Page 1 of 2

Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 10:55 am
by daft cunt
Sound design is a very wide topic so feel free to add anything you want that's in touch with it.
Personally I'm getting more and more interested in games and movies sound design so here are a few things I learnt regarding atmospheric sort of sounds :

* ripping samples from modern games like Starcraft II or Warhammer 40000, listening carefully to the different sounds they're made of and trying to reproduce/imitate them is a great way to learn about sound design and layering. Usually they're a fine combination of synthesized and recorded sounds, which leads me to thought #2 :

* if you haven't already, consider buying a portable digital recorder so you can start sampling all these cool sounds around you : creaking doors, metallic objects hit by random objects, weird natural reverb from long pipes, etc

* timestretching, reversing, pitch shifting/bending and layering are simple yet great ways to make wicked sfx and soundscapes.

* when layering always ask yourself what kind of sound would complement the other(s) (or what part of the spectrum is missing something) : a percussive hit, a high pitched metallic pad, a low rumble, a weird bleepy synth sound ?

* also, make sure that the sample you add isn't clashing with the other(s) : each sample will have to be EQed separately.

* get to learn different synthesizing methods like FM or additive as they will provide you with a whole new range of sounds that you'll need to make more complex and interesting sounds.

* watch this vid and all the others in the channel, amazing stuff (thanks to Kid Simple for pointing me to Jim Stout) : http://www.youtube.com/user/designingso ... MgovfQjxUA

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 10:58 am
by deadly_habit
http://designingsound.org/
that should keep peeps busy for awhile
also when reverse engineering a sound a spectral analyzer and oscilloscope are your friends

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 11:06 am
by daft cunt
deadly habit wrote:that should keep peeps busy for awhile
Indeed :o
Thanks

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 2:50 pm
by Kochari
Good thread :)

All I have to add is that massive feedback on delays can make really interesting sounds, layer with atmospheric stuff like rain/waterfalls/etc and your halfway there...

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 6:30 pm
by Dropkick_Kid
There was a thread I made a while ago with an interesting tutorial
I'll edit the link in after. :mrgreen:

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 7:18 pm
by Capture pt
deadly habit wrote:http://designingsound.org/
that should keep peeps busy for awhile
also when reverse engineering a sound a spectral analyzer and oscilloscope are your friends


Image



Dogstep, its on.

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Sun Aug 22, 2010 8:54 pm
by green plan
Wicked thread. I've been trying to layer heaps of different atmospheric parts. Each is mainly quiet, but with a few louder bits in it. When they're layered it means you have different things coming in and out, and can get complex atmospheres.

For example: layered recorded sample of me walking, kids talking, rain, girl friend brushing hair, some friends talking. EQ-ed, little bit of compression, heavy verb, different delays. These each have different peaks, and line them up in different audio tracks so each one is mainly background noise but comes in every now and then. Normally bus these to an atmos bus and EQ out 200-300hz and add another hipass to keep the low end free.

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 12:00 am
by Kochari
Capture pt wrote: Image
wut?

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 12:07 am
by Phigure
Kochari wrote:
Capture pt wrote: Image
wut?

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 12:14 am
by deadly_habit
Phigure wrote:
Kochari wrote:
Capture pt wrote: Image
wut?
coming soon 16 bit - growling dog calligraphy
:6:

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 12:42 am
by frizzwah
deadly habit wrote:
Phigure wrote:
Kochari wrote:
Capture pt wrote: Image
wut?
coming soon 16 bit - growling dog calligraphy
:6:
apologies for the topic derail.
canine fronted grindcore band:


www.myspace.com/caninus

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 12:47 am
by deadly_habit
frizzwah wrote:
deadly habit wrote:
Phigure wrote:
Kochari wrote:
Capture pt wrote: Image
wut?
coming soon 16 bit - growling dog calligraphy
:6:
apologies for the topic derail.
canine fronted grindcore band:


http://www.myspace.com/caninus
this just made my day

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 4:53 am
by green plan
Haha massive thread derail...

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 8:14 am
by daft cunt
green plan wrote:Haha massive thread derail...
Thread derail on DSF is harder to prevent than drug use in raves. We need a Derailment Enforcement Administration or something.
daft tnuc wrote:Sound design is a very wide topic so feel free to add anything you want that's in touch with it.
Thank you :)

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 8:23 am
by pete_bubonic
http://www.freesound.org/ is a great resource for royalty free unique field recordings.

I use a host of vst to mangle samples I use to create new sounds. PaulStretch is a classic (recently used on that Justin Bieber x800) though sometimes you get horrible artifacts in it.

There's a suite of spectral based sample editing vsts/audio units by a guy called Michael Norris, which if you're going for more digitised sounds, is superb.

lol at recording dogs.

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 10:15 am
by JFK
pete bubonic wrote: There's a suite of spectral based sample editing vsts/audio units by a guy called Michael Norris, which if you're going for more digitised sounds, is superb.
Is that guy related to Chuck Norris? If so then these vst's will be BADASS!!

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 10:17 am
by deadly_habit
wow mac only :lol:
damn it i was hoping to play with some new toys

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 10:32 am
by pete_bubonic
Ah shit sorry, didn't clock it was mac only.

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 10:48 am
by deadly_habit
all good i have enough toys to mess with as is, prolly shouldn't be adding more at the moment till i master all the ones i have :lol:

Re: Sound design tips, tricks, thoughts, resources, etc

Posted: Mon Aug 23, 2010 9:42 pm
by Isturite
green plan wrote:Wicked thread. I've been trying to layer heaps of different atmospheric parts. Each is mainly quiet, but with a few louder bits in it. When they're layered it means you have different things coming in and out, and can get complex atmospheres.

For example: layered recorded sample of me walking, kids talking, rain, girl friend brushing hair, some friends talking. EQ-ed, little bit of compression, heavy verb, different delays. These each have different peaks, and line them up in different audio tracks so each one is mainly background noise but comes in every now and then. Normally bus these to an atmos bus and EQ out 200-300hz and add another hipass to keep the low end free.
THAT is something i haven't tried... a lot my buddies who make beats get pretty surprised when I start layering and resampling a bunch of wacky sounds, I get pretty into it and end up trying some pretty ridiculous shit just to "see what this will sound like!"...

but this!!!... is something I need to try, or something like it