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Posted by on Apr 5, 2014 | 0 comments

“How to Record Waves” on Quiet Planet

Gordon Hempton has a new article up on his Quiet Planet website talking about recording waves.

Find a beach exposed to the open ocean (high-energy) with a large tidal change (higher latitudes) at least several miles from the nearest frequently used road (wilderness) that slopes sharply, so at low tide you encounter diverse substrates (sand, gravel, cobblestones).

Head here to read the full article.

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Posted by on Oct 25, 2013 | 0 comments

SFX Independence – October 2013

A quick roundup of the independent sfx libraries to have hit our inbox this month.

Blastwave FX – Heroes & Villains

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Blastwave FX have launched a competition to coincide with the release of their latest library collection, Heroes & Villains. You will need to call upon your most potent and deadly super power for a chance to win: entrants have to post a video of themselves reading a list of sound effects included in the library… in less than 60 seconds.

Check out the submission details on this YouTube video. Or, if you’re feeling tongue tied, you can pre-order your copy here.

 

Twisted Tools – Metamorph

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Metamorph is the brand new sample library from San Francisco instrument software makers Twisted Tools. With over 2GB of audio at 24bit/96Khz, Metamorph’s mash-up of electroacoustic and designed sounds was developed by Italian sound designers BJM Mario Bajardi and Paolo Bigazzi (aka Komplex).

Available now to download for $69. Check their website and Twisted Tools’ YouTube channel for more details.

 

Dynamic Interference -Submarine Switches

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Posted by on Sep 30, 2013 | 0 comments

SFX Independence – September 2013

In comparison to the swathe of releases and sales through the summer months, September has been an altogether quieter affair on the SFX library front. The following libraries are all available to purchase/sample now.

SONIC SALUTE – Car Doors: Exteriors – Open and Close

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Sonic Salute’s new library requires little explanation. ‘Car Doors: Exteriors – Open and Close’ is a collection of almost 80 (mono) files of scrapheap-bound car doors opening and closing. It’s available now for $15.
Further information is available on their website.

 

RABBIT EARS AUDIO – REA013 Bridgett Tones

 

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Rabbit Ears Audio have collaborated with game audio specialist Rob Bridgett to launch two new libraries under the Bridgett Tones moniker. REA013.1 Room Tones is a collection of interior ambiences, whilst the companion REA013.2 Air Tones provides a mixture of exterior ambiences. Bridgett Tones is available as a 16bit / 24KHz library pack for $50, or $25.00 for each pack.
For more information on Bridgett Tones or to purchase a copy, visit the website.
 

BOOM LIBRARY – Nature Essentials by Gordon Hempton

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Those busy folks at Boom have collaborated with Emmy award-winning acoustic ecologist Gordon Hempton to lanuch ‘Nature Essentials’. This collection of is the first in a series compiled from almost three decades-worth of recordings by Hempton. ‘Nature Essentials’ is intended to provide an exhaustive range of nature’s wonderful ambiences; streams, rivers, wildlife and thunder, to name but a few. This 3GB library is available for purchase now, through Boom (€149.00) and also via Hempton’s own Quiet Planet company.


 

Quiet Planet - https://quietplanet.com/

 

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Posted by on Dec 29, 2012 | 8 comments

Creating the Spaces of Ambience

Guest contribution by Michael Theiler (Kpow Audio)

Situating an Ambience

When creating ambiences for games (this applies equally to film), I am striving to make them blend into the background and not mask any important in game sounds. For most ambiences, these are the most important qualities that I am attempting to resolve.

In order to achieve this, I need to firstly focus on the repetition and timing between audio occurrences in the sounds. This means spacing sounds, and adding and removing sound occurrences in my audio sequence. I then work on the frequencies in the sounds, using equalization to mold them into the right sound. Finally, I work on their sound propagation and the sound of the space in which they are to inhabit. These are the steps necessary to mould sound into something suitable for the space. Just adding reverb is not enough – the sound needs to be purpose built for the space’s reverberation and delay treatment.

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