How do you make a game sound its best - and how's everyone else doing it? Recently, sound designers and recordists Matthew Marteinsson and Gordon McGladdery kicked off an insightful series of game audio tips on Twitter, and soon, many others from the community joined in too.
There are some real gems in there, and to make it easier to put those tips and ideas into action, we've compiled this special overview for you.
A big thanks to everyone who've shared their game audio tips - hope it comes in handy!
Compiled by Adriane Kuzminski. Features tips from @_decibella, @almutschwacke, @AShellinthePit, @carlyenyte, @ColinNorthway, @drenmc, @edsounddesign, @markkilborn, @mattesque, @megancomposer, @toggleModal and @tporter64
When making [organic] creature sounds, less processing is often more. Performance over plugins. You’ll get better results faster with simpler tools: pitch, reverse, EQ, & compression with a good performance than tweaking a huge chain.
“Performance” here can be a vocal performance, SFX recording performance (metal wronks, cinderblock scrapes, etc), animal source. What I mean is that your job will be easier if the core emotional thrust exists in the pre-processed source material.
When working on revisions, sometimes the ~best~ thing to do is save as, delete everything, and start from scratch. You’re not throwing anything away, you’ll take those lessons learned…
I use Audiosuite processing in my design a lot. Biggest reason for this is to commit and move on. Don’t need Pro Tools and Audiosuite to do that. Can waste a lot of time second-guessing yourself. It’s often better to just run with something and see where it goes.
You can always revise once you’ve committed and got something in game. You can’t when you’re still tiptoeing around if you should eq a layer or not.
For new/unique/unrealistic sounds, experiment. Seriously. When I’m building realistic stuff I’ve kinda got it down to a science, but when I’m doing weird designy stuff, I don’t know wtf I’m doing most of the time.
Suitcases of all kinds are excellent resonating bodies to attach to a thing that you’re creating a sound with to alter the character and size of that thing’s sound.
Leave yourself room to fail. Some of your best design decisions will come from crazy ideas that might not work. If you don’t give yourself the time and space to try those you might not hit your most creative strides.
Try out the crazy things but plan so you’ve got time to do the safe thing if it fails. Some of my best sounds have come from trying something where I didn’t know if it was going to work. And sometimes it didn’t. But that was ok cause I planned for that possibility.
(Nod to @sebvandenbrink): Curate your reel/portfolio for who’s seeing it. I had a commercial reel, a music reel, & a sound design reel. Could’ve been even more granular. Make sure people see what is applicable to *them*.
Don’t get worked up over sales on plugins/software. If something will pay for itself on sale, it’d sure as hell better pay for itself when it’s not on sale as well.
Randomize in small increments but at multiple levels to keep variation strong on footsteps/general locomotion—actor-mixer gets a randomizer, random container gets a randomizer, event gets a randomizer, you get a randomizer, and YOU get a randomizer!!
Wwise users! Seek actions are a great way to add some finesse to your looping SFX. Super-basic setup in your event—Play, target the looping sound object. Seek, target the same object. Set Seek type to “Percent” and its randomizer to Min 0/Max 100.
⏰ For a very limited time:
Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!
Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.
The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.
The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.
Mattia Cellotto’s extraordinary sound libraries are some of the most popular releases in independent sound effects – and here’s your chance to get them all at a nice discount. Here’s what’s you get:
NEW: ANIMAL HYPERREALISM IV contains animal vocalisations – from hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, to brown bears, pheasants, wildebeests, African wild dogs and many more. Features 2000 individual sounds in 294 files.
CATACLYSM is a collection more than 1400 sounds in 400+ files of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
ANIMAL HYPERREALISM VOL I is a library containing themed animal vocalisations & sounds, from real to designed creatures totaling more than 1300 individual sounds in 290 files.
ANIMAL HYPERREALISM VOL II is a library containing themed animal sounds & vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.
ANIMAL HYPERREALISM VOL III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.
METAMORPHOSIS is a huge collection of recorded source, synthesized material and hybrid sounds – more than 2300 sounds total.
GLACIER ICE is a library containing over 300 high quality sounds of ice cracking, breaking, shattering in various sizes of blocks – recorded entirely in the Italian Alps over the course of two winters.
POLARITY delivers more than 950 sounds of electricity, science and technology – captured in several locations around the world, from electricity museums to science labs.
ULTRASONIC DRY ICE is a library containing over 600 sounds themed metal resonances, scrapes and all sorts of weird.
ROCKS MOMENTUM gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland.
WATER VOLUMES delivers you over 300 sounds of natural hot-springs, bubbles, and liquids of various densities boiling under the effect of dry ice.
METAL GROANS AND SLAMS is a library for which metal was kicked, hammered, bowed and… induced to vibrate through feedback loops?! The collection features 346 unique sounds recorded through field trips in US, UK and Italy.
CRUNCH MODE & THE BORAX EXPERIMENT are also included as a bonus: Crunch Mode features 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust & frozen goods, and The Borax Experiment gets you 158 squishy, gory, slimy, gooey SFX.
The whole 9 yards.
Comprised of 11 heavy hitting libraries, this bundle includes SEISMIC CORE, OVERKILL, 4 ELEMENTS, COLLISION, INTERACTIVE, SCI FI, GEARBOX, SORCERY, HERO, BROKEN, and MELEE. Save by bundling all ELEVEN in a single library.
GEARBOX:
Boutique analog mechanical contraptions, steampunk gadgetry, gizmos and machines big and small.
SORCERY:
Spells, deflects, casts, blocks, beams, and more. Unrivaled wizardry at your fingertips.
BROKEN
Car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, and more.
HERO:
HERO – Sword fights, stabbing, guillotines, impaling, battle cries, shields, drawbridges, armor, foley and more.
MELEE:
Punches, kicks, blocks, bodyfalls, grabs, slaps, bone breaks, blood splatters, and more.
SCI FI:
Spaceships, machines, mechanicals, weapons and more. Technologies exceeding your boldest visions of the future.
INTERACTIVE:
The ultimate Game UI SFX library including clicks, pops, whooshes, musical and tonal elements, and ready to use designs for every UI action and game style.
COLLISION:
The ultimate sound effects library for massive impact sounds. Stingers, crashes, hits, whooshes and fully designed impact effects.
4 ELEMENTS:
Harness the raw power of fire, water, earth, and air with over 3000 elemental sounds crafted for limitless creativity.
OVERKILL:
Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7GB sound library featuring 3390 hyperreal gore sound effects across 607 files.
SEISMIC CORE:
Unleash raw sonic power with SEISMIC CORE – a meticulously crafted 1.62 GB sound library featuring 548 impact-driven sound effects across 108 files.
Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.
Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.
Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.
Key Features
800+ files of synthesized thunder and lightning
Both designed hits and source layers for full creative control
Covers subtle distant rumbles through to massive cinematic impacts
Crafted 100% from synthesis for a unique, larger-than-life sound
Perfect for film, games, trailers, and any project needing storm power
Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)
From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.
All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, foley, mechanical and electrical sounds. It is only available in UCS.
PLANES & HELICOPTERS contains flybys, takeoffs, and landings of 13 aircraft models and 5 helicopter models, including small and medium-range passenger planes, private jets, tiny planes and firefighting aircraft. Recorded as close as possible to the aircraft, in airports. You’ll find turbojet, turboprop, and propeller-powered aircrafts. You’ll also find military and civilian helicopters sound effects.
The sounds can be used for a realistic purpose but you can design spaceships or futuristic vehicles.
All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is only available in UCS.
This library delivers the raw power of this legendary military transport helicopter. Originally recorded for the acclaimed Netflix series Money Heist: Part 5, this library captures every rotor, engine, and maneuver with pristine detail and fidelity—now available for your own productions.
From the thunderous rotor blades slicing through the air, to the deep roar of its twin turbines, and the massive fly-bys that shake the ground, this collection delivers 46 minutes of sounds from one of the most iconic helicopters in history.
Recorded using a multi-mic setup, every nuance has been preserved – from the hurricane-like rotor wash to the natural echoes bouncing across the runway and hangars. This library is a perfect fit for war films, military documentaries, AAA video games, or any production in need of authentic and cinematic helicopter power.
What’s inside:
APU start ups, takeoffs, landings, and hovering sequences.
Close and medium imposing fly-bys
Interior and Exterior perspectives
Fully edited and UCS-compliant metadata for fast and easy search
With CH-47 CHINOOK, you’ll have a rock-solid, versatile, and epic sound resource at your fingertips – ready to take your projects to the next level.
Note: The SoundCloud demo contains radio communiactions and some cockpit switches. These are not included.
“Kill Yur Babies”. When a sound/song doesn’t work, revise/rework it! Don’t get caught up that your creation is so special that it can’t not work. Don’t get hung up on things like how much time you spent on it. If it doesn’t work, it doesn’t work.
Regardless of how much time it took to create it. And don’t forget, more often than not, you’re not the one whose opinion matters most at the end. We’re usually all work for some other lead that’s making the final call. Serve the game and serve their vision.
Early access. Players are great sources of pointing to where’s wrong but not necessarily what’s wrong. If they’re complaining about an area or HUD sounds or what not really have a look at that area but not what they’re saying to fix.
Early access (but regular releases too). I’ve found players more perceptive of sounds that are too loud more than sounds that are missing. Worry more about the mix then coverage if you have to prioritize.
We’ve had lots of people ask for volume sliders/toggle to turn off specific sounds and that they hate a given sound. When the sound in question just needed to be turned down (sometimes a lot) and objects/creatures that went out with no sound they swear sound was there.
Mix as you go. It’s rare that projects have time in the schedule for a final mix at the end. Even AAA projects. Mix as you go and protect it. Change it if necessary, but once it’s established, everything that goes into the build should be implemented in a way that fits with the mix.
Another tells you to get imperfect content in and iterate from there. Very solid advice. Once you’re iterating, create a “beautiful corner” (art term). One section of the game, one character, one or two weapons, make it sound ready to ship. Then use as reference.
We do this in Call of Duty. We get a weapon or three, a grenade, a couple of footstep materials, all sounding finished. Then we polish up a section of a mission of the game, and a single multiplayer map, and make them sound done and ready to ship. We then reference those as we do the rest
Consider the level of complexity something needs. A 2D platformer doesn’t need 5 randomized layers of foley (did this for Fossil Echo, oops). Music doesn’t always have to be dynamic. Complexity should enter only when necessary, not to flex.
General freelancing rule, but for the love of god don’t do ANY work on large projects until you have a contract in place. ESPECIALLY with friends. All assumptions & expectations must be squared away before a project gets in too deep. This can go wrong for malicious & non-malicious reasons.
Non-malicious: people (often friends) working together, both assuming they will be treating each other fairly, but when it finally comes to talk $, they have wildly differing opinions of one another’s value.
Malicious: this happened to my wife when she was starting out. A filmmaker put an extreme deadline on her & would feed her enough money to make her believe they had the funding they said. They used this pressure & appeasement to keep deferring the contract she was asking for.
When they never got their funding, the project was cancelled & she was stiffed to the tune of tens of thousands. It was a brutal lesson in putting one’s foot down. There are people out there who know they can exploit others’ passion & eagerness but also their fear of conflict. If you find yourself working without knowing clearly the financial details, STOP WORK NOW. Have the money talk. Clear up any & all assumptions on payment & responsibilities. Not doing this is IMO the biggest freelancing mistake one can make. It shatters relationships.
Also, for those of us hiring contractors, in most places we have no right to use someone’s work until it is signed over in writing. You could find yourself having paid someone thousands & without a contract they can turn & say, “Actually, naw” & take your money & their work & leave. There is potential for exploitation on both sides. Contracts, people. Get’em.
Be cognizant of your support network/escape plan before going full-time freelance. I cannot recommend someone go all-in if they’re gonna wind up homeless/hospitalized if things don’t work out. This is a competitive, unstable & high-risk industry.
I think everyone should Chase Their Dreams(TM) at some point bc one will always regret not *trying*, but to ignore the fact some folks have a less privileged/forgiving route into a fulltime freelance world would be naïve. One must ask oneself “what happens if this doesn’t take?”
Things to consider (not all are needed):
-How long can you live off savings?
-Working partner/spousal support?
-Do you have a pre-existing fallback career?
-What is your healthcare situation like?
-Parents/family to catch you if it doesn’t pan out?
My situation was pretty privileged. I started with:
-supportive (but also newb freelancing) partner
-parents who with resources to [reluctantly] bail me out if desperately needed
-a country with universal healthcare
-white male privilege
-work experience in other careers
I am by no means saying folks without these life perks shouldn’t try, but I am saying *be aware* & plan & compensate accordingly.
Don’t judge someone’s overall quality of work because you checked out something they worked on & didn’t like it. You do not know the circumstances they were under. They might not be happy with it either.
I recall being pretty judgy out of school because I’d spent the last year on projects I had all the time in the world to polish. Once I had a handle on what real-world schedules are like & the sacrifices & decisions that have to be made, I became a lot more forgiving.
The “what’s ur rate?/what’s ur budget?” standoff is dumb & shouldn’t exist. Quotes can’t be responsibly given without detailed info on the project. Imagine how silly this would seem between a homeowner & a housepainter.
Women constantly, CONSTANTLY undercut themselves and undervalue their work. I made a habit of getting the client to make me an offer first because it’s almost always higher than what I thought I would get.
Bit the bullet and straight up doubled my rate starting with my latest project. The client negotiated me down a bit, but I’m still making much more than I would have if I’d quoted my original rates. Do it, kids! Raise your rates to the point where you feel a bit ridiculous!
Learn how to communicate your wants and needs clearly. Your team cannot support you if they don’t know what your vision is or what you need to achieve it. Professional relationships are very much like romantic ones, communication is key if you want it to succeed.
This takes practice, especially if you’re new and might not necessarily understand your role fully. But you’re there for a reason, and your voice matters. So learn how to use it, your work (and life) will be better for it.
If you need material/updates/approval/etc. from a teammate, keep asking until you get it. Don’t be timid about communicating what you need in order to do your job. This DOESN’T mean be a jerk about it, there’s a difference between being clear & being rude.
Early predisposition to this timidity is more common for women & other underrepresented people—we run a higher risk of being labeled negatively for being persistent. If you’re part of the majority, a basic way to be inclusive is to appreciate & address clear asks from us 🙌
If you are emailing devs cold looking for work then for God’s sake do some research first! If you show me you put work in then I will engage with the email. If not I won’t even read it.
Audio people, I’m mostly talking to you since you send the most cold emails.
Make friends with the animators. They can tell you when animations get updated to help keep your audio from going out of sync. They also probably have video captures of everything you need already in some approval folder. They’re also pretty cool folk. Get to know them!
Devs: To achieve an OK level of polish, your game probably needs 100-400% more audio events than you think. This has been my experience comparing dev-made asset lists to ones we make based on auditing builds.
A general guideline for making a high polish asset list:
-a sound (or more) for every animation
-a bed ambience for every environment
-multiple spot ambiences for every environment
-a sound for each different UI function
-bespoke movement sounds for each important character
-a footstep & bodyfall set for every different surface
-a physics impact set for every type of physics object & surface
-a sound for everything a character interacts within the game
-a set of sounds for every game mechanic
-HUD sounds, tailored for function
-“tell” sounds for enemy/boss attacks if your game has that stuff
-different music for every game state, or no music when not needed. Dynamic when beneficial.
-VO is basically its own category, see: expanded thread
tl;dr #1: if you’re having an artist do something, your sound people probably have to do something to.
tl;dr #2: ask yourself, “Could a visually impaired person play my game?” Games with carefully crafted, communicative soundscapes are playable by people who can’t see.
VO budgeting: IME recording takes ~1.25mins line, so book your VO artist for [lines]*1.25 mins. A pro should be able to cover ~300 lines of varying complexity (this would include single word lines, etc.) in 4 hours.
A pro will be $350+ per hour. You audio team will need 3-4 hours per studio hour. So if you have 900 lines to get through (for one character) you’ll need to book your actor for 3 4-hour sessions, let’s say at $1200 per session. Your audio team will need 36 hours to edit, process & implement.
VO talent budget: $3600
Audio team budget (assuming hourly contract at say $60/hr): $2160.
Total: $5760
This is for 900 lines. For perspective: Mass Effect Andromeda had 65,000!
Yes, your sound designers are majestic creatures who are a boon to this great earth. No, most of us are not clairvoyant. Please tell your audio people when you add new visual assets—our Spidey Senses only work when there are sound waves involved.
No matter if it’s your first or your thirty-first title, no two projects are ever the same. Your team will change, the system will change, your hours will change, SOMETHING will change. Change with it!! You might surprise yourself.
Dedicated recording trips. After doing it a long time it has become harder for me to take my recorder with me everywhere I go out of a need to separate leisure from work. Organizing a trip categorizes it as work. More organized & easier to edit.
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement
- a few highlights:
Mattia Cellotto’s extraordinary sound libraries are some of the most popular releases in independent sound effects – and here’s your chance to get them all at a nice discount. Here’s what’s you get:
NEW: ANIMAL HYPERREALISM IV contains animal vocalisations – from hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, to brown bears, pheasants, wildebeests, African wild dogs and many more. Features 2000 individual sounds in 294 files.
CATACLYSM is a collection more than 1400 sounds in 400+ files of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
ANIMAL HYPERREALISM VOL I is a library containing themed animal vocalisations & sounds, from real to designed creatures totaling more than 1300 individual sounds in 290 files.
ANIMAL HYPERREALISM VOL II is a library containing themed animal sounds & vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.
ANIMAL HYPERREALISM VOL III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.
METAMORPHOSIS is a huge collection of recorded source, synthesized material and hybrid sounds – more than 2300 sounds total.
GLACIER ICE is a library containing over 300 high quality sounds of ice cracking, breaking, shattering in various sizes of blocks – recorded entirely in the Italian Alps over the course of two winters.
POLARITY delivers more than 950 sounds of electricity, science and technology – captured in several locations around the world, from electricity museums to science labs.
ULTRASONIC DRY ICE is a library containing over 600 sounds themed metal resonances, scrapes and all sorts of weird.
ROCKS MOMENTUM gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland.
WATER VOLUMES delivers you over 300 sounds of natural hot-springs, bubbles, and liquids of various densities boiling under the effect of dry ice.
METAL GROANS AND SLAMS is a library for which metal was kicked, hammered, bowed and… induced to vibrate through feedback loops?! The collection features 346 unique sounds recorded through field trips in US, UK and Italy.
CRUNCH MODE & THE BORAX EXPERIMENT are also included as a bonus: Crunch Mode features 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust & frozen goods, and The Borax Experiment gets you 158 squishy, gory, slimy, gooey SFX.
The whole 9 yards.
Comprised of 11 heavy hitting libraries, this bundle includes SEISMIC CORE, OVERKILL, 4 ELEMENTS, COLLISION, INTERACTIVE, SCI FI, GEARBOX, SORCERY, HERO, BROKEN, and MELEE. Save by bundling all ELEVEN in a single library.
GEARBOX:
Boutique analog mechanical contraptions, steampunk gadgetry, gizmos and machines big and small.
SORCERY:
Spells, deflects, casts, blocks, beams, and more. Unrivaled wizardry at your fingertips.
BROKEN
Car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, and more.
HERO:
HERO – Sword fights, stabbing, guillotines, impaling, battle cries, shields, drawbridges, armor, foley and more.
MELEE:
Punches, kicks, blocks, bodyfalls, grabs, slaps, bone breaks, blood splatters, and more.
SCI FI:
Spaceships, machines, mechanicals, weapons and more. Technologies exceeding your boldest visions of the future.
INTERACTIVE:
The ultimate Game UI SFX library including clicks, pops, whooshes, musical and tonal elements, and ready to use designs for every UI action and game style.
COLLISION:
The ultimate sound effects library for massive impact sounds. Stingers, crashes, hits, whooshes and fully designed impact effects.
4 ELEMENTS:
Harness the raw power of fire, water, earth, and air with over 3000 elemental sounds crafted for limitless creativity.
OVERKILL:
Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7GB sound library featuring 3390 hyperreal gore sound effects across 607 files.
SEISMIC CORE:
Unleash raw sonic power with SEISMIC CORE – a meticulously crafted 1.62 GB sound library featuring 548 impact-driven sound effects across 108 files.
⏰ For a very limited time:
Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!
Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.
The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.
The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.
All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, foley, mechanical and electrical sounds. It is only available in UCS.
PLANES & HELICOPTERS contains flybys, takeoffs, and landings of 13 aircraft models and 5 helicopter models, including small and medium-range passenger planes, private jets, tiny planes and firefighting aircraft. Recorded as close as possible to the aircraft, in airports. You’ll find turbojet, turboprop, and propeller-powered aircrafts. You’ll also find military and civilian helicopters sound effects.
The sounds can be used for a realistic purpose but you can design spaceships or futuristic vehicles.
All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is only available in UCS.
This library delivers the raw power of this legendary military transport helicopter. Originally recorded for the acclaimed Netflix series Money Heist: Part 5, this library captures every rotor, engine, and maneuver with pristine detail and fidelity—now available for your own productions.
From the thunderous rotor blades slicing through the air, to the deep roar of its twin turbines, and the massive fly-bys that shake the ground, this collection delivers 46 minutes of sounds from one of the most iconic helicopters in history.
Recorded using a multi-mic setup, every nuance has been preserved – from the hurricane-like rotor wash to the natural echoes bouncing across the runway and hangars. This library is a perfect fit for war films, military documentaries, AAA video games, or any production in need of authentic and cinematic helicopter power.
What’s inside:
APU start ups, takeoffs, landings, and hovering sequences.
Close and medium imposing fly-bys
Interior and Exterior perspectives
Fully edited and UCS-compliant metadata for fast and easy search
With CH-47 CHINOOK, you’ll have a rock-solid, versatile, and epic sound resource at your fingertips – ready to take your projects to the next level.
Note: The SoundCloud demo contains radio communiactions and some cockpit switches. These are not included.