ribbons by Thanos, so I tried to create a similar effect using tyFlow.
The trickiest part was figuring out how to slice up the character's body in a spiral manner. I ended up opting for a workaround, where I placed splines along the character's body and appendages, and then twirled particles along those splines. I then generated a second set of splines along the trajectory of those twirling particles, and bound them to the surface of the character's body. The result was spirally paths covering the whole character.
From there, I created an animated gradient ramp that moves from top to bottom over the character (and from hands to shoulders over the arms)...and I use that to trigger the spiral paths to be converted to strips of cloth. As they are converted, I add velocity to them so they shoot out a bit before they fall. PBD constraints bind everything together so the strips of cloth maintain some level of physical accuracy. A bit of masking in After Effects allowed me to smoothly blend between the base character mesh and the cloth sim in the final render.
I think the end result worked pretty well, and the procedural setup made everything easy to tweak. Sounds are a mix of footsteps, clothes falling, zippers and nylons flapping from freesound.org.
It's worth noting that the Australian Magpie is very different to the Eurasian Magpie.
Both are unique and interesting birds. The Eurasian Magpie is famous for being a thief, and is one of the few animals able to recognise itself in a mirror test.
The Australian Magpie is an all-round champion of a bird, and has a wonderful warbling call which makes all Australians feel a quiet gratitude about the beauty of their country. It is a member of the cracticidae family, and is closely related to the butcher bird.
Edit: Here's a great example of the warbling or 'piping' call of the Australian magpie
You just have to give their name and the name of the asset that you used in your credits. If you would like to go the extra mile you can contact them and ask how they would like to be credited and/or link to their website.
Check out the freesound guide for more help:
I use http://www.freesound.org/
You'll have to pay attention to the licenses, though.
Public-Domain: Free, you pretty much do whatever you want.
Attribution: Free, you can pretty much do whatever you want, but you have to give a credit to the author of the sound.
Attribution-Noncommercial: You can remix and all that, but you have to give a credit to the author of the sound and you aren't allowed to make money off it.
Many sounds come as a bunch in one file (as maybe the author just held the recorder out while they banged a pot a bunch of times or whatever.)
You'll need an audio editing program to cut out the sounds you want, change the volume, remix them, etc.
I use Audacity: http://audacity.sourceforge.net/
It's free and really good.
Hey, I'm a Kickstarter backer. No questions from me at the moment. I just wanted to say thanks for making these awesome games finally available to the public. You guys have been busting your asses to polish these games to a perfect finish and it really shows! I love all the little touches like the gorgeous animations in the menu and how the music smoothly switches between different variations without dropping a beat.
Also for making the PS3 version have alternate controller schemes like shared controllers and Sixaxis 3 for JS Joust. Sony controllers are really expensive so this is much appreciated!
Lastly, thanks for doing proper attribution of the sounds you used from Freesound.org! This matters a lot to our community and sets a good example for people on how to honor Creative Commons licenses. I posted about this on the forums and the community was appreciative, including the founder Bram, whose sound was used in Super Pole Riders. :) http://www.freesound.org/forum/your-work-made-with-freesounds/35056/
> were those noises in the bunker or did he add them in post?
The video description actually gives the source for the ambient sounds:
S.T.A.L.K.E.R Soundtrack - Approaching Chernobyl
In theory, yes, but real data isn't that nice! I mentioned overtones (or harmonics, but harmonics have a different meaning in the context of guitars) because they're just one thing that can mess up an algorithm like this. Each note on a guitar produces a peak at the fundamental frequency (say 440 Hz), but also produces peaks at 880Hz, and so on. These tend to overlap and can confuse a peak picking algorithm.
Look at this image, which is a typical spectrogram of a guitar playing. The notes themselves aren't clear, and chord transition points aren't necessarily clear either.
I did a lot of music information retrieval work for my MS, and automatic transcription, even for one real instrument, is really, really hard (full ensemble transcription is considered the "holy grail" of music DSP). Peak picking might work for a very clean, simple sample, but once you start playing songs you'll run into trouble.
If the OP truly got this working in the sense that you just play your guitar into your phone and it gives you tabs, it would be really impressive! Apparently Melodyne works pretty well, but their algorithm is proprietary.
I was into binaural years ago before ASMR. Here are links to 2 of my recordings:
Woodland stream: http://www.freesound.org/people/Ephemeral_Rift/sounds/76392/
Neighborhood walk: http://www.freesound.org/people/Ephemeral_Rift/sounds/75830/
P.S. I will be using these Mics again in my ASMR vids.
Actually, if you look at the source of the sound (http://www.freesound.org/samplesViewSingle.php?id=8320)
then it looks as though it was recorded from a sparkler being lit. But I guess it sounds like a record players playing head too.
Also, open up tabs with:
Then grab a smoking jacket and sit in a giant velvet chair with a glass of brandy next to a roaring fire.
> We only use Windows Live Movie Maker.
I'm gonna stop you right there and direct you to lightworks http://www.lwks.com/ download it, learn it, and use it. Basic setup is free, it's no Adobe Premiere, but it's better than what you're using. Hell, 2 VCRs are better at editing than Windows Movie Maker.
Edit: After seeing your video here are some further comments.
Actually, the sound of a creeper exploding is from water being evaporated in a pan. A full list of all the sounds used in minecraft are here: http://www.freesound.org/usersAttribution.php?id=1045860&format=html
whatever you do, do it while you are putting steaks on a grill. i have learned an important lesson throughout my career as person: women agree to opinions and suggestions much easier if you accompany them with the sizzle of burning meat. even if vegan.
here, if you don't posses a grill (everyone should though), i am linking for you the beautiful sound of bbqing meat, so you can loop it at home while you talk to her.
you are welcome.
Actually, I think you are correct. I originally thought it might be the sparkler sound but then heard the steam one and was convinced that was it. But after replaying both it occurred to me the steam sound is when lava and water meet in the game. I'm an idiot. Thanks.
That's certainly a valid criticism, but nobody has told me that before so I didn't realize it.
I'm going to go visit my mom in the hospital, but after I get back I'll look into changing the sound of the basic enemy attack a bit.
Right now I'm tending towards this sound:
Thanks for the feedback.
I'm an original Freesounder.
There are three C.C licences a sound can be. Zero/public domain, attribution, and attribution/non-commercial. Understand that all of these can be modified if you simply contact the person whose sound it is. I had a few bad experiences which is making me reconsider how freely I licence my sounds.
As far as famous songs, of course there must be a lot that use Freesound samples. It's a tremendous resource. Off hand, A Prodigy song used a Freesound sound with no attribution (or the right to use it commercially) and got busted for it. The movie "Children of Men" gave attribution to Freesound in the credits.
Try and have respect with the sounds. If you stick in a snare drum, or put a texture in the background, that's one thing. If a good part of the music comes from someone else's sounds, you should attribute them, or at least Freesound in general. It's non-profit and the people who run it are doing a good thing.
The quality does vary. Comparing it to commerical samples are pointless, not just for the obvious differences, but also because some commercial packs rip off Freesound sounds, and because some commercial producers contribute to Freesound as well. Note that the preview streaming on Freesound isn't very hifi, so don't read too much into that as far as a recording's fidelity.
Finally, start contributing some sounds. It can be very gratifying to see where your sounds end up going and how creative people use them.
He is probably stealing more samples and claiming them as his own: http://www.freesound.org/samplesViewSingle.php?id=13809
"Also mistabishi assured hospital records he used samples for printer jam that he himself had personally made, he said he sampled various epson and hp printers, only for hospital records to be contacted by a website that provides royalty free samples to complain that mistabishi had in fact used samples downloaded from their site and not given them a mention... when faced with the truth mistabishi finally admitted this was what he had done and he had lied previously."
Or fake DJing:
After a few minutes, it already looks promising. A couple things:
Well for one, it's partly subjective. But to give you a better idea of what I'm talking about, check out these sounds:
The first is "brown noise" which is similar to nails on a chalkboard, in that it stimulates a big section of your ear at once, but the frequency is lower and the density of the sound is a little less intense. I find this sound rather soothing, actually.
Then look at this one:
It's nails on a chalkboard. If you react to it the way I do, I don't find all of it irritating. Mainly the part that irritates me is the part of high intensity when there is a spike on the spectrum of stimulation at many different frequencies. You'll notice on this one that the higher frequencies are also more stimulated than in the brown noise example.
I don't have time to write more, although I would love to, because it's a very interesting topic. But hopefully that gives you an idea of what I mean! You can google spectrograms of other annoying sounds and compare for yourself.
PS: make sure you click over to the spectrogram button on those sounds, they should look like this: http://www.freesound.org/data/displays/205/205625_3685064_spec_L.jpg
A claps is about the midrange and the decay, otherwise it sounds like a hitting a spoon against your thigh.
I just listened to that collapse song. Wow what a great clap sound. They have a gated reverb, but it sounds like it's anticipating the beat a little too. Jesus, thats one hell of a clap.
Heres my claps you can play with:
They are already layered from overdubs, but not hyped up like that sound, so if you want it like that, work on it.
I have some good stomps there too if you look. If you want to play more with claps, I can dig you up some raw tracks from the personal stash that you can stack around as you see fit. I love claps.
Well first, you can find a lot of sound effects over on Freesound or on Soundjay. Might be a good place to start to find things specific to your needs for free (just be sure to credit the content creators!)
As for music, if you are planning on selling the game for money (which, considering the quality and time invested I am assuming you are), you should really consider revenue sharing or something. I'm sure there are musicians willing to work for "exposure", but consider their time invested as well.
Followup edit: To be clear, if you are planning on giving away the game for free with no microtransactions or whatever, I feel that asking people to work for free is fairly legitimate. But it's still worthwhile to compensate artists for their time. I know this is a debate that has gone on forever :/
There are alot of resources for sounds, you don't have to have captured or made the sounds yourself. http://www.freesound.org/ http://www.mediacollege.com/downloads/sound-effects/ http://www.findsounds.com/
and there are cd packs you can buy like the hannah barbara pack and stuff.
Basically, just watch each bit over and over, make sure every action that makes a sound has a sound, and that the volume and tone of that sound makes sense to you.
ie; steps on gravel, wood and in a parking garage all sound different, a revolver a pistol and rifle sound different, etc.
reverb stuff on an aux and adjust the volume of the indvidual sounds on the sends to the reverb aux, you can often find presets that sound kinda like the environment of the scene and adjust from there.
I personally get most of my samples from http://www.freesound.org, since they're all CC-licensed. The majority of them are basically sound effects or field recordings rather than more popular things like a capellas, but it's been a great resource and I'd recommend it to anyone.
It's basically a spring with rubber on the end, to stop the door from slamming in the wall. It makes a particular sound when hit:
Freesound.org has a pretty wide selection of free user-made sound effects and samples. As for music, a lot of artists on Jamendo allow their tracks to be used free of charge, and Kevin MacLeod has a very impressive library of free music of all moods and genres.
He's talking about a sound like this that you get from one of those flyback oscillators in the inverter circuit that charges the 300V capacitor for the flash. It's frequency sweep, but I don't think it's linear. Pretty sure the design of these means that the frequency is a function of the output voltage, which would mean that as the capacitor voltage charges it's an inverse exponential. So you could duplicate this with a VCO that uses a simple RC circuit as the control voltage.
i vote they make NO sound, but they will approach you but not attack you until you look at them. They will just stand there. Maybe make really small noises, so that you'll know they are there. But once you face, them, they'll sit there for a few moments staring at you, all the while your character is paralyzed. Then they play this sound while they run away (maybe steal something from you): breathofdeath
i had a nightmare like this once. I knew something was there, but only when i looked towards it, was I then frozen as it ran away.
I like this question. Any cc site is good but there was a perfect site I used in college I forgot. The, "what transition is this?" and "what's the best software to use?" questions are wearing thin in this sub. It'd be nice to know what everyone uses. I use http://www.freesound.org/ for any sound effects.
Don't use plugins for this, I might be wrong, but I haven't found anything that compares with a real recording.
Before getting my record player I'd search freesound.org for vinyl crackle, found this one, looks great: http://www.freesound.org/people/oneloginacc/sounds/66391/
Try Freesound. Sound quality can be a bit of a mixed bag at times but there's some real gems and well recorded stuff there too - all free of charge, you just need to register.
For an interesting reverb that could totally work, check out http://www.pspaudioware.com/plugins/reverbs/psp_pianoverb/ it's a free verb based on piano strings. Could be useful.
As far as wind chime sounds go, check these out:
Not ALL the textures are ripped off, the majority of block textures seem to be remade, someone said the mob textures are exactly the same as those in Minecraft but I have not seen this to notice it.
The majority of sounds for Minecraft are from freesound.org and cannot be claimed by Mojang.
I don't want to steal your thunder, but The Freesound Project is a great resource for finding samples. It doesn't exactly have the same focus as this new subreddit, but its a great resource for random recordings.
For example, if you really just must have the sound of pigs being slaughtered for your terrorcore track, they've got that.
Lightworks is a professional-level video editor used in a number of feature films, including Best Film Editing Oscar winner The King's Speech. It was released for free in November and will be made open-source some time this summer. I haven't used it, but it sounds perfect for editing cutscenes.
The Freesound Project is a great place to find audio samples.
Per the request, my programming experience before starting CS50x has almost entirely been hobby programming (a few scripts here and there at work to generate quotes and such, but nothing more). Have been playing with C# for a couple years, and have touched on VB and Ruby before that.
EDIT: For those in need of sounds, Freesound.org is a good first stop. Got all 3 of the sounds I used there.
It's super easy for anyone to make. You get the piezo element with wires attached from an electronics surplus store, eBay, or from taking apart a Radio Shack "beeper", then attaching it to any stripped audio cable you have laying around using solder or even just strong glue. There are plenty of tutorials online. These samples were recorded with a $1 piezo.
1) It's this exact file: http://www.freesound.org/people/jobro/sounds/46415/
2) It's a combination of a cluster chord on a piano (essentially, slam the keys with open hands to hit as many notes as possible), with some strings behind it; probably violins, but made slightly quieter than the piano. They are discordant, and performing a small glissando up to a short note.
3) Here's my best guess as to how you might notate it: http://i.imgur.com/us0mR.png
Pulled some slime sfx from freesound.org
I mixed and matched a few of them, and faded some louder ones in during the transitions between shots to account for the faster morphs during those parts.
Just make sure to check the license for each sound you download as they're all different - some you can just use freely, others you will need to attribute in the description.
I give you all the permission that you need because I am the Owner of the files. I hope this is correct but I also upload on freesound.org
Here is my Account! I dont have all sounds uploaded but it will come!
Sexpat alert! Sexpat alert!
Lol @ the comments:
>so when you say freelance you mean she`s a prostitute?
>damn u got a huge forehead Mr geek
>first 30 seconds i was like wait and had to recheck the title. you are so metrosexual that i thought you were gay. no hate, just pointing it out
>I think she was so excited because he wasn't 30 years older and clearly gay....therefore, no sex and no poor judgements upon her as being a gold digger, looking for a rich older foreigner to support her and her family back in the village but she still gets a free meal and probably paid and he and his parents win because they're all he's in denial that he may give them an heir.
>For the record, I invented the term...."He's so far in the closet, he's in Narnia", in reference to a person who is clearly homosexual but hasn't discovered it fully for themselves....so if that saying becomes a thing....I want clear and concise attribution.
And then there's this comment from an Asian guy (checked out his YouTube channel as suggested). Like dude, WAKE UP
>Awesome vid! Check out my fitness/lifestyle channel!!
For my Secret Santa, I decided to do a script by SHDS which had all the things /u/Emeraldd5 requested! :) (Boy am I glad we can do scripts this year!) I hope you like it!
Script can be found here: https://www.reddit.com/r/gonewildaudio/comments/3l3oyz/script_offerf4m_you_belong_to_me_now/
Music can be found at: http://www.freesound.org/people/Setuniman/sounds/150883/
Licensed under Creative Commons
not sure if you've tried this site yet, but I have good luck here when trying to find odd sound effects. seemed to be a couple good yelps you may be able to use after a quick look.
From freesound.org during prototyping phase, just to get a good picture of the feature at hand, if it feels good and such. I usually end up mixing more than 1 sound to create the effect we're looking for (including EQing, applying effects...).
When features stabilize, we hire a professional, give them a list of sounds with descriptions, give them a build so they can 'feel out' the game on their own, and then work the sounds in. We tend to have placeholders for everything, so when the sounds arrive, we just replace them, and it works.
PS: I contributed to Freesound with quite a few sounds myself, so it's a love-love relationship, you know? :)
freesound has a pretty good collection. You need to sign up to download anything, but it's definitely worth it if you're looking for an extensive collection of crowdgathered samples for almost anything in the long run.
These are two places to try:
For sound samples, try http://www.freesound.org/ or a similar site, just remember to read what sort of licence the files are giving you. A lot are free to use, some need you to say where you got them.
If you're doing 8bit type sound, you could try and construct it yourself at http://www.bfxr.net/
There are no VST's or sample packs that will make you sound like them. The way they got that sound was through hours upon hours of practice. You need to do the same. Most modern DAW's come prepackaged with synths and effects that can help you get almost any sound you can imagine. But, I think as far as drums, good samples go a long way. The drum samples used in these are very hip-hop, so look for those kinds of sample packs.
Here are some good resources for samples:
Good places to look for more samples would be /r/edmproduction /r/makinghiphop and /r/futurebeatproducers . Idk about other subreddits really, just use your Google-Fu and common sense to search for stuff.
Also, for drums, mess with layering multiple samples over each other (i.e. playing them at the same time). You can use drum samples as building blocks to create new sounds.
Here's a sample of it.
"Only 'audible' on a good HiFi system or top class headphones, but
WARNING WARNING If you play this sound on a to high level on your SOUND-SYSTEM IT WILL BREAK DOWN for sure.... your sub-woofer will die."
You should be asking in http://www.reddit.com/r/AudioPost. The sound-for-picture guys are the ones who use SFX all the time, and there might be a technical theatre sub that is appropriate too.
The first place I look for sounds is freesound:
I love Freesound.org
These are mostly field recordings, random percussion samples, synths, weird noise...soooo much stuff. Pretty sure most all of it is creative commons too!
First off, your intro is way too long. Nobody wants to wait 10 seconds to find out what your name/moniker is, especially if you're making web content where people's attention span is already as short as a fly's. For something like this, anything longer then 4, MAYBE 5, is too long. Keep it short.
Secondly, it's compositionally horrible in my opinion. You start out in the middle, and my eye is jumping back and forth, so by the time the 10 seconds is up, I'm already exhausted. Remember, you always want to lead the viewer's eye from the beginning to the end.
Thirdly, it's just kinda of boring. Sure the bricks flying in is cool, but it's all greys and very low contrast.
Here's what I'd say, start out by making the effect wipe from left to right, so the viewer's eyes are lead from start to finish, but make that effect last about a second (maybe a tad more), and then hold it for 2-3 seconds. See if you can figure out anything else to make it more interesting to the eye, as well. Maybe light flares that shoot out from between the bricks before they fall completely into place. It doesn't have to be too complex. And of course, sound effects. You might be able to find something here: http://www.freesound.org
There's a youtuber, fouseytube. You'll notice that his intro is short, snappy, and to the point. And it's no longer than 4.5 seconds. https://www.youtube.com/watch?v=nmAPR76dbkQ&spfreload=10
Hope this helps, and I hope you post an updated version of your intro cause I'd like to see it. :)
It has to be to the audio file. This first one is http://www.freesound.org/data/previews/38/38503_7037-lq.mp3 and the 2nd one is http://soundbible.com/mp3/Gum_Bubble_Pop-Sound_Explorer-1206462561.mp3
Typically on bigger projects like Game of Thrones they bring about 10 people into a studio and record a lot of walla and then layer it as needed.
I assume you can't do that so you're best bet is to layer multiple crowd sample from places such as Freesound.org or Sound Dogs
Sound design is a whole other beast to tame.
I disagree with /u/crash1082 and I think free sounds CAN work, but you have to put in some time in understanding how to mix. You aren't going to be normally able to just drag and drop a single sound file into Premiere and have a finished animation. Well you can, but you could do better. If you have the adobe creative suite, and you have access to Audition, you can use that. I think there is a free program called Audacity you can use that people praise highly.
Basically, you put in your 15 hours making an animation and you want to add in sound. You can also spend 10 hours finding and incorporating sounds to put in that animation. You can find all of your free sounds at a place like this. But then you need to time them and then modify them to fit well with each other.
I don't know nearly enough about professional sound mixing, but here are some things you can look for. Typically you don't want to overload specific frequencies on the equalizer, because the sound crunches and gets low quality.
The same artistic freedom in animation can apply to sound design. Figure out what you want your audience to pay attention to, then add "secondary motion" or "secondary sound" at a lower intensity to fill the gaps and create atmosphere. I'm no expert, and I'm still learning basic c4d, but if I were to delve into sound design, I guess these are the thoughts in my head that I would typically try and follow up on. Listen to anyone else if they sound more knowledgeable than me, lo.
I'm not sure if this is the place to find more information on how to learn to mix sound, but /r/audiopost might be a place to start asking more specific questions.
I've found this site very helpful.
There are a TON of sfx files in there, uploaded by foley artists and other sound recordists with their equipment. But you have to sign up for it, and the best part is that it's completely free!
Hopefully I saved you some money. If however, you are planning to use budget sound equipment on set, I would go for an ME-66 shotgun. Hook it up into your camera, unless you're shooting on a DSLR. But I'm sure there's an add-on for enabling a single system setup.
This is the original slowed down version. The adapted accompanied version sounds likes it's based on the bit that sounds like a woman having sex.
This is the explanation of how it was gotten
Thanks so much for asking!
It's something I've thought about, but I decided that, because I plan to release a commercial offline version of ASM in the future, I wouldn't feel right taking donations.
As for right now, people might consider a donation to Freesound. It's the creative-commons repository where I find the raw samples for ASM . It's a really, really cool project that, as far as I know, is completely non-commercial
A useful (free!) program to record speech is Audacity. However, if you do not have an external microphone or some other device that allows you to make clean recordings, you will get some noise in your recordings.
If you want clean recordings, you could either get an external microphone, or use recordings that are freely available online. A few sources:
www.freesound.org is a huge database filled with quality of just about anything you can think of. This is one I found just now. Import the .wav-file into Praat and you're all set!
http://accent.gmu.edu is a great archive of loads of people uttering the same paragraph. If you download some of them, you could compare the way different speakers pronounce things :)
It's called a vibratone. It's a cool tube shaped instrument with a crease in it, you strike it for the "ding" and give it wobble manipulating the crease. I bet you can just find a sample of one being hit and do no processing.
Here's a sample of one being struck without the pitch modulation; it might be tricky to fake the unique character of it but maybe you'll get something cooler!
I prefer beeing classy while playing LoL. Everthing is fine while beeing classy.
As for sample packs, there are unlimited amounts of websites selling them. I go to an audio engineering school so if I need a sample, I'll go to their sound library. But if I really can't find something, I'll just go record it
Don't get your hopes up. It's cool but there's no bass. Banging on rocks got more usable samples. But the idea itself is cool as shit, no doubt. Try these snares as a drum layer in place of digital reverb.
+1 for household recordings. You can make percussive sounds out of the weirdest things. If you don't have access to a microphone, use a cellphone (the lofi-ness can give your sound some character, Kryptic Minds recorded snare sounds on a cell phone) or check around freesound.
Here's a good source: http://www.freesound.org/
and this one is a SFX generator: http://www.superflashbros.net/as3sfxr/
You should try to tweak them though, make them your own, level the volume with the other SFX in your game, etc.
It's not a sub-reddit but there's freesound.org.
Edit: it's mostly Creative Commons user generated samples. Not exactly samples/tracks directly useful for mash-ups though.
5000 DRUMHITS folder has tablas in, at least, the percussion subfolder. You'd have to DL the whole pack though. Also there might be other tabla-containing packs on that list.
I have a folder titled "Misc Drumhits Pack" that has a tabla subfolder, unfortunately I can only find a megaupload link, which of course, is now just a US DOJ seizure notice. Lot of good that does. But look around for it.
Thomas Penton Essential Drums has a subfolder of percussion instruments that includes tabla hits and loops. This is not a free pack, but crafty individuals will always find a way.
Search sampleswap.org and freesound.org. A tabla search got me hits on each.
A google search also looked promising.
The first thing that comes to mind is http://www.freesound.org/
Haven't used the site much so I dunno what the pickings are like, but it's a library of CC sounds and I'm sure there are some decent drum loops hiding in there.
I know that the creative commons website has/had a searchable library itself, but I don't know how good it is, and I can't actually find it at the moment. I think it's a search engine option in Firefox.
We used NatureSoundsFor.Me for background sound and FreeSound.Org for one time use kind of sound. If you plan out where you want the story to go ahead of time you can make a great atmosphere.
I realize this might not relate so much to Star Wars universe, but it is useful for some rpgs.
Edit: They actually have Darth Vader breathing under the "various" tab. Yay!
Yeah. I don't want blown eardrums or anything, I think my issue is more with the length of the sound. I understand they have to drastically tone things down given that gunfire is incredibly loud, but in my limited experience, the total time it takes for a gunshot to fade (when not indoors) is a lot longer than what is portrayed in game. For example: http://www.freesound.org/people/cognito%20perceptu/sounds/20352/
Check out SampleSwap and FreeSound and search for wind and string instrument samples, there's PLENTY of amazing packs out there you could use for arrangement that don't involve theft(as the samples are free).
If you're new to music, then synthesis will be a very daunting task, so I'd recommend samples. For now, this will help you get a handle on arrangement, EQ'ing, and working the plug-in chain process in general.
Have fun, learning is the best part!
Have you tried Freesound? A lot of the sounds on the site are posted by users who are, themselves, film makers. I use it and it works quite well for me.
You have to sign up to download, but it's free to do so and well worth it
i find lots of cool shit at Free Sound Project ... sometimes it's from random fake/crappy sample sources, sometimes its awesome, sometimes its both... always lots of stuff...
Why not just record two cats fighting, and everytime they are loud just hit the play button and turn up the volume. I defy them to fuck during Two Cats Fighting.
I use Youtube for one, I look up creepy music.
My favorite site is this one (http://www.freesound.org) since you can adjust volume and there's a button for looping, the other thing I do with this one is load up a few sounds at a time and have them playing all at the same time.
Another good one...
There's quite a few Ambient Sound Mixer sites, but I find this one useful for my games.
Sonar Ping WAV ... you might have to tinker with pitch shift and/or other effects to make it sound exactly like the one in Sven-g-englar but it's a start.
As mentioned, ORTF is for cardioid mics, such as the 4021s, which I have. And they are quite nice for the cost. Here is a recording from the 4021s in ORTF: http://www.freesound.org/people/Corsica_S/sounds/184797/
This site is full of searchable sound files that I use when I want to set a certain mood.
I've used parts of the Soundtrack from the Sinister movie.
I use this site and search for what I want and then I create links in my OneNote Campaign Notebook under a Sounds Tab, grouping similar ones and then adding a short description of each one so that I can use it a moment's notice.
Adding sounds to a game changes the atmosphere, being able to write custom stuff to fit your own game style is probably a big plus.
I go for more gritty and suspense and gothic horror atmosphere in the majority of my games. Sometimes to pull that off I need background music or sounds to set that kind of mood. I find sounds in various places that work for my style.
The part I like about freesound is you can loop them and load several at once... like playing them in the background with thunder and rain in the foreground.
You can always hire a sound designer (Hi, I'm a sound designer)
...but if your looking to try it out on your own I suggest downloading Audacity for free and playing around with sounds from free online sources (ie freesound) or using your own home recordings. If you have an Iphone, the microphone on that isn't too bad if it's just a small practice project. If you do a quick google search, there are plenty of free fm synthesizers that you can use to get started in synthesizing sound effects. You're also welcome to PM me if you have any specific questions, I'm happy to help
for random sounds and such, which I think you're asking for here, I use freesound.org
The contributors are audiophiles most of the time so you know you'll get a great sound
You haven't been to the right bar. :)
"Don't bother phoning, we're sorry already." --Graham Norton
I'm a fan of http://www.freesound.org/browse/.
It has a wide selection, a good search capability, and most of the sounds are usable in commercial products (with attribution of course).
Combine that with Audacity for some occasional post-processing, and I think you can produce decent, amateur level sounds.
Youtube is a great place to find samples. Take that clip, drop it into your DAW, slice a part of that clip that you find useful, if you find it useful. Save it as its own sample, find the key of that sample, resample, process. Thats the best I could find.
Your other option is to purchase a pvc pipe, setup your mic, bang on it with a drumstick, record it, then slice and sample it.
Also found this of pvc pipes dropping http://www.freesound.org/people/Benboncan/sounds/75050/ play around with pitch shifting on those too.
I agree with D-Mass; need a little more info. I assume you're looking into more electronic production and are wondering about styles, sampling and DAWs (basically the programs) that people use.
To start, check out FreeSound. Great site with a large user base that uploads random and unique sounds.
As far as programs, most common ones are Ableton Live, FL Studio, Logic Pro (a more powerful version of Garage Band).
My personal recommendation would be to start looking up tutorials on YouTube. Program specific ones are good. But then start looking for what style you want to get into, whether it be house, hip-hop, DnB or whatever. Then it's pretty much up to your preference when it comes to composition. Do you start with the melody or percussion?
Little verbose but I hope that helps.
This might be a good place to start:
http://www.freesound.org/ (searched "crowd laugh" on this one and came up with a few good ones)
edit: I follow Mr Sark on Youtube, just the way he edits is actually pretty entertaining IMO. Link to his latest video, which has music and sound effects used in his description.
Freesound is an interesting source for field recordings.
Trevor Wishart's book Audible Design has some interesting ideas as to how to go about building up pieces from sounds. Note that his direction is strictly non-traditional and non-commercial. There's free software from the Composer's Desktop Project which puts several of his ideas into practice.
I believe it depends on where you are standing relative to the plane and how far away it is. This video shows what I mean, the rounds start detonating on the ground, and then you hear the gun firing moments later.
However I believe the classic two-sound "burp" effect from the A-10 is the bullets going supersonic (breaking the speed of sound) and then the gun firing.
Creative Commons Sound Effects of all kinds - http://www.Freesound.org
MIT OpenCourseware (I picked my favourite topic but there are hundreds of them):
If you want high quality you should search for wav, or other lossless samples types. YouTube compresses the audio.
List of samples for sale: https://www.tradebit.com/tagworld.php/hair+dryer+wav
I'm guessing the paid samples are longer?
A couple I found for free:
Let me know if you still don't find what you're looking for.
I listen to this stuff while studying/reading/writing. I've been using Noisli http://www.noisli.com/ (or the iOS app) for a while, it's really nice because you can add a little white noise in the background to make it sound like the way rain sounds when it's hitting the streets, that loud hush.
Thunderstorms are my favorite but the problem is you get really attuned to the loop, and usually the loops are pretty short. There are longer storm tracks on nature CDs and stuff, but this is the best track I've found http://www.freesound.org/people/Martin%20Lightning/sounds/16480/. It's a combination of storm recordings but it sounds so natural that you hardly even notice, and it gets really intense at some parts.
You could probably find what you need over at freesound.org--just search for radio tuning or something similar. Here's one that's 1:14 seconds.
(Might require a log in)
You'd probably have to do the fade out in Audacity like /u/at-idiot said
Get some exposure by doing vocal sample requests on the community board at Freesound. If nothing else, it's incredibly satisfying to know you helped create music and hear yourself in a huge variety of musical genres.
They have a ton of music that a lot of LP'ers use. That said.
A lot of LP'ers use it...
There's also free sound project here
But you need to make a free account for that. It's more sound effects but there are a lot of short music clips too.
Both sites require that you attribute them in some way. Most do it in the video description.
Anything under the Creative Commons license
Look under Rights in that wiki page, it'll show you the different ways people release under that license.
I personally use http://www.freesound.org/
Why would the flag grabbing sound be negative but the flag capping be positive ?
The same team dropping sound seems really good for that yes.
We find our sounds on Freesound.org . Maybe you can find new sounds there ? Example of sounds that we took:
This would be easy to code.
claps are actually a bit tricky with 'normal' synths, as you really need to retrigger the envelope a few times, about 20-30ms apart.
have a look at the waveform here, of this 909 clap, and you'll see what i mean:
you want to retrigger the first 3 hits quite quickly, but then have a longer decay on the 4th hit (or there-about, anyway) to give the clap some body.
apart from that, it's just filtered noise (or even better, i find, to get that organic "woody" sound, is to use noise as the modulator for a sine wave oscillator). I go through a highpass with quite a high cutoff (~6000hz) first, and then through a bandpass with moderate resonance, modulated by the amp envelope as well to give it a more 'round' sound.
Hihats, the general recipe that a lot of people use (and a few analogue drums used) is to start with frequency modulated, square waves (or square waves with pulsewidth set lower so they become more pulse-like)...generally you need 3 sets of these to get it sounding nice and metallic.
Then just put all that through quite a lot of highpass filtering, and an overall amp envelope.
Meanwhile at Hasbro HQ
[BGM: ominous 0R_41mi]
[Dialogue: High pitched laughter]
[Shot: Steaming cup of coffee.]
[Shot: Hands typing on type writer.]
[Shot: Dutch angle on desk.]
[Actor comes into light.]
[Dialogue: I'm going to troll you to the end of the world.]
[All lights on]
[Actor looks at camera]
Oh yeah and inb4 gluefic of her.
Yes! The music is by Setuniman, who posted it over on Freesound.org. You can listen to and download it at the following URL: http://www.freesound.org/people/Setuniman/sounds/201060/
He has a lot of other music loops on there, many of which are just as good!
If you don't want to make an account, let me know and I will send it to you via private message.
Heres 808 drum samples amped through an Orange guitar amp recorded stereo inside the original Batcave.
And some other fun sample packs I've done.