StephenForsyth
Member
I've been thinking about this for a while now soon as we can't really post stuff for feedback in Member's composition. How about a thread in here to just post the latest sound designey/sfx stuff you've made for feedback?
I second this.I've been thinking about this for a while now soon as we can't really post stuff for feedback in Member's composition. How about a thread in here to just post the latest sound designey/sfx stuff you've made for feedback?
And I guess I'll start, first project file is some stuff I've been experimenting with to try out serum for SFX work.
Second project file is me trying out this process of building a processing chain then swapping out the source materials. So 3 identical wooshes/liftoffs in processing fed in different samples.
http://designingsound.org/2010/02/26/charles-deenen-special-100-whooshes-in-2-minutes/
i think the clue about the rhythmic convolution is to place a step seq in front of it that controls the amplitude like a gate, or a LFO. I've made this experiments to compare:
[AUDIOPLUS=https://vi-control.net/community/attachments/rhythmic-convolution-atriger1-mp3.19533/][/AUDIOPLUS]
[AUDIOPLUS=https://vi-control.net/community/attachments/rhythmic-convolution-gridseq-mp3.19534/][/AUDIOPLUS]
[AUDIOPLUS=https://vi-control.net/community/attachments/rhythmic-convolution-lfo-mp3.19535/][/AUDIOPLUS]
[AUDIOPLUS=https://vi-control.net/community/attachments/rhythmic-convolution-stepseq-mp3.19536/][/AUDIOPLUS]
[AUDIOPLUS=https://vi-control.net/community/attachments/rhythmic-convolution-tremolo-mp3.19537/][/AUDIOPLUS]
Hey Stephen!
Super cool idea.
I shared these "Fire Weapons SFX" in a thread last year.
You can download the free pack https://www.dropbox.com/home/FREE%20SFX/KP%20-%20Fire%20Weapons (here).
It was all done with fireworks I recorded with the Zoom H5 from my window.
- Distorted the close mics for the crisp high end.
- Used the far ones for the low mid decay and "weight".
- Heavily processed, pitched and filtered for the sub knock.
Are you working on any new sound design sounds? Anything for sale coming up?
I’m in! Will post asapI've been thinking about this for a while now soon as we can't really post stuff for feedback in Member's composition. How about a thread in here to just post the latest sound designey/sfx stuff you've made for feedback?
And I guess I'll start, first project file is some stuff I've been experimenting with to try out serum for SFX work.
Second project file is me trying out this process of building a processing chain then swapping out the source materials. So 3 identical wooshes/liftoffs in processing fed in different samples.
http://designingsound.org/2010/02/26/charles-deenen-special-100-whooshes-in-2-minutes/
I've started trying out sound redesigns for game trailers - this is the first one I've worked on. I enjoyed making this, but I'd love to hear if anyone would have approached this clip differently.
Thanks for the Feedback! I kept it dry because a) snow absorbs a lot of sound and b) I have no decent outdoor IRs!Cool stuff mate.
I like how dry it is. A lot of game trailers have surprisingly dry SFX too (once the music is muted)
3 things I would have done differently:
Spaces like these have no wall reflections, but there are some chaotic echoes. These echoes can be emulated with outdoor IRs.
I only hear 1 delay pulse at 0:16 (and 0:20?) which is the right idea... I would just use more of that.
The hits at the end lack a bit of weight. You're using a kick sample. That's great for fast sections, but you can use something longer and heavier since you have the room in the mix. Something that's an ensemble, flammed, with more size.
Also, I would not repeat the kick sample on the animal scream AND the title. That feels placeholder.