r/sounddesign

▲ 67 r/sounddesign+6 crossposts

Proteus Noir - Cyberpunk Is Not Dead [Industrial Cyber-Noir / Heavy Mechanical Bass]

u/Proteus_Noir — 1 day ago

We started a small brand of audio gear made by and for sound designers

Hi! I'm Artem, I work in game audio. My wife and I recently launched our store Ultrasonic Nexus – the home for our products. We create stereo microphones for professionals and creators, as well as audio cables that I have always dreamed of.

We spend a lot of time designing our products, testing them and perfecting every little detail. Everything is handcrafted with premium components. Over time, there is a good chance we will introduce sound design software as well. We hope for your support as we aim to grow this project into something much bigger!

https://ultrasonicnexus.com/

u/turboash — 2 days ago

Seeking Game Sound Designer - $6250 USD - 48 Sounds - Dungeon Crawler in the style of Final Fantasy, Dragon Age, Fable

Hello, we are a game dev team seeking a sound designer for our upcoming project in development. This is a fully fledged 3D dungeon crawler of AA production quality, and we are looking for talent that will meet our needs.

Our goal is to seek out one designer who can complete the sound set, but if we get a lot of really good applications, we might split the work/payment up accordingly. Many of the 48 sounds that we require are large spells and abilities that might be 5-7 seconds of design, and for "ultimate" abilities, maybe even more. Some sound assets will have looping elements as well.

A few things:

- We are not looking for a composer, only a sound designer

- Implementation will not be necessary, only sound assets

- Although this is a AA production, we would love if you could produce AAA quality sound assets in the style of the games listed in the title

- We do not require any certain years of experience or titles shipped, our only priority is high quality, modern, professional sound assets

- Obviously, make sure to drop your website/portfolio/etc

A brief sound design test will be required. You will design to some existing final fantasy footage, it will not be long. No more than 10 seconds of footage, if that. I will provide a link to the footage. You can send the completed test to me in whatever manner is most convenient for you, of course we will discuss the specifics of this privately.

If your portfolio contains redesigns of any of the games in the title, or related games, you might be able to bypass the test. We simply need to ensure that you have the chops to design in the style we are looking for.

Hope to speak with many of you soon!

reddit.com
u/LOADCOMPLETE_STUDIOS — 3 days ago

How to make this percussive sound

I'm stumped lol. I've tried using spectral gate compressor but it's not even close to that punchiness that I'm looking for. Any advice would be very much appreciated!

edit: it's the bass line that starts at 0:13

youtu.be
u/Gss_1056 — 1 day ago

Alternative to TTS, tools I could use to alterate voice recordings?

Hello everyone,

So I have no idea on where I could ask my question I'm not sure it does fit in here.

So I'd struggle to explain it clearly but I make some soundscapes since a long time, I used to write a lot and create audio files with TTS and then create a soundscape with it.

But the thing was that I enjoyed a lot how they used to sound unreal and robotic, it was a bit the point. Now that it is largely spread and used, the A.I voices are super realistic and the idea of it doesn't make me feel good.

I am a bit lost on what to do now, because I was telling myself I should simply accept to record my voice, but it's not what I ever wanted to do. Having another voice, not human was really a part of my artistic process I'm sorry it's hard to explain specifically because English is not my first language.

I wonder if I should spend time on creating a fake voice with preexisting tools, or if I should look into what I can do with my own voice. I know there are tons of possibilities to change it, but changing the pitch/adding effects and things like that feels like it'll just sound weird.

I did use my voice on video projects, and I always had positive feedbacks on how it can sound good and different from my natural voice so I guess I can try to record myself seriously and see what I could do with it. I'm wondering if I should also think about the process of recording itself and if I could obtain something I'd like.

Anyways, I'm trying to ask if people know any tools, or have any ideas, maybe ideas on how I could work on my own voice deeply?

(I use Ableton, a lot of different plugins and audacity)

Thank you!!

reddit.com
u/SwimmingFairies — 2 days ago

How to make voice sound like it's coming from inside a glass ball

Random question just something that came to mind, I was thinking about Chandelure (my favorite Pokemon) and was thinking about it possibly having a unique speaking voice, I describe it as sounding like it's speaking from inside its glass head, though the way I imagine it it's more like you crossed that idea with the sound of the Pokemon's cry (https://youtu.be/9qAix-3yY3Y) I was wondering how I could make some speech audio sound like I was imagining, and if taken a step further if it'd be possible to make a filter that would apply that effect to any voice recordings. I understand if it's a lot to ask, just something random I was thinking about. Thanks for your time!

u/Traditional_Curve708 — 3 days ago

Game sound design, ui sound effects and background music, paid freelance job

I am making a video game. I'm a developer and worked with a freelance ui/ux designer for this project because I was not happy what I produced on my own. Same thing for sound. I believe sound is an important part of games and I'm not happy what I did for the sound. So I want to work with someone who actually understand this job. Since this is the first time I will work with a sound designer I have no idea about the budget. I cant pay thousands of dollars but I can pay. Also job is not huge. As far as I understand I need 14 sound effects and maybe one or two jingle (background music). Even if your budget in several thousands I still want to hear, so I can understand better about this business which I dont have any idea. you can dm me if you want

reddit.com
u/1hsyn1 — 3 days ago

How would I pull a vocal effect off for Ripjaws?

Trying to get a similar fish-like vocals, how his voice ripples.

u/Lich-hull — 3 days ago
▲ 8 r/sounddesign+2 crossposts

Hi, I would like some feedback on my mixing.

I started recording and mixing songs about a year and a half ago. No singer yet, but all instruments are real perfomances except for the drums which are midis I wrote.

I think my mix are getting there, but there is still room for improvement and I’m not sure where to get it.

That’s why I try here.

Have a good listen!

Also that’s a pic of Guinness, my cat.

on.soundcloud.com
u/Teaumas — 3 days ago
▲ 12 r/sounddesign+1 crossposts

How to achieve these industrial percussion / drum sounds? (Linkin Park, Red)

Hey fellow audiophiles,

Can someone please explain how to achieve this specific drum / percussion sound? (Industrial Drum loop 1 | Reddit question). This snippet is the isolated drum part of the intro of the song "Gave It All Away - Red".
I am a pretty advanced music producer and I am familiar with terms like saturation, compression, bitcrushing, sample-rate reduction etc. But still, I have troubles coming even close to that sound.

Thank you and Cheers

u/IndependenceSuper740 — 4 days ago

Made this with a concert flute, a sample of a bird call, and guqin taken from a Chinese movie

And a whole lot of pitch shifting and EQ, naturally, but it's cool how you can do so much with just a handful of samples. The guqin is specifically from here, I've had a sample of this saved for years, so I've used it here and there for all sorts of things.

u/LethargicMoth — 5 days ago
▲ 3 r/sounddesign+2 crossposts

Can anyone identify this Mack truck or engine from a GTA sound? I’m trying to identify the real Mack truck or engine behind a heavy truck engine sound used in the older Grand Theft Auto games. The same engine sound can be heard on several heavy vehicles in GTA III, Vice City, San Andreas, Liberty

Can anyone identify this Mack truck or engine from a GTA sound?

I’m trying to identify the real Mack truck or engine behind a heavy truck engine sound used in the older Grand Theft Auto games.

The same engine sound can be heard on several heavy vehicles in GTA III, Vice City, San Andreas, Liberty City Stories, and Vice City Stories, including the Tanker, Packer, Benson, Fire Truck, Roadtrain, and others.

I eventually discovered that the sound appears to match a recording from the Sound Ideas Series 5000 Wheels library, listed as “Mack Transport Truck”.

I have listened to many recordings of Mack R600 and R700 trucks, but they do not sound like this one.

Does anyone here recognize the exact Mack model or engine from the GTA sound?

I’m especially interested in the model, approximate year, and engine type.

Any help from Mack enthusiasts, truckers, or mechanics would be greatly appreciated!

u/Amazing_Post_1408 — 5 days ago

How would you achieve a voice filter like Vilgax’s?

Preferably in DaVinci resolve

u/Lich-hull — 4 days ago

Fart sound mystery

I’m trying to trace the uncredited performer behind the most reused "movie fart" sound effect. Does anyone in this field happen know how these credits actually worked in the 80s?

Quick context on where I'm coming from: I'm not a Foley artist or sound designer myself, although I do music production as a hobby and have a general interest in sound design. I don't have insider knowledge of how commercial SFX libraries or Foley credits worked in this era. I've taken this about as far as I can from the outside, and figured this community might actually know things I can't find through public catalogs.

The short version:

There's a specific fart sound effect that's been reused constantly across film, TV, and animation since the late 80s. I traced it back to a 1987 recording session at Soundelux, later distributed commercially through *The Hollywood Edge: Premiere Edition, Volume 1* (Human Sounds disc). I can't find any individual credited as the performer or engineer for these specific recordings, even though other Soundelux effects from the same era do have named credits.

What I found:

The Human Sounds disc contains nine catalogued fart effects (PE1389-01 through PE1397-01), each described with specificity like “squeaker," "dribbler," "juicy," "balloon-deflating-like”. Metadata dates them to around 1987. One catalog note describes PE1389-01 as a shortened version of an earlier Soundelux recording, suggesting it draws from an existing archive rather than being recorded fresh for this release.

Two of the nine have documented production appearances that predate or coincide with the library's own release: PE1389-01 in *Caddyshack II* (1988), and PE1390-01 / PE1392-01 in *The Muppets Celebrate Jim Henson* (1990). PE1390-01 in particular — commonly known as “fart with reverb” online — shows up across an enormous number of productions in the decades since.

Soundelux was founded by Lon Bender and Wylie Stateman, and at least one other 1987 Soundelux effect I found has metadata explicitly crediting them by name as recordists. The fart effects, though, are attributed only to Soundelux as a company — no individual listed anywhere I can find, whether performer or engineer.

What I'm actually hoping this community can help with:

- Was it common practice in commercial SFX libraries of this era to credit individual performers/engineers, or was company-level attribution for library material the norm? I don't have a frame of reference for what's "missing" versus what's just how the industry worked.

- If someone specialized in human/body-sound recording at a house like Soundelux in the 80s, would that kind of role typically have a name attached anywhere — union records, internal notes, trade press?

- Are there standard resources (session sheet archives, SFX library databases, industry oral histories) that would go beyond what's in public wikis and catalog metadata?

- Is there a chance these weren't all performed by the same person, given the range of styles across the nine effects?

Not trying to make this bigger than it is, I just find it strangely interesting that a specific person's body noise became part of the standard sonic vocabulary for "fart" in global media, and their name seems to have genuinely disappeared from the record. If anyone here has industry knowledge of how Soundelux or Hollywood Edge handled this kind of thing, I'd love to know if this is even a solvable question or just how library work went uncredited by default.

reddit.com
u/Aggravating-Cup7963 — 6 days ago

How to make footsteps for a group sound good

Hello, as the title says I'm attempting to make a sound effect for a scene where three characters are walking along a stone path together. I came up with a sound effect for each person's footsteps that I think sounds fine on their own, but when I play them all together it just sounds chaotic and wrong.

The program I'm using is Audacity, the sfx I'm making this for is a comic dub so I don't have animation to base the timing off of. Common solutions I've tried: Filter curve EQ (made the steps sound better, but like I said the timing sounds wrong when all the tracks are put together), Auto-Duck (didn't really work the way I wanted it to, maybe because of the settings), panning the tracks based on where the characters are, and changing the pitch and tempo of the sfxs.

Here's the full footstep sfx

Here's the links to characters 1, 2, and 3

reddit.com
u/Any-Negotiation9944 — 6 days ago

Star Wars Blaster Sound Effect

Recording telephone pole cables with a contact mic to re-create the iconic blaster sounds from Star Wars. You can also get this sound from lots of other sources like radio tower cables, bridges and a slinky. In this video I used a Oaka Instruments Tellus contact microphone, bluetack and the Zoom F8n Pro

u/RareFindsSoundDesign — 8 days ago