Just started shooting guns, and recording sounds for an FPS game I'm working on, this helped alot. The only thing I really knew about sound design was to have layers. The guns in my game are supposed to sound futuristic, and kind of crystal/plasma based, but I still want the punch of actual guns, any tips?
You can use an EQ slide and a pan to make the shell sound a lot better. As it is its directly inside the skull, pan it to the side and slide it out, it will sound like it flew over past your ear and onto the ground behind
Man! As a sound designer in the UK I would love to just be able to load up the car with my recording kit and guns and drive out to the country and spend the day recording guns. Sometimes I wish we had the same freedoms. Too many evil people in the world unfortunately and our government won't allow it. We have to rely on sound libraries for guns and explosives.
Fair enough. I'm from Canada so we have restrictions on some guns so I also rely heavily on sample libraries to get sounds I can't record myself. Nothing wrong with that =^.^=
You can apply for a license and would easily get one, most weapons are available that you'd need for sound design purposes. If you apply with the police and tell them, I'm a sound designer, I want to work with firearms and recording their effects so that I can extend my library and maximise my career, they have zero reason to deny you. Well so long as you don't have any convictions, warrants or social media posts that make you look/sound like a terrorist Just really difficult to get handguns, explosives and automatics, rifles and shotties are easy though.
At the time of writing I glanced at the sub count and could of sworn it was 835k, then as I was watching the vid in my mind thought "yeah, that makes sense". Then realised it was ONLY 835... that's just criminal! Mate you deserve a lot more. Well done and thanks for the vid. Subscribed!
1:56 I disagree, when you hold the gun, the power of the sound is much bigger and it has a much more rounded full sound, I would totally agree that a recording of it would need to be tweaked a lot before it sounds like the real thing
Excellent video. Can i ask what the multiband compression was doing exactly? I always use it to move things out of the way of other things. Is it the same case here?
I use multiband compression to help squeeze the elements together so it feels like 1 sample instead of 3. I only blended it in at 10% as OTT has some VERY extreme settings. For the master effects side of things, I used Multi-Band Compression the same way. More like glue to help make everything sound a little more even.
If you're gonna use some layered weapon shot audio libraries then I recommend next 3 ones: BOOM Library - Assault Weapons (In the PART 1 folder placed attached, close, medium, distant and tail layers of the shot to work with.) BOOM Library - Guns Bundle (Same but similar files placed in the "Construction Kit" folder and called different) Samplesourcer - Guns (There are close and distant sounds only but mono and stereo). Also, if you want you can use sounds from games. For example - Battlefield 3 and Insurgency Sandstorm. Yeah, they're already processed but they are broked down into the separate samples and you still can use them... And by the way - nice video. :) Hello from Russia!
Hey, you can't go wrong with the Boom! I have just about everything from them and they are in my opinion top notch when it comes to sample packs. The Recordist & SoundMorph are two more companies I buy from a lot.
I’m always a fan of darker sounding sounds. “Realistic guns” tend to be very bright so I usually aim for that low end punch haha. Glad you enjoyed the video!
@@AftertouchAudio Cool! Im in an audio engineering program and we're currently having a course in 5.1 post processing and audio design. Your videos are actually more helpful to get concrete tips on how to acually create good sounds. So well done!
Here's an extra challenge for everyone: Using the knowledge on gun sound composition, make passable gun sounds using only synthesis: waveforms, white noise, modulations, filters, and basic effects (reverb/chorus). No sample allowed, just processed synth.
Here are some libraries that I use all the time. For Single Guns: pole.se/shop/?like_name=gun Good Collection of SWAT Style Guns: www.asoundeffect.com/sound-library/intervention/ Good Collection of Military Style Weapons: www.asoundeffect.com/sound-library/guns/ Best Guns On The Market: therecordist.com/product-category/hd-professional-sfx/guns-hd/
Hey Laurent, It really depends on what content you have access too, but if you are just doing single shots you can have them re-trigger at a constant rate (see my weaponizer video for that) or if you are working with libraries that have burst shots then using those would obviously be better.
@@AftertouchAudio Ok i'm gonna give it a shot, I totally go about sound design old school learning on my own. Here are some vids of mods I did the gun sounds for. It's my other channel, ruclips.net/channel/UCX3s9-U28T0JyS1fWWAQBwA
Hey Nicholas, There are a lot of fantastic gun recordings by popular field recordists, I would have a look at ASoundEffects for some gun recordings if you are looking at doing everything yourself.
There are lot’s of free resources for gun recordings around. While recording your own guns is fun it can also be dangerous for both you and the microphones. Try Sonniss.com or asoundeffect.com for some cool gun sounds =^.^=
When firing weapons you have to take into account if you're shooting from indoors or outdoors because they sound different. Also the weapon sounds different from the other end. Few games have been able to recreate the loud snap from an incoming bullet. First time I heard an incoming bullet i thought that's not what it sounds like in games or movies🤣😬
Yes and no. If you have your close mics set when you record outdoors you can place the samples in really any environment you would like using spacial processing. Most of the time in games or movies we aim for hyper realism not realism we achieve this by making sounds sound bigger than they are so they can cut through a full mix better. Hope that makes sense.
@@johnmellor932 Exactly! I was a Chef for 5 years before getting into Sound Design and people are always surprised when I talk about Sound Design like making a good meatloaf haha. Animators need to study the movement and inner workings of things and we as Sound Designers need to do the same thing. Understanding how most things work means we can more accurately recreate sounds. Knowing which engine is in a car really helps accurately recreate car sounds in post.
We actually got you covered. We are going out and recording over 121 guns with 14 microphones=^.^=. www.kickstarter.com/projects/ultimateweaponsfx/master-gun-sound-effect-library-117-guns
i think the regular actual gunshot sounded way better . when compared the other seems extreamly over done i think the simple pop sounds sound good of a rifle
I can agree with you to a point, The gun sound design community is very polarizing some like things COD level processed and others like them to be raw and or super authentic.
While you are correct, they are different caliber weapons as I don't have access to higher caliber weapons in Canada. When comparing processed guns from films & video games to the raw recorded gun sounds, they sound drastically different. Processed weapons have elements layered in them to fill out the frequency spectrum to add that satisfying Bang you get when you pull the trigger.
@@AftertouchAudio yeh I got you. I was sayin for the people who've never gotten to handle guns, they may feel a little let down lol But it is still very much satisfying audibly and physically irl It's just not all composed and shoved through headphone speakers
@@imsavor 100%, I've gotten the privilege to fire a Barrett 50 cal, and man, you feel like you can kill a building with that gun. Even the Foley you get from that gun makes you feel invincible. Here is an example of the same caliber round being fired as the AX-50, still missing A LOT of that punch that is designed by Sound Designers. ruclips.net/video/5LjGgWro658/видео.html
@@imsavor Highly recommends it, had to be my all-time favorite experience with guns. I've got to shoot a Desert Eagle but that gun scares the S*&% out of me.
well... i kinda have to disagree with you on the fact that you have to make the gun sound like that. because well the original sound had all the punch at one point which makes you feel it more than if you just made the sound range wider and longer that would only give it a less punch feel which makes it sound allot worse than just having all the punch come from one very strong punch which is when the bullet leaves the barrel. gun sounds are like spikes the sharper the get the better. +actually use a .338 lapua to generate a .338 lapua sound.
Hey Neccaps, I'm not 100% sure what point you are disagreeing with? I'm a big advocate of having more natural sounding guns in games, I'm not a huge fan of overly processed weapons, as you said I like to preserve that natural impact by layering different microphone perspectives. It is like taking a 2D photo vs a 3D model, vs a textured model. 2D being 1 microphone perspective raw, 3D model being layered, and textured being processed. But I'm not sure what comment I made that you are disagreeing with.
I know preferences are a thing, but as someone who's seen a number of Fallout 4 Tactical Weapon mods use their own custom sounds, and then comparing to something along the sides of Weapons mods from entirely different games like DOOM 2, there's a vastly large difference in preference between _"realistic"_ and overall _"fun"_ gunshot sounds. Kinda similar to how old Hollywood used to use the stock gunshot sounds for older Action movies in the 80's and 90's. The guns sound completely unrealistic, but they had that *_Uumoof_* of satisfaction every time there were fired. Look at a number of _"Tacticool"_ weapons from the FO4 Community: ruclips.net/video/HVfcN4XJOlg/видео.html ruclips.net/video/_SRPpIlcdK4/видео.html Now look at Weapon mods out of DOOM's modding community: ruclips.net/video/JXUVOKU4Wsc/видео.html ruclips.net/video/uKjB3eDiOss/видео.html
If there was a scale from 1 - 10 where 1 was realistic and 10 was over processed I find myself leaning more towards a 6. I personally like the more "fun" gun sounds over the super realistic gun sounds. Don't get me wrong, realistic has it's place I just don't find them as fun or satisfying to shoot over an extended gaming session.
Hey, if there is one thing I admire about that is you are actually doing it, instead of waiting to get "the right equipment or right samples". Get started with what you have around you and you'd be surprised what you can get with very little. I know lots of trailer sound designers (guys who make big budget sfx for trailers) that use iPhone source recordings. More about how you use what you have than what you have.
@@AftertouchAudio I didn't really know what I needed precisely, before this video but still I get your point based on experience from other fields and that can be a huge fake obstacle as you've said. Thanks for the motivation and kind words!
I totally understand, I’m not allowed automatic weapons in canada so I have to use libraries and rely on others to record them for me. Record what you can and buy or source what you can’t.
You love the gunshot from CoD: WWII? Boy, that's poor taste, imo. Also, real gun sounds don't sound like what the microphones have recorded at all. Please, for Pete's sake, don't make people misunderstand. As for the gun sound, my biggest criticism is that the gunshot sounds quite muffled and not very dynamic. The punch is still lacking. If you recommend people gun sound library, you shouldn't forget Frank Serafine's Guns of Cinema, Dynamic Range SFX Library (all CDs), and gun sounds found in Hollywood Edge Premiere Edition libraries, Soundstorm, and Soundelux (these were used in the good old 80s and 90s action movies and could be found in Sound Dogs, instead of buying the whole libraries at blood-sucking prices). 20th Century Fox, Universal Studios, and International libraries got lots of good old school gunshots used back in the 40s, 50s, 60s, and 70s, but they are low quality (not so cheap sounding, imo). If you are experienced enough, you could make very explosive gunshots out of those old school sounds. They are difficult to play around with, but you can make them more powerful as heard in many old movies (the raw samples are not as powerful, boosting the volume doesn't make them feel larger and adding distortion could kill the sounds).
Hey BlackHoleGnome. That is the beauty of taste, it is subjective depending on who you are talking to. You are correct, nothing can beat the "real sound" as your microphone and recorder will always color the sound either slightly or drastically. Only having a single perspective of a gunshot can sound very thin so when I record guns I use a minimum of 5 microphones 1 close, 2 medium, and 2 far to help more accurately recreate the gunshot. What I had meant in the video is "this is what real raw recordings of guns actually sound like" Thank you for your feedback on the sound. It is very difficult to recommend gun sound effect libraries I have not personally used, but really any library from Hollywood Edge is fantastic, I have not been disappointed with a purchase from them yet.
@@AftertouchAudio btw, you can buy single Soundstorm's gun sounds from here: download.prosoundeffects.com/#!explorer?b=5065552 they are of good quality, and are used in lots of mid 80s to mid 90s movies.
So clipping is actually how you get them super loud. If you set your recorder too quiet so they don’t clip, you end up with popcorn shots. The transient is not super important, everything that happens after is. We are currently going through the process of recording 121 guns all at 192KHz and at 32Bit and they sound fantastic. You still meed to snap the transient down with compression in order to get them loud.
Could you do recordings of Mountain Lions? I'm sick of hearing that same damn Puma noise that has plagued games like RDR1, RDR2, GTA V, and Far Cry 5. The worst part of it is, it was recorded back in the 1950's, and sound designers are still using them!!! TV is even worse about it!!!!!
@@AftertouchAudio What I don't understand is, that there are so many sound effects for Lions and Tigers, but yet for cougars, it seems like everyone is opting for that noise that was recorded by John James McDonald or Robert O. Cook back in 1952. The surprising thing is, Skywalker Sound does not use this sound effect at all! And if they aren't using it, then why should all the second-rate sound companies be using it? I'm dead serious, how hard is it to record a mountain lion?
Which mistake are you referring to? There were a few editing mistakes in this video as I'm new to the video editing game haha. I use the Blur to so that is not distracting but still have something going on within the background.
@@AftertouchAudio you just don’t need to blur out gameplay to cover a few points. My dumb viewer opinion is that you should have blank background or just put the bullet points over gameplay. No need to blur
0:39 and 0:44, the game titles should be swapped
Ahahah, you are 100% correct.
im working on an fps game, and thank you :) this helped
Hey Xxpiredcheez (awesome name by the way haha) Glad you enjoyed the video!
What's it called? I'm interested
Whats the game called?
What's the game!!!
This is legit the first video I put in my faves since like, 4 years, this is INCREDIBLE!
Thank you AG! More content is on the way!
@@AftertouchAudio Oh, and actually, can you teach us how to make *suppressed* gun sounds?
That would be a fun video to make!
Holy crap dude you need at least 1000 times more subscribers
Thank you for your kind words Terribilis. We'll get there eventually, for now I'm just enjoying the process =^.^=
How it started:
ruclips.net/video/Nl2O3CURX-Y/видео.html
How it's going:
ruclips.net/video/I8S9_gsO9Xo/видео.html
Just what I needed, thanks for placing it in an ad.
Thank you GH KJL, Brand new to the world of 'marketing' so I'm glad it is getting out there haha.
Just started shooting guns, and recording sounds for an FPS game I'm working on, this helped alot. The only thing I really knew about sound design was to have layers. The guns in my game are supposed to sound futuristic, and kind of crystal/plasma based, but I still want the punch of actual guns, any tips?
Kick samples for electronic music are pretty useful.
There will be a sci-fi gun video coming very soon!!!
@@AftertouchAudio Thanks!
THis was absolutely genious! thank you so much!
Thank you HVNDS! I’m glad you enjoyed the video!
You can use an EQ slide and a pan to make the shell sound a lot better. As it is its directly inside the skull, pan it to the side and slide it out, it will sound like it flew over past your ear and onto the ground behind
I’ve always loved gun sounds in media especially the metallic higher pitched sound of the Famas in Bo1, or the M4s in the Walking dead.
We've just sampled a few M4s and we are really excited about them. My favourites are SMGs like the Thompson, lots more mech and a lot more character.
Great video mate! Keep them coming. Really enjoyed this one, thanks!
Thank you Scott! I’m glad you enjoyed the video! I should have another one out next week =^.^=
Very useful thanks, this is one of the few vids I've seen that goes over the tail/body composition.
I'm glad you enjoyed it! The tail is where all of the spacial information is so having detailed tails is SUUUUPER important!
I like the sound of HDR in the beginning! And, obviously, I like the AX-50
Some of my favorites!
@@AftertouchAudio Even mine!
Man! As a sound designer in the UK I would love to just be able to load up the car with my recording kit and guns and drive out to the country and spend the day recording guns. Sometimes I wish we had the same freedoms. Too many evil people in the world unfortunately and our government won't allow it. We have to rely on sound libraries for guns and explosives.
Fair enough. I'm from Canada so we have restrictions on some guns so I also rely heavily on sample libraries to get sounds I can't record myself. Nothing wrong with that =^.^=
@@AftertouchAudio do you have any recommendations for free soundlibraries?
@@frazix7075 stillnorthmedia.com they have a free gun SFX library, it is not the best library but it 100% will get you started.
@@AftertouchAudio thank you
You can apply for a license and would easily get one, most weapons are available that you'd need for sound design purposes. If you apply with the police and tell them, I'm a sound designer, I want to work with firearms and recording their effects so that I can extend my library and maximise my career, they have zero reason to deny you. Well so long as you don't have any convictions, warrants or social media posts that make you look/sound like a terrorist
Just really difficult to get handguns, explosives and automatics, rifles and shotties are easy though.
At the time of writing I glanced at the sub count and could of sworn it was 835k, then as I was watching the vid in my mind thought "yeah, that makes sense". Then realised it was ONLY 835... that's just criminal! Mate you deserve a lot more. Well done and thanks for the vid. Subscribed!
Thank you for your kind words. I’m relatively new to RUclips and just enjoying the ride =^.^=, we’ll get there one day!
Defenately good work on research!!!
Awesome breakdown and approach Tyler, thanks!!
Hey thank you Andrew, I'm glad you enjoyed the video!
You're welcome!
Killer work as always!
Thank you Aaron! Already started the next video =^.^=
0:32 THERE IT IS IT'S THE ONE
Just an iconic weapon sound.
Very useble! Thank you!
I'm glad you enjoyed the video =^.^=
1:56 I disagree, when you hold the gun, the power of the sound is much bigger and it has a much more rounded full sound, I would totally agree that a recording of it would need to be tweaked a lot before it sounds like the real thing
Awesome video thanks a bunch :)
I’m glad you enjoyed =^.^=
I like the intervention.
I’ll have to check that out!
Excellent video. Can i ask what the multiband compression was doing exactly? I always use it to move things out of the way of other things. Is it the same case here?
I use multiband compression to help squeeze the elements together so it feels like 1 sample instead of 3. I only blended it in at 10% as OTT has some VERY extreme settings.
For the master effects side of things, I used Multi-Band Compression the same way. More like glue to help make everything sound a little more even.
Does this principle of having body, tail, thumb, foley & transient apply to creatting punch, impact sounds? Thank you Tyler!
That it dose.
I think it would be a great Challenge to create all this from white noise.
If you're gonna use some layered weapon shot audio libraries then I recommend next 3 ones:
BOOM Library - Assault Weapons (In the PART 1 folder placed attached, close, medium, distant and tail layers of the shot to work with.)
BOOM Library - Guns Bundle (Same but similar files placed in the "Construction Kit" folder and called different)
Samplesourcer - Guns (There are close and distant sounds only but mono and stereo).
Also, if you want you can use sounds from games. For example - Battlefield 3 and Insurgency Sandstorm. Yeah, they're already processed but they are broked down into the separate samples and you still can use them...
And by the way - nice video. :)
Hello from Russia!
Hey, you can't go wrong with the Boom! I have just about everything from them and they are in my opinion top notch when it comes to sample packs. The Recordist & SoundMorph are two more companies I buy from a lot.
Whenever you need some more mechanism folley Lemme know! Glad you could use the montage footage I was like hey I know that guy lol
I'll be reaching out to you guys very soon! just got a whole new recording rig I want to try out for recording some foley & maybe a more gun sounds!
Wait you have almost 400 subs I tight you had like 400k lol good video
Hahahaha maybe one of these days 😂 right now I’m just enjoying the ride =^.^=
@@AftertouchAudio Well keep growing man I left a sub
0:52 yeah i liked the one from ww2 the most too. by the way thanks so much for this video.
I’m always a fan of darker sounding sounds. “Realistic guns” tend to be very bright so I usually aim for that low end punch haha. Glad you enjoyed the video!
Fantastic tutorial, I hope it’s helpful for my game, thanks!
P.S. Sorry for my English
Hey, I'm glad you enjoyed the video! Looking forward to checking out your game!
Honestly, the layered sound is better than the finished one.
It feels less muffled and more snappy
This channel is seriously a gold mine
Thank you =^.^= I'm glad you enjoyed the video! Got some really cool plans in the works for the next video!
@@AftertouchAudio Cool! Im in an audio engineering program and we're currently having a course in 5.1 post processing and audio design. Your videos are actually more helpful to get concrete tips on how to acually create good sounds. So well done!
Here's an extra challenge for everyone:
Using the knowledge on gun sound composition, make passable gun sounds using only synthesis: waveforms, white noise, modulations, filters, and basic effects (reverb/chorus). No sample allowed, just processed synth.
That would be a fun challenge m!
When your done making the sound effect how do you put it in the game?
I like the modern warfare 2019 sound
You and me both :) they are very punchy.
what are some good libraries of sounds that i could start with to then manipulate?
Here are some libraries that I use all the time.
For Single Guns: pole.se/shop/?like_name=gun
Good Collection of SWAT Style Guns: www.asoundeffect.com/sound-library/intervention/
Good Collection of Military Style Weapons: www.asoundeffect.com/sound-library/guns/
Best Guns On The Market: therecordist.com/product-category/hd-professional-sfx/guns-hd/
This is excellent, could you explain how to make a gun burst from there, I know I am asking a little bit much, but trying anyways, Thanks.
Hey Laurent, It really depends on what content you have access too, but if you are just doing single shots you can have them re-trigger at a constant rate (see my weaponizer video for that) or if you are working with libraries that have burst shots then using those would obviously be better.
@@AftertouchAudio Thanks a lot!
Wait this only has 7,000 views... WOW
Maybe one day we'll get to the 1,000,000 mark, but until then I'm just enjoying the ride =^.^=
thank you so much! i'm trying to make a zombie shooter game and was worried i would know how to make the gunshot effects sound good.
I’m glad you found the tutorial useful! Can’t wait to see your game!
I figured out your probably Canadian simply by the types of guns you could own and how you pronounced "pasta"
Is it that obvious haha.
You are just awesome...
No you are awesome!
Super awesome! What program are you using in this video?
I'm using a DAW called Nuendo, but I also use ProTools. If you are talking about what I used to edit the video it was Final Cut Pro.
@@AftertouchAudio Ok i'm gonna give it a shot, I totally go about sound design old school learning on my own. Here are some vids of mods I did the gun sounds for. It's my other channel, ruclips.net/channel/UCX3s9-U28T0JyS1fWWAQBwA
I am making a small film and don't have a large budget. do you have a video of just some gun sound effects for movie
Hey Nicholas, There are a lot of fantastic gun recordings by popular field recordists, I would have a look at ASoundEffects for some gun recordings if you are looking at doing everything yourself.
Im 13 and want to make gun sounds but cant legale use weapons. Do you have any idea what i can make? (I use Unity) THIS VIDEO IS ALSO DAMN GOOD !!!
There are lot’s of free resources for gun recordings around. While recording your own guns is fun it can also be dangerous for both you and the microphones. Try Sonniss.com or asoundeffect.com for some cool gun sounds =^.^=
When firing weapons you have to take into account if you're shooting from indoors or outdoors because they sound different. Also the weapon sounds different from the other end. Few games have been able to recreate the loud snap from an incoming bullet. First time I heard an incoming bullet i thought that's not what it sounds like in games or movies🤣😬
Yes and no. If you have your close mics set when you record outdoors you can place the samples in really any environment you would like using spacial processing.
Most of the time in games or movies we aim for hyper realism not realism we achieve this by making sounds sound bigger than they are so they can cut through a full mix better.
Hope that makes sense.
nice tutorial sir..very useful for me..😎new frend here..👍🙂
I’m glad you enjoyed the video Lebebz!
If only I was a sound designer and actually knew what any of this meant
I have a no-nonsense series where I break down plugins and sound design topics =^.^=
4:24 what's the waves plug in in the top left?
It is called MaxBass, it creates upper harmonics based on Sub Frequencies.
@@AftertouchAudio amazing, thanks!
@@AlvaroALorite Any time.
First time I've heard another sound designer compare us to chefs.
I compare us to Chefs and Animators all the time haha.
@@AftertouchAudio I do too. Because their palate is like our hearing. They decern flavour like we do frequency and amplitude.
@@johnmellor932 Exactly! I was a Chef for 5 years before getting into Sound Design and people are always surprised when I talk about Sound Design like making a good meatloaf haha.
Animators need to study the movement and inner workings of things and we as Sound Designers need to do the same thing. Understanding how most things work means we can more accurately recreate sounds.
Knowing which engine is in a car really helps accurately recreate car sounds in post.
Is it possible to get into sound design w/o having guns, or equipment to record them? Seems like such an expensive hobby to get into 😅
Yes, not all sound design is guns, and you have sub specialties within the field like ambiances, creatures, foley, music, dialogue editing, etc.
Is there an app for this on android im trying to make a boomer shooter and need some decent gun sounds
WW2 clip is from Cold War
You would be correct haha. This was one of my first videos I made on RUclips. I have a massive update to this video coming very soon.
@@AftertouchAudio Video is great, just a little mistake
@@Dekiro Oh I think I've counted like 15 visual mistakes in this video haha XD
i thought he was gonna say "hi this is gabe newell"
А куда пропали русские субтитры? (
what software do you use?
I use a program called Nuendo.
Okay, and what do I do if I don't have access to guns, a shooting range, and multiple microphones?
We actually got you covered. We are going out and recording over 121 guns with 14 microphones=^.^=.
www.kickstarter.com/projects/ultimateweaponsfx/master-gun-sound-effect-library-117-guns
Can we talk about these quickscope plays though??????
Haha they are some solid quick scopes 😂
i think the regular actual gunshot sounded way better . when compared the other seems extreamly over done i think the simple pop sounds sound good of a rifle
I can agree with you to a point, The gun sound design community is very polarizing some like things COD level processed and others like them to be raw and or super authentic.
can you make a realistic gun sound for payday the heist?
Do you mean like work on the game, or re-do some of there sounds?
@@AftertouchAudio make a mod
Good Good Good
Does anyone know the background music?
My bad, this was actually a custom track that I had made. There will be a new channel theme coming VERY soon!
Changed reply above ^^^
@@kobax9999 Ther will be a new custom theme coming to the channel very soon though!
Tapco sks 😤
I agree haha
So many guns to clean... 😅😅
niiiiceee
Thank you Rolex!
What Software?
In this video I’m using Nuendo and Ableton but I frequently use ProTools as well.
@@AftertouchAudio Ohh Okay Thanks Man! 👍
That poor, poor SKS
Haha, it will live =^.^=
1:50 ok well they DO sound like that just not yours lol. You just compared 2 very different calibers
While you are correct, they are different caliber weapons as I don't have access to higher caliber weapons in Canada. When comparing processed guns from films & video games to the raw recorded gun sounds, they sound drastically different.
Processed weapons have elements layered in them to fill out the frequency spectrum to add that satisfying Bang you get when you pull the trigger.
@@AftertouchAudio yeh I got you. I was sayin for the people who've never gotten to handle guns, they may feel a little let down lol
But it is still very much satisfying audibly and physically irl It's just not all composed and shoved through headphone speakers
@@imsavor 100%, I've gotten the privilege to fire a Barrett 50 cal, and man, you feel like you can kill a building with that gun. Even the Foley you get from that gun makes you feel invincible.
Here is an example of the same caliber round being fired as the AX-50, still missing A LOT of that punch that is designed by Sound Designers.
ruclips.net/video/5LjGgWro658/видео.html
@@AftertouchAudio I wanna shoot one so bad, i crie. But yeh I see what you mean
@@imsavor Highly recommends it, had to be my all-time favorite experience with guns. I've got to shoot a Desert Eagle but that gun scares the S*&% out of me.
well... i kinda have to disagree with you on the fact that you have to make the gun sound like that. because well the original sound had all the punch at one point which makes you feel it more than if you just made the sound range wider and longer that would only give it a less punch feel which makes it sound allot worse than just having all the punch come from one very strong punch which is when the bullet leaves the barrel.
gun sounds are like spikes the sharper the get the better.
+actually use a .338 lapua to generate a .338 lapua sound.
Hey Neccaps, I'm not 100% sure what point you are disagreeing with? I'm a big advocate of having more natural sounding guns in games, I'm not a huge fan of overly processed weapons, as you said I like to preserve that natural impact by layering different microphone perspectives.
It is like taking a 2D photo vs a 3D model, vs a textured model. 2D being 1 microphone perspective raw, 3D model being layered, and textured being processed.
But I'm not sure what comment I made that you are disagreeing with.
Thank you for using my music, but please credit me
You have been credited in the description.
I know preferences are a thing, but as someone who's seen a number of Fallout 4 Tactical Weapon mods use their own custom sounds, and then comparing to something along the sides of Weapons mods from entirely different games like DOOM 2, there's a vastly large difference in preference between _"realistic"_ and overall _"fun"_ gunshot sounds.
Kinda similar to how old Hollywood used to use the stock gunshot sounds for older Action movies in the 80's and 90's. The guns sound completely unrealistic, but they had that *_Uumoof_* of satisfaction every time there were fired.
Look at a number of _"Tacticool"_ weapons from the FO4 Community:
ruclips.net/video/HVfcN4XJOlg/видео.html
ruclips.net/video/_SRPpIlcdK4/видео.html
Now look at Weapon mods out of DOOM's modding community:
ruclips.net/video/JXUVOKU4Wsc/видео.html
ruclips.net/video/uKjB3eDiOss/видео.html
If there was a scale from 1 - 10 where 1 was realistic and 10 was over processed I find myself leaning more towards a 6. I personally like the more "fun" gun sounds over the super realistic gun sounds. Don't get me wrong, realistic has it's place I just don't find them as fun or satisfying to shoot over an extended gaming session.
I'm way over my head apparently
Naaaaa, one step at a time =^.^=
@@AftertouchAudio I didn't expect a reply at all, thanks for the great tutorial!
...and if anyone's curious: I'm using drums, with a phone mic, in a totally non-isolated room, with Audacity btw that's why I said that lol
Hey, if there is one thing I admire about that is you are actually doing it, instead of waiting to get "the right equipment or right samples". Get started with what you have around you and you'd be surprised what you can get with very little.
I know lots of trailer sound designers (guys who make big budget sfx for trailers) that use iPhone source recordings. More about how you use what you have than what you have.
@@AftertouchAudio I didn't really know what I needed precisely, before this video but still I get your point based on experience from other fields and that can be a huge fake obstacle as you've said. Thanks for the motivation and kind words!
👍
If aftertouch replied everybody, can he reply to me?
That I can haha
@@AftertouchAudio :O
@@masnu4921 =^.^=
:]
you mixed up ww2 and cold war
Yupp I did haha
Ok cool but what if im a 13 year old in a place with serious gun laws
I totally understand, I’m not allowed automatic weapons in canada so I have to use libraries and rely on others to record them for me.
Record what you can and buy or source what you can’t.
You love the gunshot from CoD: WWII? Boy, that's poor taste, imo. Also, real gun sounds don't sound like what the microphones have recorded at all. Please, for Pete's sake, don't make people misunderstand.
As for the gun sound, my biggest criticism is that the gunshot sounds quite muffled and not very dynamic. The punch is still lacking.
If you recommend people gun sound library, you shouldn't forget Frank Serafine's Guns of Cinema, Dynamic Range SFX Library (all CDs), and gun sounds found in Hollywood Edge Premiere Edition libraries, Soundstorm, and Soundelux (these were used in the good old 80s and 90s action movies and could be found in Sound Dogs, instead of buying the whole libraries at blood-sucking prices). 20th Century Fox, Universal Studios, and International libraries got lots of good old school gunshots used back in the 40s, 50s, 60s, and 70s, but they are low quality (not so cheap sounding, imo). If you are experienced enough, you could make very explosive gunshots out of those old school sounds. They are difficult to play around with, but you can make them more powerful as heard in many old movies (the raw samples are not as powerful, boosting the volume doesn't make them feel larger and adding distortion could kill the sounds).
Hey BlackHoleGnome.
That is the beauty of taste, it is subjective depending on who you are talking to. You are correct, nothing can beat the "real sound" as your microphone and recorder will always color the sound either slightly or drastically. Only having a single perspective of a gunshot can sound very thin so when I record guns I use a minimum of 5 microphones 1 close, 2 medium, and 2 far to help more accurately recreate the gunshot. What I had meant in the video is "this is what real raw recordings of guns actually sound like"
Thank you for your feedback on the sound.
It is very difficult to recommend gun sound effect libraries I have not personally used, but really any library from Hollywood Edge is fantastic, I have not been disappointed with a purchase from them yet.
@@AftertouchAudio Hollywood Edge's libraries are fantastic. Old but gold.
@@AftertouchAudio
btw, you can buy single Soundstorm's gun sounds from here: download.prosoundeffects.com/#!explorer?b=5065552
they are of good quality, and are used in lots of mid 80s to mid 90s movies.
No that is not how guns sound like, they are fcking loud!!! It is just recording equipment used are crap so a lot of clipping happen.
So clipping is actually how you get them super loud. If you set your recorder too quiet so they don’t clip, you end up with popcorn shots.
The transient is not super important, everything that happens after is.
We are currently going through the process of recording 121 guns all at 192KHz and at 32Bit and they sound fantastic. You still meed to snap the transient down with compression in order to get them loud.
Could you do recordings of Mountain Lions? I'm sick of hearing that same damn Puma noise that has plagued games like RDR1, RDR2, GTA V, and Far Cry 5. The worst part of it is, it was recorded back in the 1950's, and sound designers are still using them!!! TV is even worse about it!!!!!
I agree, I might actually make a trip out to go record them =^.^=
@@AftertouchAudio What I don't understand is, that there are so many sound effects for Lions and Tigers, but yet for cougars, it seems like everyone is opting for that noise that was recorded by John James McDonald or Robert O. Cook back in 1952. The surprising thing is, Skywalker Sound does not use this sound effect at all! And if they aren't using it, then why should all the second-rate sound companies be using it? I'm dead serious, how hard is it to record a mountain lion?
@@AftertouchAudio PLEASE DO SO!!!🙏🏻
Why would you blur out the game footage. You do all that editing but over look one such a dumb mistake
Which mistake are you referring to? There were a few editing mistakes in this video as I'm new to the video editing game haha. I use the Blur to so that is not distracting but still have something going on within the background.
@@AftertouchAudio you just don’t need to blur out gameplay to cover a few points. My dumb viewer opinion is that you should have blank background or just put the bullet points over gameplay. No need to blur
Thank you for your feedback.
I think that if you are not designing sound for somebody who owns $20,000 headphones 90% of this advice is useless
I don’t own $20,000 headphones. You just need to make things sound full