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Posted by on Apr 30, 2010 | 2 comments

Ric Viers on Blastwave FX BUGS!

Blaswave FX has recently released BUGS!, a new SFX library featuring 700 sound effects recorded from all kind of insects, forest ambiences, etc. In the video you can see Blastwave FX’s CEO Ric Viers talking about the library and how it was recorded.

Blastwave FX brings you Bugs!, a creepy crawling collection that will infest your productions!

With Bugs!, you get 700 sound effects that include ambiences, hives, hisses, and movements; from ants to hornets and worms to hissing cockroaches, Bugs is a comprehensive insect collection that every editor should have in their library.

Every sound was originally recorded at 24 bit 96k to ensure the highest quality for today’s production needs and are ready to be plugged in to any production demanding high definition sound.

Bugs! is embedded with Metadata that is compatible with Pro Tools, Soundminer, NetMix, iTunes and other popular sound library search engines.

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Posted by on Apr 30, 2010 | 4 comments

Chuck Russom Special: Reader Questions

So, Chuck Russom Special has come to the end. Many thanks to Chuck for sharing his fantastic stuff with the community and thanks to the readers who participated in the month. Here’re the answers to his questions:

Wow, the month of April just flew by!  I want to thank Designing Sound for hosting me this month.  I also want to thank the readers for putting up with my ramblings!  I have really enjoyed putting together all of these features and reading all the comments.  If you enjoyed my recording posts and want to hear more, follow my blog. If you want to keep up with my ramblings, you can find me on Twitter.

Designing Sound Reader: With regards to designing weapons for shooter games, do you consider the ethical aspects of your work? Where do you stand on such issues?

Chuck Russom: The games that I work on are usually created for adults.  The games are often violent, but I have no problem with adults playing whatever type of game that they choose.  I don’t feel most of the games are for kids.  It is up to parents to keep an eye on what their kids are playing and decide what entertainment is not appropriate for them.  As for the debate about if the game industry markets mature games to kids, or if it should be illegal for retailers to sell to kids, I don’t really care to be involved in the debate as I don’t know the answers.

When I work on games based on actual events (Call of Duty, etc) I do think about how we are representing the sacrifices of the the soldiers who fought in those conflicts.  And yeah, maybe the games areexploitive to a point.  Personally, from being involved in those projects, I’ve learned a lot of history that I might not have learned otherwise.  Its always my hope that at least someone playing one of these games is interested enough to go out and learn the true history behind these events.

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Posted by on Apr 30, 2010 | 2 comments

New Post Pros in the Waves Team


Waves has added new profiles of post-production professionals to his “Artists Team”. Hope to see new ideas coming from this relationships!

“I’ve been using Waves plugins extensively for over 10 years. I used to haul around a rack full of gear we used to refer to as ‘The Bigulator.’ Waves was a critical piece of the puzzle to finally allow me to work entirely in-the-box. Aside from the massive range and quality of plugins, the fact that they function in Pro Tools as well as VST is a real plus. I commit a LOT of processing directly into Pro Tools through a VST rack while I’m building sounds from my library.”

“I’d say 9 out of every 10 sounds I make have gone through at least one Waves plugin, if not 3 or 4. Many of the projects that I am involved with have heavy design challenges, and Waves are the go-to tools that help me stay focused on the creative side while not getting distracted by the process.” – David Farmer

Link to the new profiles:



Via: Pro Tools for Media

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Posted by on Apr 29, 2010 | 8 comments

Chuck Russom Special: Gun Sound Design

Gun_Sound_Design

I work on a lot of games that are filled with guns. Over the years, through experimentation, screwing up, listening to movies/games with great guns sounds, and tips from other sounds designers, I’ve been able to create a process that works well for me. The biggest influence on my gun sound design has not come in the studio, but on the gun range. I’ve shot a lot of guns. I’ve also been around a lot of guns while they were being fired. Hands-on education is really the best way to learn something. So, if you really want to improve your gun sound design, find a way to get out on a range where you can fire some guns off. The feel of a gun’s shockwave through your body as you fire it, the sore shoulder you have the day after shooting, the payoff of destroying a watermelon with a blast from a shotgun, these are some of the lasting lessons that you will learn.

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Posted by on Apr 29, 2010 | 1 comment

Loved Ones

“We know in post production you’re in a very tough business that takes a lot of sacrifice of your time and energy. I’ve never fully solved this problem, but I’ve learned over the years that you have to make time for your loved ones.”

- Ben Burtt

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