In the first edition of Sunday Sound Effects Round Up in 2017, we have a copyright guide from Airborne Sound, a new library from SoundBits, How Justin Works from Pro Sound Effects, new of a Pro Pack for Windows users of Soundminer and a raft of interviews from the A Sound Effect blog.
Sound Effects Copyright Survival Guide from Airborne Sound
We have just come across this guide, which although has been around for a couple of years, is still a very useful guide and explains the key points. For example, did you know that when you buy a sound effects, you are buying license to use it, not the sound effect itself? I quote from Airborne Sound's guide...
However, when you purchase a sound effect from a Web shop or CD publisher you are not actually buying the sound. Instead, you are buying a licence. This means you are buying permission to use the sound in specific ways. It does not transfer ownership of the sound to you. The Web shop still owns the sound, and the copyright to it.
Even if you have been using sound effects for a long time, I do advise you check out this excellent guide from Airborne Sound.
SoundBits Release The Blacksmith Sound Effects Library
The Blacksmith Sound Effects Library from SoundBits features 800 files with over 1000 sounds that were recorded while a one day visit at an old Forge from the last millennium. All sounds were recorded in MS using a Sennheiser MKH-8050 + Ambient ATE 208 going in a Sound Devices 788T in 192kHz and 24Bit.
You get tons of hammering metal on an anvil of course but also many other generic forge sounds right up to more unusual sonic experiences. Mostly metallic sounds. From tools handling, metal hits, drops, clank of chains to vibrating metal poles, rattling cranks, wooden hatches and much more
Categories: Foley, Hard FX, Impacts & Destruction, Materials & Textures, Mechanics, Scrapes & Squeaks, Sound FX Libraries Tags: Anvil, Blacksmith, Chains, Forge, Hammering, hits, Hitting, Metal, Working
- Price 48,00 Euros incl. VAT
- Number of files: 800 Files (1000++ sounds)
- Quality: 192kHz / 24bit / Stereo
- Total Size: 4,05 GB
Pro Sound Effects Show How Justin Works
Justin Hollis from Hexany Audio is a game sound designer. The team at Pro Sound Effects recently had the chance to catch up with Justin and Hexany Audio, a Los Angeles-based audio team specialising in original music and sound for games, VR and interactive media. Their credits boast a variety of games from AAA to indie (Family Guy™: Back to the Multiverse, Disney Infinity, Meridian: Squad 22) as well as trailers, ads, and corporate branding for huge companies (Coca-Cola, AMC Theatres, Ford).
In their interview with Justin Hollis, Hexany’s “master sound designer, Pro Tools ninja, and go-to nerd for all things sound,” they discussed time-saving tips, his experience working on the reboot of the classic King’s Quest game series, and how the team’s communication at Hexany has contributed to their success.
You can read the interview in full on the Pro Sound Effects website.
Soundminer Announces ProPack For Soundminer HD Plus For Windows
With the announcement for the ProPack for Windows, Soundminer finally closes a gap that many Windows users have been waiting for a long time as many pro Windows users have asked for a 'pro' version for their preferred platform. Well, it's here. The ProPack is a collection of specifically designed features for the professional sound designer on Windows that parallels the Soundminer v4.5 Pro product for Macintosh.
The ProPack for the Windows version of Soundminer HD Plus has a variety of new features, from the big Soundminer V4 Pro application for Mac. The ProPack has new features like the Multi-channel leg picking, higher sample rates up to 192kHz, VSTRack, metadata workflows, Soundminer V4.5 waveform controls, and more.
The ProPack will be available as an add-on to any Soundminer HD Plus Windows license, but until February 2017, it is free for anyone to try out!!
A Raft Of Interviews On The A Sound Effect Blog
Asbjoern has been releasing interviews on his A Sound Effect blog so frequently that I need to do a highlights story to play catch up! Click on the links to read the full story....
How Tim Nielsen & Team Made ‘Moana’ Sound So Good: Disney’s Moana is a huge hit at the box office, and in this in-depth A Sound Effect interview, award-winning supervising sound editor Tim Nielsen shares the story on how the computer-generated world of Moana was brought to life with sound. He covers everything from creating the sound of Moana’s rich, watery world, inventive sound design approaches and intense Foley sessions, to lava god vocalisations, comedic chickens — and the challenges of creating (sufficiently) festive wooden impact sounds.
Creating The Poetic Sci-Fi Sound Of ‘Arrival’: Critics describe Arrival as ‘a must-see experience for fans of thinking person’s sci-fi’ – and in this A Sound Effect interview with the Arrival sound team, you’ll discover why the sound for the film is definitely something else too. Supervising sound editor Sylvain Bellemare and supervising re-recording mixer Bernard Gariépy Strobl share their reality-based approach to designing and mixing the sci-fi film Arrival.
Behind the Incredible Sound of 'Battlefield 1': ‘Battlefield 1’ from EA DICE is out for PC, Xbox One and PS4. One area that stands out in particular is the sound.A Sound Effect present this in-depth look at the clever, creative work that went into creating the game’s spectacular sound. Orchestrating this epic audio undertaking is Bence Pajor, the audio director on Battlefield 1. He’s joined by Lead Sound Designers Andreas Almström and Mari Saastamoinen Minto.
Recording the strange sounds of Ringing Rocks: The ringing rocks in Pennsylvania are a mysterious natural phenomenon, and no-one can explain exactly what causes these boulders to ring when you hit them. But they do ring for sure, producing chime-like tones – and now recordist Thomas Rex Beverly has created a new SFX library with these sounds. Here’s how he captured the sounds of these strange rocks.
Behind the stealthy sound of Dishonored 2: Dishonored 2 won the award for Best Action/Adventure Game at The Game Awards 2016, critics are loving it – and in this in-depth interview, Thomas Mitton, Frederic Devanlay, Fabrice Fournet and Arnaud David give you the full story behind the sound for the game. The sound team, led by Arkane Studios’ Audio Lead Thomas Mitton, discuss their approach to improving upon their audio design for Dishonored. Find out how they took advantage of their new Void game engine, how they designed sounds for new player abilities and new locations, and how they improved immersion through sound.
Creating the retro-futuristic sound of Event[0]: Event[0] is an exploration adventure game released by French development team, Ocelot Society. As a clear choice for fans of Zork and Portal, the experience is crafted with puzzles, personality and lots of artful, detailed audio. A Sound Effect were able to speak to sound designers Matt Bonneau and Swann Menage about the game’s audio and learn how they sowed character into a ship who has accepted its speckled solitude.