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Posted by on Oct 5, 2015 | 0 comments

New SFX Libraries September Recap

A live rooster perches in front of a microphone in a 1930s studio in Finland.

“A live rooster in the studio, 1930s.” by Yle Archives – Yle Arkisto. Licensed under CC BY 2.0 via Commons –,_1930s..jpg

This is the beginning of a new series to recapitulate each month’s SFX library releases. If you have a release occurring soon and you would like it to be included on our list, send us the details through our SFX Independence Submission form.


September brought us several SFX libraries with an overarching theme of darkness. Deep-water beasts, mysterious sci-fi ambiences, rumbling howitzers and stormy nights can be found on this list, so let’s take a look back at last month’s releases and explore the sounds you may now purchase for your future projects.

The Battlefield Howitzers by Airborne Sound
Every once in a while a sound effects library comes out and you know very well you have nothing like it in your audio arsenal. For some, The Battlefield Howitzers is that library. These authentic recordings of World War II-era ordnances contain the grace and ferocity of the M101 C1 and C3 howitzers and the British 25-pounder, along with 169 bonus clips of designed artillery shots and battlefield montage soundscapes.
(239 sounds, 4.89 GB)

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Posted by on Sep 22, 2015 | 0 comments

News: SOMA – Behind the Sound

There’s a common joke among game audio artists and designers: if you ask any number of sound designers what genre they’d most like to work on, the odds are good they’ll all say “horror”, twice. It’s no surprise it’s such a common answer, either; horror games offer designers some of the most interesting and diverse sound design opportunities one can come across. There’s no doubt that Frictional Games’s upcoming title SOMA fits this mold as well, evidenced by a fantastic blog post on Frictional’s website by the game’s audio director, Samuel Justice.

In the post, Sam discusses the approach he and the rest of the team took towards defining the distinct above- and underwater worlds of this eagerly-anticipated horror title. Sam goes into extensive detail on the techniques they used, both in the game’s engine and in content creation, to achieve a unique sonic identity for the game. Check out the post here, and also take a look at Sam’s other online home over at Sweet Justice, which features another great blog chock full of good info.

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Posted by on Sep 18, 2015 | 0 comments

News: A Sound Effect: How to Design Supreme Sci-Fi Weapon SFX

In a recent blog post, A Sound Effect spoke to sound designers Ruslan Nesteruk and Glen Bondarenko on the techniques and tools they utilize in creating sci-fi weaponry SFX. The post delves into layering, synthesis techniques, breaking down each weapon into its constituent components, and a great deal more. If you want some insights on creating better sci-go weaponry, you owe it to yourself to head over to the post now.

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Posted by on Aug 27, 2015 | 0 comments

News: Dolby Institute “Conversations with Sound Artists” Podcast Series

We as a community are lucky to have a number of amazingly informative resources available to us, and podcasts count among the most popular. Well, add a new one to your listening list: the Dolby Institute, in conjunction with SoundWorks Collection, is presenting a limited number of podcasts in a series entitled “Conversations with Sound Artists”. For the first episode, released a few days ago, they speak to Randy Thom of Skywalker Sound. Read more info on the podcast on SoundWorks Collection’s page.

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