![]() ![]() ![]() Groaning, moaning, stressed and resonating metal. It is also available in UCS.ģ3 %OFFAdd to cartDestruction & Impact SoundsAggressive Stress And Resonance Of MetalPlay Track543 sounds included, 62 mins total$60One hour or various metal objects tortured with feedback resonance recording technique. Library contains wav files of driving and exterior foley, mechanical and electrical sounds. ![]() For Battlefield 1 all previous knowledge has now been put together and adapted to cater to the world of this game.Īll files are recorded 32bit, 192 kHz, with RØDE NTG1, RØDELink Lav and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Unique content for each area caters for constant change in the soundscape, keeping the level audio interesting. And since they were put together from a lot of pieces always moving depending on distance, environment, angle and rate of fire, they never sounded like a looped sample of a gun. We could build a lot of guns using a few sounds. They used real recordings, chopped up in common and unique samples that we put together in the Frostbite engine. This in turn together with memory constraints led us to the next level of making guns and explosions. A gun shot or an automatic rifle sounds very different when fired in a forest, in a concrete room, or out in an open field. We started recording these events not only from varying distances but also in different environments. Now we can record the same event from several distances and just crossfade between them. Before, we had modeled the distance to a sound with filters. Another big leap for us was when our technology allowed us to crossfade between different content depending on distance. ![]()
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