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	<title>Designing Sound &#187; gunshot</title>
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	<link>http://designingsound.org</link>
	<description>The Art and Technique of Sound Design</description>
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		<title>Chuck Russom Special: Gun Sound Design</title>
		<link>http://designingsound.org/2010/04/chuck-russom-special-gun-sound-design/</link>
		<comments>http://designingsound.org/2010/04/chuck-russom-special-gun-sound-design/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 15:54:03 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[specials]]></category>
		<category><![CDATA[chuck russom]]></category>
		<category><![CDATA[chuck russom special]]></category>
		<category><![CDATA[editing]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[gun]]></category>
		<category><![CDATA[gun guide]]></category>
		<category><![CDATA[gunshot]]></category>
		<category><![CDATA[nuendo]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[weapon]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=4342</guid>
		<description><![CDATA[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 &#8230; <a class="btn read-more" href="http://designingsound.org/2010/04/chuck-russom-special-gun-sound-design/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://designingsound.org/files/2010/04/Gun_Sound_Design.jpg"><img class="size-full wp-image-4344 aligncenter" title="Gun_Sound_Design" src="http://designingsound.org/files/2010/04/Gun_Sound_Design.jpg" alt="Gun_Sound_Design" width="456" height="277" /></a></p>
<p>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.</p>
<p><span id="more-4342"></span></p>
<p>I have a few philosophies/guidelines I try to follow when designing gun sounds for a game:</p>
<ul>
<li>Guns are loud.  Try to reinforce that in your sound design</li>
<li>Guns give the player feedback.  The player is expecting a payoff when they fire a gun.  Your gun sounds need to give the player a sense of satisfaction and make them want to fire the gun over and over again.  Gun sounds need to make the player feel like a badass</li>
<li>The player’s guns need to be the coolest sounding guns in the game</li>
<li>The AI/Non Player gun sounds should not overtake the player’s.  But, they still need to be scary and create stress/tension.  Being shot at should not be a relaxing experience</li>
<li>Bullet shell ejects and gun Foley (reloads, movement, etc) are very important to the sound and help the gun feel more real</li>
<li>Every gun in the game needs a unique sound.  You may have 20-30 different guns in a game.  In reality, after a while all guns start to sound the same.  Find a way to give each gun its own signature.</li>
<li>Don’t forget the gun tail/decay.  The first few hundred milliseconds of a gunshot have very little character.  If you neglect the gun tail, your guns will sound less powerful and they will all sound very similar</li>
</ul>
<p>Here is a little insight into my gun design process:</p>
<ul>
<li>I try to start from sounds of the actual gun if I can.  If I can’t find source for a particular gun, I do some research and try to find a gun of the same caliber, with a similar rate of fire, that uses a similar mechanism.  For handguns, I rarely start with handgun source.  Handguns just don’t excite me; they are usually a lot weaker sounding than the “hand-cannons” that most people expect to hear.  Watch the Indiana Jones films, his gun sound is not from a handgun, and it makes him seem really bad-ass when he fires it.  When designing sounds for a project that is not based in reality, all bets are off.  I just try to create cool sounds that fit the project and worry less about things like weapon caliber.</li>
<li>Sounds of the bolt/action/mechanism are a very important component to a gun sound.  Action sounds make the gun feel like it is a working piece of machinery.  These sounds make the gun feel real.  Even if they are real low in the mix, you can feel when they are not there.</li>
<li>I stick to three basic layers when designing guns.  Each layer is made up of the minimum amount of tracks that I can get away with.  Less is always more.  I call my layers: Mech (gun action/mechanism), Body (this best represents the full range of the gun.  If I was going to use only one layer, this would be the one), and Punch (this is a bass/boom layer).  If needed I will add additional sweeteners, like a layer to give more reverb/space, more bite, or whatever might be missing</li>
<li>By designing in layers, I can create quick and easy remixes and alt mixes of a sound</li>
<li>I’ve found the following processes/plugins useful at one time or another: EQ (usually cutting vs boosting), Compression, Limiting, Clippers/Transient processors (Oxford Transmod, Waves Trans X, T-Tracks Clipper), Saturation (Analog Channel, URS Saturator, etc), Bass Enhancers (Waves Ren Bass, Maxx Bass, and Lo Air), and I’ll sometimes use gain to clip the sound.  Basically, I just make everything as loud as fuck</li>
<li>I whipped up a quick sample of a machine gun burst.  Below is screenshot of my Nuendo session that shows the layers I used.  In this case, my Mech Layer was made up of one track.  My Punch and Body layers were each made up of 3 tracks (really it is only two tracks, one mono track and spilt stereo (L/R) tracks).  I edit each track and insert plugins as needed.  The tracks in each layer are then balanced against each other and sent to a group.  I use the groups to easily mix all the layers together, and create remixes or alt mixes, if needed.</li>
</ul>
<p style="text-align: center;"><a href="http://designingsound.org/files/2010/04/Nuendo-Gun-Screen.jpg"><img class="size-medium wp-image-4345 aligncenter" title="Nuendo Gun Screen" src="http://designingsound.org/files/2010/04/Nuendo-Gun-Screen-570x356.jpg" alt="Nuendo Gun Screen" width="570" height="356" /></a></p>
<p>Here are the sounds:</p>
<p>Mech Layer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-mech" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-mech" allowscriptaccess="always"></embed></object></p>
<p>Punch Layer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-punch" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-punch" allowscriptaccess="always"></embed></object></p>
<p>Body Layer:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-body" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-body" allowscriptaccess="always"></embed></object></p>
<p>Mix of all layers:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="100%" height="81" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowscriptaccess" value="always" /><param name="src" value="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-mix" /><embed type="application/x-shockwave-flash" width="100%" height="81" src="http://player.soundcloud.com/player.swf?url=http%3A%2F%2Fsoundcloud.com%2Fcrussom%2Fmg-mix" allowscriptaccess="always"></embed></object></p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Ben Burtt and Gunshot Sound Effects for Western Movies</title>
		<link>http://designingsound.org/2009/12/ben-burtt-and-gunshot-sound-effects-for-western-movies/</link>
		<comments>http://designingsound.org/2009/12/ben-burtt-and-gunshot-sound-effects-for-western-movies/#comments</comments>
		<pubDate>Thu, 24 Dec 2009 15:25:32 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[videos]]></category>
		<category><![CDATA[ben burtt]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[gunshot]]></category>
		<category><![CDATA[recording]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[weapons]]></category>
		<category><![CDATA[western]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=1486</guid>
		<description><![CDATA[Great mini-documentary featuring Ben Burtt and the creation of gunshot sound effects for western movies]]></description>
			<content:encoded><![CDATA[<p><object width="570" height="385"><param name="movie" value="http://www.youtube.com/v/lQM7MOePhmU&#038;hl=es_ES&#038;fs=1&#038;rel=0&#038;color1=0x5d1719&#038;color2=0xcd311b"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/lQM7MOePhmU&#038;hl=es_ES&#038;fs=1&#038;rel=0&#038;color1=0x5d1719&#038;color2=0xcd311b" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="570" height="385"></embed></object></p>
<p>Great mini-documentary featuring <strong><a href="http://designingsound.org/tag/ben-burtt/">Ben Burtt</a></strong> and the creation of gunshot sound effects for western movies</p>
]]></content:encoded>
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