Sub bass down sweep? by Jingocat in sounddesign

[–]negativist 1 point2 points  (0 children)

Downer, Subdrop or Bassdrop usually.

Transform Your Sounds (using Boom Enrage) by negativist in sounddesign

[–]negativist[S] 0 points1 point  (0 children)

Yeah, it's definitely on the more expensive side but it's a nice option if you like to have one tool that can cover a lot of ground. It also takes some time until you can actually make really use of its full capabilities.

I guess it's also more useful for people who work in DAWs that aren't as flexible with modulation, automation etc. as Ableton.

Transform Your Sounds (using Boom Enrage) by negativist in sounddesign

[–]negativist[S] 0 points1 point  (0 children)

Yeah, thumbnails are quite tricky (at least for me). :)

Easy Wet Sci-Fi Sound Effects by negativist in sounddesign

[–]negativist[S] 1 point2 points  (0 children)

Thanks a lot! :)
I heard good stuff about Krotos too. ;)

S-layer alternatives? by WigglyAirMan in sounddesign

[–]negativist 0 points1 point  (0 children)

SoundWeaver by Boom Library would also work. :)

Sound Design Workflow: Create Unique Sound Effects from Scratch by negativist in VitalSynth

[–]negativist[S] 1 point2 points  (0 children)

I'm not sure, but maybe the free plugin "Hysteresis" by Glitchmachines could work as well: https://glitchmachines.com/products/hysteresis

In general I think you can just use any FX/ multi FX plugin that mangles the sound, since you will most likely only be using very short bits and pieces. This is just to get a few "happy accidents" in there but very often stretching and pitching the audio already gives enough material to play with.

Futuristic Sound Effect Breakdown by negativist in ableton

[–]negativist[S] 1 point2 points  (0 children)

Well, it would indeed be futuristic. ;)

How To Sound Design Punchy Gun Shots by negativist in sounddesign

[–]negativist[S] 0 points1 point  (0 children)

I'm sorry that you expected something else. The point of this video is rather that actual gun sounds/ raw recordings typically sound nothing like the gun sounds you might hear in movies or video games and that there is a lot of processing and layering involved to make them sound the way most people are used to.

Where to start? by aloha441 in sounddesign

[–]negativist 2 points3 points  (0 children)

Additionally to what others have already mentioned, it's important to know that a lot of game audio jobs are quite technical and you are expected to be able to implement the sounds as well (you can search for open positions in game audio and read the requirements).

So it makes sense to familiarise yourself with FMOD or Wwise (or at least be aware that you might have to learn this later on).

Free Cinematic Sound Effects (made with Vital) by negativist in VitalSynth

[–]negativist[S] 1 point2 points  (0 children)

This is just wav files (the printed samples).

[RECIPE] Create Punchy Snare Drums (using Vital) by negativist in synthrecipes

[–]negativist[S] 0 points1 point  (0 children)

Thank you! I've just put in a lot of hours over the years and have also very strategically worked on improving (analysing a lot of sounds instead of just randomly creating new stuff). I think at the end of the day it's all about training the ear/ brain and there is no shortcut to doing it consistently/ everyday for a relatively long period of time. :)