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I'm an Audio Engineer - Ask me a question!

Started by December 29, 2005 08:00 PM
57 comments, last by anthemaudio 18 years, 10 months ago
Quote: Original post by VectorWarrior
Quote: Original post by ghetalion

Cubase for music/sound design
ProTools for recording
Sound Forge for wave editing
Vegas Video for post


I thought you might say something along those lines :) I've ended up using about 10 different bits of software on PC that really should be do-able with just one... I'm still hoping for some magical hiden app somewhere that does everything i want perfectly... i think i'm in for a long wait ;) Oh well... I just can't stand Cubase/Nuendo though, it just doesn't work how my brain works and the bussing system is so unflexible it's practically useless... but that's just my opinion.


The bussing system has a logic to it... it's cascading... so it works depending upon your initial creation of tracks and groups. Future modifications will not affect the cascade routing.

But yes, it isn't exactly a patch bay :( But I make due :)

Quote: As for the speech thing, it is made all the more difficult because speech is processed by a different part of the brain than all other sounds and it's a lot more picky about what it accepts as 'human' speech, therefore you are limited to what you can do to a voice before your brain shouts "this doesn't sound human!" at you. You can't process the sh!t out of a voice like you can with other sounds. Therefore it's vital you get a very good source recording that is already 'almost' there. The old pitch down trick helps, as does some sort of bass enhancement and eq. I had to do something like this a few months back and ended up auditioning a load of people, got something pretty close and then did the above steps plus added in some vocoded version with a very low bass rumble as the carrier. Added a whole extra layer of depth and sounded really ground shaking... but that might not be what you're looking for as this was supposed to be over the top... Unfortunately there's no 'magic' plug-in or preset... there never is in audio. Now if someone could make one... please?

As for the software theft thing... i think we should move that issue into it's own thread if people want to talk about it. I don't agree with it but that's not the point, it's a separate matter to what we're discussing here and no-one wants this to turn into a bitching match :)

all the best :D


For the foreseeable future, voice acting will be left to the voice actors. :D
It is my own experience, that no matter how hard you try, programmers will always sound like programmers. :P
Working on a fully self-funded project
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Quote: Original post by blew
Quote: Original post by Mike2343
Even at a mile you'll still hear it.


I meant a sniper with a silencer. :)


"Muzzle blast noise can exceed 150 decibels"

"commercially available silencers are more likely to give a reduction of 30 to 40 dB similar to ear plugs"
Intuitor

Doing some quick maths gives us for hemispherical radiation (considering the shooter is on the ground):

5 280 feet makes 1 mile

Without the silencer:
Lp = Lw - 20 * log(distance) + 2
= 150dB - 20 * log(5 280) + 2
~ 77.5dB

Sound of a car from ~25 feet


With the silencer:
Lp1 = Lw - 20 * log(distance) + 2
= 110dB - 20 * log(5 280) + 2
~ 37.5 dB

Lp2 = Lw - 20 * log(distance) + 2
= 120dB - 20 * log(5 280) + 2
~ 47.5 dB

Lp ~ 42.5 dB

Twice the sound of the buzz of a mosquito (edited)

Regards,
/Omid
Best regards, Omid
Audacity is free (and open source), so the best value for money possible!
After I'd downloaded all the Nyquist plugins, it exceeded my needs for sound effect and voice editing for my game.
The noise removal is also rather good - get the buzz of the computer out [lol].

btw Jervin, I think it would help get more people to your site if you made your link in your signature a hyperlink.

Happy New Year!
How do you make sounds loop?

Cheers
Quote: Original post by Omid Ghavami
"Muzzle blast noise can exceed 150 decibels"


Geez. All that only to say you can't imagine the sound of a bullet hitting kevlar?
I mean cmon, you can hear it in movies. In games we can double-jump mid-air. Why not hear the bullet hitting kevlar?

So. I'd say separate the sound in components. These aren't too loud, so you gotta get the details:
-the bullet zipping
-fabric ripping (if there's something over the kevlar
-thump of the bullet deforming as it suddenly stops
-creak of bending kevlar

As I've never done foley, I'll say these are only ideas. I'm probably dead wrong.
For the fabric rip... I'd rip a fabric! and then envelope so it's a brief sound (and maybe adjust the pitch and bass level to match the ripping fabric)
For the bullet thump I'd hit a pillow aganist the floor and take out the higher frequencies (how do you call those?)
For the creaking, I believe it was mentioned before... but you can do it several ways: Cabbage fondling, rope twisting and the good ol' Rubber Chicken! (bed springs could work too)

Yeah. And no idea about the bullet zip. :s
Working on a fully self-funded project
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They do put it in movies, but the majority of it is masked by the initial bang. Of course if you take it out then it doesn't "feel" right.

Having said that, I thought I could demonstrate one of my techniques for this effect. I whipped this up in just a few minutes. I was going to see if any of my SFX libraries had the effect to post here but nothing quite close.

So this is 4 tracks: one cloth rip, one velcro rip, a silk sheet scrape (don't tell my wife), and the butt of a screwdriver hitting a firm pillow with a silk case (please don't tell my wife).

It's just the impact, not the gunshot or the bullet whizzing. Those are easy enough to find or make. It's also a close proximity impact, so there's a bit of bass that I would roll off as the subject got farther away from the "camera".

So here's the link:

http://www.anthem-audio.com/demos/bulletproof.wav

If you can use it for anything, fine. My gift to you.
nice... yet the release(?) at the end doesnt sound like the bullet stopped.

How would you do the bullet zip? I can't imagine that one, and soon I'll have to make some for a shmup so that'd help :)
Working on a fully self-funded project
to get it to stop you can cut it off sooner is easy enough...the elements are all there. It's a matter of mixing them to the projects needs. Actually, I'm getting a cooler effect by just speeding it up a little.

A real bullet zip? Depends on how "fast" the bullet is. For instance in FPS's they bullet based weapons are typically hitscan without any real projectile calculations (i.e. whizz)

Generally speaking, I've gotten "whizzes" from: firing a gun, firing a bottle rocket, throwing a nerf football just past a microphone, throwing a microphone, swinging a microphone, swinging a belt around a microphone, twanging a rubber band with cloth gloves. All of these need to be mashed and stretched and EQ'd and whatever you can do to them.

Or you can find one from an existing library.

But in a shmup there's probably a little delay time from gun to impact. If it's like more than a half a second then a realistic bullet/projectile "whizz" may not work at all unless you stretch the sound (which can cause undesirable deviations or artifacts.)

Wait, this isn't my thread!

Tony

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