Starting out with sound effects
Hey guys, I'm interested in creating my own sound effects, to give stuff I work on a unique feel and avoid the good old 'That effect was used in game X!' problem. Naturally, it will also help if I can get sounds in a correct context, as I'm sick of going through cheap sound CDs and ending up having to heavily modify something that's 'close enough'. So, what tips could you guys provide? Getting a decent microphone would probably be top of the list, but I have no idea on what to look for. Preferably something that can take a decent range without being too expensive, as I'd like to build up some confidence before I start blowing the bank. If anyone has any suggestions in this area, that would be greatly appreciated. Also, what kind of recording environment would work best? Set up a closet covered with egg-cartons, or would a reasonably quiet environment and some post-processing be good enough? Also, what's the best way to learn this kind of stuff? Is there a good place to start? Is there something to aim for? Is there some sort of time-tested learning process? I'm aiming for something that could be considered professional quality in a game environment. Thanks guys! -Nick London
Correct me if I am wrong, but aren't the MKH mic's used more for ADR than foley? I always thought the Sennheiser MD 421 II was a better foley mic?
With regards to recording onto a medium, Edirol just released a digital recorder that uses Compact Flash as storage (It's called the R-1). It can do 24bit at 44.1kHz. (24 bit would be more preferable when recording foley because you have more dynamic range and less chance of clipping). MiniDisc can only do 16bit at 44.1.
The only disadvantege to these 2 formats is that they only have 1/8" jacks and no phantom power. You would need something like a Sony ECM-MS907 which is an electret mic (has a small battery to power it). It's also a stereo mic (M-S) and sounds really good! If you wanted to go the more expensive route, you could look at a Nagra HD recorder or an HHB Portadrive which has XLR Mic in's, phantom power, and all the bells and whistles you could need (I believe they also have inline compressors incase you're too slow on the fader). But IMO, it's best to do the sound again and back up a bit (compression can be really horrible when capturing high transient sounds. You lose the dynamics.
With regards to recording onto a medium, Edirol just released a digital recorder that uses Compact Flash as storage (It's called the R-1). It can do 24bit at 44.1kHz. (24 bit would be more preferable when recording foley because you have more dynamic range and less chance of clipping). MiniDisc can only do 16bit at 44.1.
The only disadvantege to these 2 formats is that they only have 1/8" jacks and no phantom power. You would need something like a Sony ECM-MS907 which is an electret mic (has a small battery to power it). It's also a stereo mic (M-S) and sounds really good! If you wanted to go the more expensive route, you could look at a Nagra HD recorder or an HHB Portadrive which has XLR Mic in's, phantom power, and all the bells and whistles you could need (I believe they also have inline compressors incase you're too slow on the fader). But IMO, it's best to do the sound again and back up a bit (compression can be really horrible when capturing high transient sounds. You lose the dynamics.
If you're looking at this from a bedroom/hobby coder (i.e. a more limited scale) then this pdf is quite useful...
http://www.aulc.org/audio/soundrec.pdf
http://www.aulc.org/audio/soundrec.pdf
Thanks for the responses guys, I'm going to see if I can order in a copy of that book.
My main problem at the moment is that I'm on an incredibly tight budget, so if I buy equipment I'd like to keep it below the $100 range (Roughly $50usd). I realise in the long run I'll certainly have to invest quite a bit, but at the moment I'm more looking for something that I can learn the ropes with rather than head straight into production.
There's also quite a lot of terminology I dont quite understand, or more to the point cant quite place in context of what I need. For sound effects would I be looking at an Omni Mic or a directional one, or do both have different uses depending on the kind of sound required (Ambient vs gunshots)?
"I dont have much money! Tell me how to make good stuff!" Gah, I hate being new. But I guess we all go through it at some stage.
On that note, does anyone have any tips on some of the more common (And thus, heavily used) game sounds like gunshots and footsteps? Gunshots I'm aware are notoriously hard to get right, and recording a good selection of quality footstep sounds for different surfaces sounds like it would be quite a difficult task indeed, unless you can actually rip up a square of grass and bring it into a quiter environment of course.
Obviously there probably isn't going to be any one answer to that question, but I'm just looking to find the right mindframe so I dont get to the point where I'm bashing a Mic against the desk screaming "SOUND LIKE AN EXPLOSION, DAMN YOU!"
My main problem at the moment is that I'm on an incredibly tight budget, so if I buy equipment I'd like to keep it below the $100 range (Roughly $50usd). I realise in the long run I'll certainly have to invest quite a bit, but at the moment I'm more looking for something that I can learn the ropes with rather than head straight into production.
There's also quite a lot of terminology I dont quite understand, or more to the point cant quite place in context of what I need. For sound effects would I be looking at an Omni Mic or a directional one, or do both have different uses depending on the kind of sound required (Ambient vs gunshots)?
"I dont have much money! Tell me how to make good stuff!" Gah, I hate being new. But I guess we all go through it at some stage.
On that note, does anyone have any tips on some of the more common (And thus, heavily used) game sounds like gunshots and footsteps? Gunshots I'm aware are notoriously hard to get right, and recording a good selection of quality footstep sounds for different surfaces sounds like it would be quite a difficult task indeed, unless you can actually rip up a square of grass and bring it into a quiter environment of course.
Obviously there probably isn't going to be any one answer to that question, but I'm just looking to find the right mindframe so I dont get to the point where I'm bashing a Mic against the desk screaming "SOUND LIKE AN EXPLOSION, DAMN YOU!"
Unfortunately ProTools Free falls into the "dead software" realm. From the PT Free website:
I think the "Music Software" thread has some free multi-track software suggestions...
Epolevne
Quote:
System Software: Windows Me or Windows 98 Second Edition (will NOT run on Windows XP, 2000, NT, 95, or 3.1)
I think the "Music Software" thread has some free multi-track software suggestions...
Epolevne
Hi.
Do you want to make realistic sound effects, or arcade-y sound effects? If you're going with arcade-y, I strongly suggest you ditch the mic idea and learn to use a synthesizer.
Not only is it cheap (free soft synths are everywhere), it's fun to make your own sounds from scratch PLUS you'll probably learn a thing or two about music.
I wish I could recommend some software to you, but I use a hardware synth to make my sounds (it's just because I hate using a PC... i know.. whatever), but I've gotten a lot of help from these folks:
http://www.dancetech.com
when starting out getting my music gear.
I've also fiddled a bit with "Reason" (http://www.propellerheads.se/), and the version I had (adapted for M-Audio) had a pretty decent synth on it. You may want to check to see if they have a demo.
I have to warn you that learning to program a synth can be overwhelming at first, but it's very rewarding. Just think, once you get good enough, you'll be able take that sound in your head and make it a reality. It's incredible!
[edit]
OH! One more thing you can consider. Grab a copy of goldwave (should be free) and just download synth samples off synth manufacturers website and mangle them. Plenty of cool sounds to sculp and shape just by doing that.
[/edit]
-j
ps: there are many different types of synths out there. You'll most likely want one that does "subtractive synthesis".
Do you want to make realistic sound effects, or arcade-y sound effects? If you're going with arcade-y, I strongly suggest you ditch the mic idea and learn to use a synthesizer.
Not only is it cheap (free soft synths are everywhere), it's fun to make your own sounds from scratch PLUS you'll probably learn a thing or two about music.
I wish I could recommend some software to you, but I use a hardware synth to make my sounds (it's just because I hate using a PC... i know.. whatever), but I've gotten a lot of help from these folks:
http://www.dancetech.com
when starting out getting my music gear.
I've also fiddled a bit with "Reason" (http://www.propellerheads.se/), and the version I had (adapted for M-Audio) had a pretty decent synth on it. You may want to check to see if they have a demo.
I have to warn you that learning to program a synth can be overwhelming at first, but it's very rewarding. Just think, once you get good enough, you'll be able take that sound in your head and make it a reality. It's incredible!
[edit]
OH! One more thing you can consider. Grab a copy of goldwave (should be free) and just download synth samples off synth manufacturers website and mangle them. Plenty of cool sounds to sculp and shape just by doing that.
[/edit]
-j
ps: there are many different types of synths out there. You'll most likely want one that does "subtractive synthesis".
Jonathan Makqueasy gamesgate 88[email=jon.mak@utoronto.ca]email[/email]
Believe it or not, I'm actually using Reason to create certain placeholder sound effects at the moment. :)
I'm certainly looking towards more move-like sound quality, thus a fair bit of realism/'believability'. Naturally getting there wont be an easy nor quick task, but it's what I'm aiming for in the long run.
Oh, but on the note of Synths; I'm having to use Reason at work at the moment, but wouldn't mind being able to do synth stuff at home. I've heard about Buzzer (Which I believe is free), is it worth a look in?
I'm certainly looking towards more move-like sound quality, thus a fair bit of realism/'believability'. Naturally getting there wont be an easy nor quick task, but it's what I'm aiming for in the long run.
Oh, but on the note of Synths; I'm having to use Reason at work at the moment, but wouldn't mind being able to do synth stuff at home. I've heard about Buzzer (Which I believe is free), is it worth a look in?
Sorry, like I said, I don't do a lot of music on computer (and when I did, it was all Fast Tracker 2). I hadn't heard of buzzer but did a google search on it and got this:
http://www.hitsquad.com/smm/programs/BuzZerosx/
I'd say it's probably ok but a bit limiting in terms of wild sounds. But hey, anything that's free is worth looking into.
Other free softsynths? I did a quick glance around the dancetech.com site and found:
http://www.dancetech.com/aa_dt_new/plugins/index_plugins.cfm
At the bottom lists free plug-ins which might be worth looking into.
By the way, what did you mean by "more move-like sound quality" ?
-j
http://www.hitsquad.com/smm/programs/BuzZerosx/
I'd say it's probably ok but a bit limiting in terms of wild sounds. But hey, anything that's free is worth looking into.
Other free softsynths? I did a quick glance around the dancetech.com site and found:
http://www.dancetech.com/aa_dt_new/plugins/index_plugins.cfm
At the bottom lists free plug-ins which might be worth looking into.
By the way, what did you mean by "more move-like sound quality" ?
-j
Jonathan Makqueasy gamesgate 88[email=jon.mak@utoronto.ca]email[/email]
Sound design is a quite varied area to get into. I've been professionally sound designing for 2 years for games.
If you're serious about it but can't quite afford equipment right now. Grab as much free sound creation and mangling tools you can online.
Free music programs which can host VST synths and effects is a good place to start. At least with these tools you can start synthesizing sounds and mangling them.
Stuff like Psycle tracker is good, Renoise, Mod Plug .. etc
Check out http://www.kvr-vst.com they have a section of free-vst synths and effects.
Once you can afford it, get a good sampling mic.
You might be able to get away with semi professional mono mic which is used for Tape recorders, Walkmans. Read up on mics to see what it is you will require it for.
Cardiod polar condenser mics make good sampling tools. Condenser mics tend to have good flat response (crisp high frequencies). Dynamic mics seem to have more vocal frequency response and require louder sounds and are less sensitive. Read up on mics.
A good starting mic to get is something like a Rode NT3. It's a Cardiod Condenser, and can run on a 9V battery or phantom power. Makes good for walking around where there's no power. They are not too expensive, though out of your budget at the moment.
A recording minidisc is a good starting medium, though if you can afford something better like an iRiver iHP120 which can record stereo wavs in 16bit and 48kHz direct to hard drive then it's going to produce much better results!
Sound design is learning what to do with sounds. Layering them, combining them, tweaking and mangling them. Some hollywood sound effects can contain over 40 layers!
Start out with the software and see how you go from there. It's the cheapest option. A good mic can expand your textures as you can add samples and voice.
As far as recording rooms, you want something where the sound is not going to reflect too much (ie a blank wall, or a wooden cupboard) Padding will help dampen the high frequencies which cause reverb and echo. You can learn about acoustic design, bass traps, diffusers .. etc but to get started just something which can give you a raw sound without echos/reverb to start with.
Sampling out doors in the country side at night can also help, not very much reflections outside in the open spaces.
I could go on and on.. but this is a place to start.
Good Luck!
If you're serious about it but can't quite afford equipment right now. Grab as much free sound creation and mangling tools you can online.
Free music programs which can host VST synths and effects is a good place to start. At least with these tools you can start synthesizing sounds and mangling them.
Stuff like Psycle tracker is good, Renoise, Mod Plug .. etc
Check out http://www.kvr-vst.com they have a section of free-vst synths and effects.
Once you can afford it, get a good sampling mic.
You might be able to get away with semi professional mono mic which is used for Tape recorders, Walkmans. Read up on mics to see what it is you will require it for.
Cardiod polar condenser mics make good sampling tools. Condenser mics tend to have good flat response (crisp high frequencies). Dynamic mics seem to have more vocal frequency response and require louder sounds and are less sensitive. Read up on mics.
A good starting mic to get is something like a Rode NT3. It's a Cardiod Condenser, and can run on a 9V battery or phantom power. Makes good for walking around where there's no power. They are not too expensive, though out of your budget at the moment.
A recording minidisc is a good starting medium, though if you can afford something better like an iRiver iHP120 which can record stereo wavs in 16bit and 48kHz direct to hard drive then it's going to produce much better results!
Sound design is learning what to do with sounds. Layering them, combining them, tweaking and mangling them. Some hollywood sound effects can contain over 40 layers!
Start out with the software and see how you go from there. It's the cheapest option. A good mic can expand your textures as you can add samples and voice.
As far as recording rooms, you want something where the sound is not going to reflect too much (ie a blank wall, or a wooden cupboard) Padding will help dampen the high frequencies which cause reverb and echo. You can learn about acoustic design, bass traps, diffusers .. etc but to get started just something which can give you a raw sound without echos/reverb to start with.
Sampling out doors in the country side at night can also help, not very much reflections outside in the open spaces.
I could go on and on.. but this is a place to start.
Good Luck!
Game Audio Professional
www.GroovyAudio.com
www.GroovyAudio.com
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