How To Create Beautiful Ambient Sounds For A Game

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  • Опубликовано: 18 май 2024
  • Patreon: / marshallmcgee
    Website: marshallmcgee.com/ (Work Inquiries Only)
    All clips in this video are protected from copyright law under fair use for educational purposes.
    Credits:
    Bird Video: • Singing NIGHTINGALE - ...
    Beach Video: • The Most Relaxing Wave...
  • ИгрыИгры

Комментарии • 79

  • @ya_boi_salami
    @ya_boi_salami 13 дней назад +110

    i can't whistle, my dreams of being an audio engineer... crushed, crumpled, blown to smithereens...

    • @metashrew
      @metashrew 13 дней назад +6

      time to buy a slide whistle :)

    • @Richie131hun
      @Richie131hun 13 дней назад +5

      I can whistle but only by sucking the air inwards instead of blowing out. Try it lol.

    • @waterfish3886
      @waterfish3886 9 дней назад

      ​@@Richie131hun same lol, but for me its not nearly as powerful as others' blowing out

    • @Bittamin
      @Bittamin 8 дней назад

      I have you covered: almost every daw has a gigantic stock library that’s completely free use for making music!(it’s part of what you pay for, don’t tell the serum users 😂) for instance logic alone has 1000s of nature sounds that come with the legacy pack 🎉 sure free garage band on Mac does too!

  • @aiRxShop
    @aiRxShop 13 дней назад +50

    The trick with lowering the bird call 3 octaves, is so genius and clever. Now that I've heard of that technique it's almost like, "well duh, that makes perfect sense!"

    • @le_beatbox
      @le_beatbox 10 дней назад +1

      They did that in Ghost of Tsushima as well, maybe that's where he got the idea from?

    • @MarshallMcGee
      @MarshallMcGee  9 дней назад +3

      @@le_beatbox I haven't played Ghost Of Tsushima but that's very cool, I got the idea from the modern Godzilla sounds where they record rubber and plastic at regular speed and pitch that down many octaves to make roar sounds, so I copied that technique but in reverse basically.

  • @Oscar_Armstrong
    @Oscar_Armstrong 13 дней назад +62

    I am impressed at how well you imitated the slowed down and pitch shifted bid call

  • @seth_piano
    @seth_piano 13 дней назад +12

    When the bird sounds at -3 octaves played, my cat became VERY concerned. "What? What that? What happening? Confusion!"

    • @dan_obie
      @dan_obie 2 дня назад +1

      I was about to comment the same thing. My cat was legit concerned

  • @grilledcheesephd
    @grilledcheesephd 14 дней назад +64

    Professional ambient/meditation music composer here. Learned some fantabulous tips in this video that I’ve just got to try. Thank you!

  • @TheFretzone
    @TheFretzone 13 дней назад +13

    There is an interview with the audio director of ghost of tsushima and he said they did that exact technique for some of the bird sounds.

    • @MarshallMcGee
      @MarshallMcGee  13 дней назад +8

      No way that’s awesome do you have the link?

    • @TheFretzone
      @TheFretzone 13 дней назад

      @@MarshallMcGee I dont have the interview but if you type in google : Ghost of Tsushima : Fake Birds. There is a video on vimeo where they showcase that technique.

    • @marcwillysfx
      @marcwillysfx 10 дней назад

      It's on vimeo. 'The Sound Design of Ghost of Tsushima: Fake birds'

    • @SaintJames14
      @SaintJames14 9 дней назад +1

      Waiting for link

  • @mySDK3333
    @mySDK3333 13 дней назад +8

    Gordon Hempton is quite cool, he wrote a book about how different biomes sound in different time.
    Most of the urban people would not know what nature sounds like.

  • @jumpingman6612
    @jumpingman6612 8 дней назад +2

    As a birdwatcher and gem dev, fantastic
    Why haven't I thought about that?
    Thank you for this

  • @AXLplosion
    @AXLplosion 13 дней назад +2

    As soon as you slowed down the bird sounds I immediately opened up Audacity and tried it and I'm very happy to know I can now make myself sound like a bird whenever I want.

  • @calebgalvan6278
    @calebgalvan6278 11 дней назад +1

    Having an LFO modulate the the filter your base layer of wind is running through, and adding some resonance to that filter, adds a lot more life to your base wind layer, and replaces some of the constant harshness of the noise with some interesting movement

  • @SilvaEshOnFire
    @SilvaEshOnFire 14 дней назад +8

    i used your work in my final project for research on sound design and i am going onto study sound design in university, thank you for showing me the importance and impact of audio engineering. If it wasn't for you i wouldn't have found my love for post production. Great video as always!

  • @WavesNGames
    @WavesNGames 13 дней назад +4

    What the actual amazing eff!? That bird call was so cool!
    Love the detail you drop in these videos.

  • @GimmeCookiz
    @GimmeCookiz 13 дней назад +5

    Some of my guesses for the added sounds at the end there, the boat had a bunch on top of it with stuff like floating or moving or entering it, and then walking on sand/wood on the player. Can't tell if there's some extra stuff on the floating lilies or not, but this sounds nice and busy.
    Lil thought for standout sounds, or hero sounds!, where in your group of bird sounds there's maybe 1 that has a much much lower chance of playing but is a lot more in your face like a crow's, occasionally having you go "wtf?". Having things that put you on edge in atmospheres feels like something I'd want since it's natural to be a bit spooked in the open

  • @Jlewismedia
    @Jlewismedia 13 дней назад +2

    Ngl that bird technique is the cleverest shit i've ever seen

  • @NGTVST
    @NGTVST 14 дней назад +8

    Another great one, Marshall. I think I still have our collab files back from 2016 (?) lying around on one of my hard drives. Time flies. :)

  • @omsine
    @omsine 7 дней назад +1

    you're a friggin genius marshall i just gotta say! thanks for all you do!

  • @OriginRow
    @OriginRow 13 дней назад +2

    SFX is gives another life to film/game.
    And you perfectly nailed it

  • @williamtate1293
    @williamtate1293 10 дней назад +1

    In this spirit, there is a program called SoundParticles that has a lot of the same functionality that you described in this video. It's emphasis is on spatialization but also has parameters that let's you control velocity (changing location over time), granular amplitude/pitch, and others. I have no idea how it would implement into a game but for those looking to create similar soundscapes without needing to code your own script, it's a cool place to start.

  • @EthanFilms
    @EthanFilms 11 дней назад +1

    I have watched this 3 times now simply because of how fascinating the method is and how well the video was made. SO cool!!!

  • @stellar4677
    @stellar4677 6 дней назад

    i need to rewatch this with headphones

  • @Alexgudmusic
    @Alexgudmusic 12 дней назад +1

    Woah, that's super genius and creative. sound design needs more attention.

  • @sub-harmonik
    @sub-harmonik 13 дней назад +1

    cool video, might also be nice to modulate the upper parts of the wave filter to simulate foam/wave breaking

  • @soejrd24978
    @soejrd24978 12 дней назад +1

    You've got such an amazing interesting channel.

  • @tolson-vkn
    @tolson-vkn 12 дней назад +1

    What an absolutely tragedy that I've not seen your work in the last year. Time to bell. Great video!

  • @wazawoo
    @wazawoo 13 дней назад +1

    Omg. This is insane. I would love to know the details of how you did the frequency analysis of the beach sounds and applied that to white noise

  • @NorinDev
    @NorinDev 13 дней назад +1

    great video, I'll definitely use that ambient sound system in my game:)

  • @Valenspire
    @Valenspire 12 дней назад +1

    That's really cool, I ended up setting up sound really similar in the game I messed with, I didn't really look up how it's done or anything. I took inspiration from skyrim cause they did such a good job with the ambient sound of that game. The bird trick was really awesome, I did not know about that, I think I have to try that!

  • @JazzMac36251
    @JazzMac36251 13 дней назад +1

    Regarding the bounding boxes, that's a cool idea! I recently did something similar with raycasting in Unity C#.

  • @Jaredvic
    @Jaredvic 13 дней назад +1

    oh cool, i wanna see you make an eastern whipbird sound :P

  • @whzbwkkfu
    @whzbwkkfu 14 дней назад +1

    Great video! Always enjoy your work - my only egotistical complaint is too infrequent uploads ;-)
    For sounds, I'd like to hear more on I'll stick with game-related sounds:
    Would love to hear what thoughts a sound designer would have when designing "reward" sounds for games, such as level-ups, power-ups, mission completion, etc.
    Another idea is just "alien sounds". Huge fan of Starcraft and I absolutely adore the sounds scheme for both Protoss and Zerg.

  • @AlexGioada
    @AlexGioada 13 дней назад +1

    Omg we should make a game togetherrrrrr

  • @dwsel
    @dwsel 12 дней назад +1

    Sounds and looks great!

  • @VladaPersonal
    @VladaPersonal 12 дней назад +1

    Incredible! Thanks!

  • @ZachHeyde
    @ZachHeyde 10 дней назад +1

    Amazing as always man 🙂👏

  • @maxxlancaster4439
    @maxxlancaster4439 14 дней назад +1

    just in time for my honours work for game audio :)) thanks man, your videos are always so helpful

  • @bananaaudio
    @bananaaudio 14 дней назад +2

    Exceptional upload as always. Learned some new things that I'm going to have to try!

  • @momchilo4388
    @momchilo4388 12 дней назад +1

    This is epic ty!

  • @kharmatic9394
    @kharmatic9394 11 дней назад +1

    This is awesome

  • @geddijaddimembummi8546
    @geddijaddimembummi8546 13 дней назад +1

    this tips so good!!!

  • @THEKHAYYYAM
    @THEKHAYYYAM 13 дней назад +1

    MARSHALL!, DROP ANOTHER VIDEO, AND MY LIFE IS YOURS!

  • @Voltraxfr
    @Voltraxfr 13 дней назад +1

    i love your videos, please teach more sfx stuff

  • @kironikolov6668
    @kironikolov6668 13 дней назад +2

    always making sure to turn off adblocker for you Marshall

  • @andrewa3825
    @andrewa3825 13 дней назад +1

    So interesting. these are such high quality videos

  • @composerkirk
    @composerkirk 3 дня назад

    Excellent video, and I'm happy that I got the audio challenge on panning lol! Quick question though: for getting in the boat, what was your reasoning on keeping that sound in stereo? I expected it to be more from the POV of the camera and not the character.
    Thank you!

  • @MizManFryingP
    @MizManFryingP 13 дней назад +1

    Marshall is back!!

  • @morgan0
    @morgan0 4 дня назад

    if you try hard enough, you can even make engine sounds with your mouth while slowly breathing in, try it out it's fun!

  • @Carkoon
    @Carkoon 11 дней назад +1

    Another great video!
    Did you have a chance yet to play around with MetaSounds?

  • @OmoNok
    @OmoNok 8 дней назад

    Great video man! I would change walking sound on sand its to dirt like to me

  • @juliusjohnson8046
    @juliusjohnson8046 12 дней назад +1

    Really helpful video! One question I have is about the filtering of the pink noise based on the beach sound clip. Did you just put a filter on the noise that had an EQ shape similar to the sound clip, or is there another plugin/tool/process you used to pull that off?

  • @Tim3Lime
    @Tim3Lime 10 дней назад +1

    Watching this as a technical artist, it is wild how many parallels there are to sound design and making visual graphics. Making sounds using different white noises and then playing around with it until it sounds good, using real life recordings (parallel to photogrammetry) and combining it with procedural sound ect. I mean when you think about it, it makes sense but still, never really thought of that.

  • @TheBestEpicProGamer
    @TheBestEpicProGamer 13 дней назад +1

    Lmao. You deserved my sub

  • @Ilov534
    @Ilov534 14 дней назад +1

    lets goo

  • @morgan0
    @morgan0 4 дня назад

    the wind/waves noise would probably sound more realistic with realtime filters. for waves, constant low red/brown noise, with modulated high bands.
    and wind noise depends on speed, so just moving a bandpass cutoff would probably get you most of the way there, but that recording is quite nice sounding. it would be really cool but also very overkill to model gusts and pressure changes, and other fancier phenomena.

    • @morgan0
      @morgan0 4 дня назад

      ah you did end up emulating gusts of wind

  • @clothildeschulz9518
    @clothildeschulz9518 9 дней назад

    Awesome ! I was wondering about the workflow behind event sender/listener system, is it audio that is sent or is it triggers/ parameters only ? I really like the idea of sounds reacting with each others but I just wonder how you set it up in a practical way

    • @MarshallMcGee
      @MarshallMcGee  9 дней назад +1

      Just triggers and parameters! It sends an event trigger and two floats. A duration, and a pre-delay time.

  • @srgttamtam
    @srgttamtam 13 дней назад +1

    Since ur working in ue5, what’s ur take on the soundscape system for something like this?

  • @letsplayConfused
    @letsplayConfused 13 дней назад +1

    at 3:14 when the horizontal bar fills green, the outline starts missing.

  • @MorriganJade
    @MorriganJade 13 дней назад +2

    As someone who dabbles at times with voices, and can do a Joker like voice, and can whistle quite well and is on the verge of learning metal vocals; hearing you talk about neighbors, my mind instantly went: "oh, they already think I'm crazy" 😆

  • @laxelford3533
    @laxelford3533 14 дней назад +1

    16th view
    Also speaking if the annoying neighbors. Ive been working on a redesigj and when im laying out sounds to start i dont use headphones.
    Poor bastards
    Side question what plugin did you use to get the snapshot of the oceans frequencies?

  • @LethalChicken77
    @LethalChicken77 5 дней назад +1

    2:22 NO. ONLY BIRD SOUNDS.

  • @westingtyler2
    @westingtyler2 7 дней назад

    5:10 you should say what this sound scanning tool is

  • @e.ercekiraz902
    @e.ercekiraz902 10 дней назад

    Hi Marshall! Where can I contact you to ask some questions? Thank you!

  • @user-qv2sq4gf7z
    @user-qv2sq4gf7z 13 дней назад +1

    the stardew valley fish icons?

  • @ettiSurreal
    @ettiSurreal 13 дней назад +1

    another way to implement animal sounds: add animals

  • @ryanmcmahon6043
    @ryanmcmahon6043 11 дней назад

    Land creatures??? Where dem seagulls at?... It would be great if you could better marry the visuals with the ambient audio. I haven't wrapped my head around how to sync shaders with audio since shaders tend to just stay by themselves over in the GPU. But if leave rustles were synced with the foliage shader getting a gust. And wave noise increasing synced with the wave shader picking up