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Hi there David here from David
David audio.com.
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And in this video I'll be showing you
how to create some sort of combat sound
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effects by breaking down a redesign I did
from the video game Ghost of Tsushima.
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So I actually took a little combat
sequence.
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I redesigned it,
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put in all of my own sounds,
and I'll show you later by later
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what I used, how
I used it, how process did
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so that by the end of this video,
you'll be able to go
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and use your own sound effects,
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record your own sound effects, and
and create your own sword sound.
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Combat sound effects.
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All right, so before we jump into it,
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if you are a sound designer,
I have a little gift for you.
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It is my five layering techniques guide.
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This is a guide of different
layering techniques
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that are used to create sound effects
and other professionals use as well.
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So, if you want to, I'll be free.
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Links will be in the description below.
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All right. Let's get into our project.
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All right.
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So here we are, within Reaper.
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And, this is the little sequence I have,
and I like I normally like to start,
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I like to play a bit of the original game
audio so that we can listen to what,
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is in the actual game,
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and then I'll play you my redesign,
and then we'll go from there.
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So, for this video, actually,
I won't be playing the whole,
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of the video here
because there is some talking in there.
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So, unfortunately I won't be able
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to play the whole thing,
but I'll play a little clip.
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So just we have some ideas of
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of the quality of sounds
and the types of sounds over here.
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So let's have a listen here. I'm.
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I've done,
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All right.
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So there's a little bit
of the original game audio.
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And now let's have
a listen to the redesign.
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One more time.
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Yeah.
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All right,
so that's the full redesign there.
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Not very long, but, a lot to go over here.
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So why don't we start?
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You know what?
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Let's start with something simple here,
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which is just going to be the background
ambiance.
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I usually end with this,
but I'll start with it here,
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just because it kind of sets
the tone for the scene.
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Obviously it's
raining outside a little bit, dark. So,
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what I did is
I had a recording that I had done,
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from, at my house when it was, the
when there was some rain outside.
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So, this is the recording here.
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And then what I did is
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I just added some track space around here,
and it's very low, ratio here.
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You can see it's at 9.5.
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And basically what I'm putting in
there are all the sound effects,
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all the,
the weapon swings and metal impacts
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and all of that, is going through this
channel so that it kind of,
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because I want
those to be more important than the rain.
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So the rain is kind of a background thing.
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But yeah.
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So, so that's all that's doing there.
Nothing. Nothing complex here.
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I recorded this with the little music
pro's, microphones with my zoom F6,
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and and that's it.
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So it's, it's just my own little recording
I did here.
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All right, let's jump into some of these
sound effects that I created here. So,
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right, right at the beginning here.
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I started off with this, with this sound.
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So let's have a listen to it,
and then it will break it down.
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All right.
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So for these sound effects,
for these, like, swords,
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sounds, there's a few different layers
that I like to use.
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So let's go over these.
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So the for the first one
here that it uses this one
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and it's just a swing.
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So I don't remember what I saw here.
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I think what I did here was a
I had a metal pole
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and it kind of
had like a hole in the middle.
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So it kind of created this,
like tonal sound.
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So it sounded really nice
and so that is the swing sound.
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That's the swing portion.
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And again
here you can see I had a track spacer
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just so it doesn't mask
any of the other elements in here.
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So I'm putting I think
probably this element through in here
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so that it doesn't mask it.
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So that's the first layer.
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Next one here we have
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some some sword sound.
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So the way I created this was actually
just scraping two knives together.
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And then also I also had a knife impact.
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So I had like knives
hitting knives together.
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And then so that's what I did.
So I scraped them.
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That was like one recording
and then the impact
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and that was the other recording put them
together. And that's how I got this.
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So this is like it's
kind of a design design sound already.
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But I just kind of stuck it in here
because it's all kind of nice.
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So it was like the other.
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So you get
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the whoosh
and then you get the metal, scrape impact.
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And then I just wanted to emphasize
that quite a bit more.
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So here I have some other metal sounds.
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So again this is emphasizing a bit lower
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frequencies, lower pitch together.
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Right.
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So you get to get a fuller
sound with that.
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And then you also have this one here.
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This is more of a,
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it's a, I guess a more of a blunt sound.
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So you get the, the sound level of the
like you're hitting, a metal
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something that's,
that's a bit harder and more blunt.
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Right.
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So it just helps that, again,
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you're kind of filling out the frequency
of the sound, help filling out,
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it makes the sound feel bigger.
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And then the last element here
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and this one's kind of optional.
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It is a, an impact
sound, like a kick type of sound.
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So let's let's have a listen here.
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So you can see here let's look at some of
the processing on that I did on this.
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So I did some tweaking here because
of probably some resonant peaks here.
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Let's have a listen.
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Yeah.
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You can hear there's like this
a peak right at around 300.
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If I take it off it, you don't hear it.
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Right.
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And then I just reduce some of the bass
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because it was probably a bit
too busy again here putting,
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track spacers so that it doesn't clash
with any of the other layers.
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No masking going on,
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and then that's pretty much it.
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So this layer,
I actually created this using,
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a technique that I like to use
to create new sound effects.
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I'll link it up in the cards above,
but basically, I create a whole bunch
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of, like, weird sounds,
and then I go in, chop them up,
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and then I basically created
a kick out of this,
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but I kick, I say, it's a kick.
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It's like, same idea.
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I was like, I'm pitching down,
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the sound really fast.
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So you get kind of this impact on
and then a process and stuff like that.
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Anyway, so I'll put a link for the video
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if you're interested
to see how I created this.
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But this is it here.
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It almost doesn't feel like it
fits in the video.
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Like in the, in the, in the scene here.
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But if you so if you take it off
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let's have a listen with it off.
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And then I'll put it back on
so we can hear the difference.
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So that sounds okay.
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It sounds sounds fine,
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but you're just missing the weight
of the impact of the of the hit.
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So with this on now right.
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You really get that weight that,
that that just helps
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to make it punch you in the chest
and makes it just sound so much better.
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So that's what that is doing there.
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And I did that for pretty much every time
there was a sword hit or clang.
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All right. So that is that first sound.
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And you can see there's three elements
that I like to use.
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There's the woosh.
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There's the the metal scrapes,
the metal hits and then the kicks
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or sorry, like four elements,
I guess you could say. Right.
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And you're going to see this happening
for all of these sort of impact sounds.
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So that's, that's the first one here.
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Next, what I'm going to do
is they're going to be the same thing.
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So let's have a listen to this one here.
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So this is the second one.
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Right.
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So again
I still want to have something similar.
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So we'll see here this again
another war sound.
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It's probably something similar
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from the same recording session
that I did for the previous one.
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So just so there's that kind of continuity
and sound, if you will.
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So there's that wish.
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And then here I have that metal impact,
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okay.
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That's more high frequency content
right there.
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Sounds good.
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This one's more mid.
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And you can see here I did have an EQ.
Let's see what I'm doing.
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Yeah. So I'm just kind of reducing
a bit of the lows here.
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So if I take it off
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right you have that sub.
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And I didn't really need it there
because I knew
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I was going to add
some sort of kick after that.
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So that's why I took it off from here.
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So now with these two.
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And then with the wish.
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Right.
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And then finally the last element here
is going to be our kick.
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Right.
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So that's that's the sound here.
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Again it sounds kind of extreme.
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You don't need it technically
I'm saying need it. You don't need it.
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You could use some other kind of sub
element here or some other kick or punch
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or impact sound here.
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But I find that these have been,
like these worked really well.
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At least I like them.
I like the style of them.
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But again, you could definitely experiment
and try to replace it with different,
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different like, impact sounds here.
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So altogether now we have this again.
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You can see here, similar elements here.
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You have your, your wish to metal hits
to fill out the frequencies of the metal.
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This one's more pitch down. And then,
of course, you have your hit down here.
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Right.
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So now, together with these two.
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Right.
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You have these, different pitches,
different frequencies being accentuated,
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especially here.
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It's a bit lower than the second one here
is going to be higher.
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Right. You don't want it to sound same.
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So that's that's that's you
can you can hear it obviously.
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And you can tell
because I'm using different samples here.
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So all right let's move on to now
the next impact sounds here,
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which is down here.
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All right.
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So let's have a listen to this one here.
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So this one, I started to,
just kind of change up a bit.
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So let's have a
listen to what I have here.
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So, I'm pretty sure there's some other.
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I feel like there's missing a sound, like,
right when it hits here.
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Okay,
so this here is part of the fourth one.
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So I'm going to actually move this up
into this fourth folder here.
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There we go. Okay.
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So that's the sound.
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Let's have a listen to these layers here.
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Again this is a design metal hit.
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Again
these are just sorts that I took together.
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Layered them up,
pitch them down differently.
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And so they're just a bit basically
stacked different sort of impact sounds.
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Sorry I sort I mean knives.
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So I just recorded
a bunch of different knives at my house,
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layer them, pitch them, and,
put it together.
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Sounds like this.
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So that's a cool sort sound.
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Then here I did something different
instead of having a wash, I actually
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or sorry, like a swing sound from like
swinging stuff in front of my microphone.
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I actually used a wash.
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So the reason I did that,
or at least my thought behind it
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originally
when I was doing the redesign, is that
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because now we're switching
to the main character attacking,
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I want it to have a different feel
for the sound.
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I wanted to have a sound
that was more aggressive, more powerful.
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So that's why I'm using a wash.
242
00:10:31,700 --> 00:10:35,266
It's a bit fuller
and a bit more, aggressive.
243
00:10:35,266 --> 00:10:36,683
At least that was my idea behind it.
244
00:10:36,683 --> 00:10:38,933
I'm not sure if it came across that way.
245
00:10:38,933 --> 00:10:40,366
But yeah, that's how what I would do here.
246
00:10:42,350 --> 00:10:43,666
So that's that right there.
247
00:10:43,666 --> 00:10:45,300
And then the last here.
248
00:10:45,300 --> 00:10:47,066
That's the last layer again.
249
00:10:47,066 --> 00:10:47,566
Yeah.
250
00:10:47,566 --> 00:10:50,566
That that kick that, that
just kind of fills out the low end.
251
00:10:50,900 --> 00:10:53,900
If we look at processing for this one
here.
252
00:10:55,583 --> 00:10:57,050
I have some track space here.
253
00:10:57,050 --> 00:10:59,766
And it's probably being
254
00:10:59,766 --> 00:11:02,666
I as I'm probably using this layer here
to cut through here
255
00:11:02,666 --> 00:11:06,800
or actually maybe both of them to onto
here so that as soon as as the impact hits
256
00:11:07,700 --> 00:11:10,316
it ducks this wash sound, because I just
don't need it at that point.
257
00:11:10,316 --> 00:11:11,483
It's really the wash is really there
258
00:11:11,483 --> 00:11:15,116
just to accentuate
like the going into the, the sort impact.
259
00:11:15,833 --> 00:11:17,366
And then here.
260
00:11:17,366 --> 00:11:19,650
Yeah. So I cut out a lot of the
lows. So if I take that out.
261
00:11:22,883 --> 00:11:24,500
It's really low.
262
00:11:24,500 --> 00:11:27,500
I really just needed that,
that top portion.
263
00:11:27,650 --> 00:11:30,650
So all together now.
264
00:11:31,100 --> 00:11:32,366
So that's impact number three.
265
00:11:32,366 --> 00:11:33,900
That's from the main character.
266
00:11:33,900 --> 00:11:36,900
And then let's go into impact number
four here.
267
00:11:39,016 --> 00:11:42,016
Here we go.
268
00:11:43,200 --> 00:11:43,466
All right.
269
00:11:43,466 --> 00:11:46,466
So here again I use the same wash sound.
270
00:11:46,466 --> 00:11:47,850
Because again like I said before
271
00:11:47,850 --> 00:11:50,850
I want to make the character
have a different kind of power to it.
272
00:11:51,650 --> 00:11:54,500
So same
processing is going on on this wash,
273
00:11:54,500 --> 00:11:58,616
but here I use something a bit different,
which was I recorded, some metal.
274
00:11:58,850 --> 00:12:02,483
I get knife sound, but this time I want
to use something that were ringing a lot.
275
00:12:03,083 --> 00:12:05,400
And the reason for that is because
276
00:12:05,400 --> 00:12:08,933
you have this final hit here
where it kind of gets deflected,
277
00:12:10,550 --> 00:12:10,850
right?
278
00:12:10,850 --> 00:12:13,066
And it kind of lasts a long time
before they keep attacking.
279
00:12:13,066 --> 00:12:17,266
And also, just from the original, video,
I know you can't hear, but,
280
00:12:18,533 --> 00:12:21,533
there was that that kind of like,
sort of ringing sound.
281
00:12:21,650 --> 00:12:24,650
It was actually a lot more accentuated
that, this one, but that that's why
282
00:12:24,650 --> 00:12:27,650
I wanted to kind of
imitate a similar effect here.
283
00:12:27,716 --> 00:12:30,716
So let's have a listen to here.
284
00:12:32,333 --> 00:12:34,500
So that is the sound, the sword sound.
285
00:12:34,500 --> 00:12:36,116
And I have a few things going on here.
286
00:12:36,116 --> 00:12:39,116
I, I'm not sure I'm using this
287
00:12:39,566 --> 00:12:40,016
okay. Yeah.
288
00:12:40,016 --> 00:12:42,266
So I am using this
I was using this to pan.
289
00:12:42,266 --> 00:12:45,150
I mean I could have just used the pan.
I don't know why I use this.
290
00:12:45,150 --> 00:12:47,933
Anyway, I use the plugin to pan
the sound to the right,
291
00:12:47,933 --> 00:12:50,933
because the player moves to the right
after the effects.
292
00:12:51,083 --> 00:12:53,516
Right.
So the sword is kind of on the right,
293
00:12:53,516 --> 00:12:55,133
and I'm
pretty sure I'm doing the same thing.
294
00:12:55,133 --> 00:12:57,750
No, I'm not doing the same thing
there. Yeah. So that's what this is doing.
295
00:12:58,733 --> 00:13:01,733
Here I have a filter.
296
00:13:03,150 --> 00:13:05,516
Just because I don't I guess I didn't
want the entirety of the sound.
297
00:13:05,516 --> 00:13:08,516
So if you take it off.
298
00:13:09,600 --> 00:13:11,333
No, it's still sound is about the same.
299
00:13:11,333 --> 00:13:13,950
So it must have been
because I really wanted
300
00:13:13,950 --> 00:13:16,883
to accentuate the frequency
that is ringing, which is right here.
301
00:13:16,883 --> 00:13:18,616
So I found out where it was, put it.
302
00:13:18,616 --> 00:13:20,933
I put the filter there
and kind of did a small peak.
303
00:13:20,933 --> 00:13:23,933
It's really not very much,
but it helps to bring it out a little bit.
304
00:13:24,683 --> 00:13:24,916
All right.
305
00:13:24,916 --> 00:13:27,533
Next we have this one.
306
00:13:27,533 --> 00:13:29,033
So again a lower frequency to
307
00:13:29,033 --> 00:13:32,033
to match this higher frequency hit
308
00:13:32,783 --> 00:13:35,783
together.
309
00:13:36,683 --> 00:13:36,983
Good.
310
00:13:36,983 --> 00:13:40,700
And then lastly here again another impact.
311
00:13:40,700 --> 00:13:44,850
And you'll notice like every time I have
a different like low kick or low impact
312
00:13:44,850 --> 00:13:46,516
sound, they're all a bit different right.
313
00:13:46,516 --> 00:13:48,866
They're not sounding all the same
because they're
314
00:13:48,866 --> 00:13:51,200
it just would
distract the player's attention
315
00:13:51,200 --> 00:13:53,750
because it'd just be really obvious that
everything is starting to sound the same.
316
00:13:53,750 --> 00:13:55,066
So they're all a little bit different.
317
00:13:55,066 --> 00:13:56,633
They're all have
a different quality to them.
318
00:13:57,716 --> 00:13:58,200
And yeah.
319
00:13:58,200 --> 00:14:00,450
So now if I play all these
the same, sorry.
320
00:14:00,450 --> 00:14:00,800
All these.
321
00:14:00,800 --> 00:14:03,266
Well that's the sound.
322
00:14:03,266 --> 00:14:05,783
So again you'll notice a similar thing.
323
00:14:05,783 --> 00:14:07,066
You'll have a water swing.
324
00:14:07,066 --> 00:14:09,316
Some metal hits usually have at least two.
325
00:14:09,316 --> 00:14:11,633
One for high frequency, one for low.
Sometimes I'll have three.
326
00:14:11,633 --> 00:14:14,633
And then I have some sort of kick
to to fill out that sub.
327
00:14:15,016 --> 00:14:15,266
All right.
328
00:14:15,266 --> 00:14:18,450
Let's go over some of the,
some of the Gwar sounds.
329
00:14:19,200 --> 00:14:20,700
There was actually some more sword
sound, so.
330
00:14:20,700 --> 00:14:23,700
But what I did for these,
they were actually already pre,
331
00:14:24,916 --> 00:14:26,000
pre-made sounds.
332
00:14:26,000 --> 00:14:28,850
So if we listen here.
333
00:14:28,850 --> 00:14:31,850
So that's the sound that I predesigned
it's all baked into one.
334
00:14:32,550 --> 00:14:34,433
So actually already
I just dropped it in here.
335
00:14:34,433 --> 00:14:35,516
Same thing with this one here.
336
00:14:37,400 --> 00:14:38,033
But again
337
00:14:38,033 --> 00:14:41,700
it's all the same same kind of layers
that I used.
338
00:14:41,866 --> 00:14:42,900
Just different. Different sounds.
339
00:14:42,900 --> 00:14:46,850
Different, recordings that I did
and then put them in here and in terms of,
340
00:14:46,850 --> 00:14:48,866
like editing or, processing,
341
00:14:48,866 --> 00:14:50,850
I'm taking off a little bit of the low
end for these,
342
00:14:50,850 --> 00:14:52,883
probably
because they're like way too busy.
343
00:14:52,883 --> 00:14:55,883
I just didn't need it to be that much.
344
00:14:55,950 --> 00:14:58,950
And same thing with this last one down
here,
345
00:14:59,666 --> 00:15:00,800
right? That was the final one.
346
00:15:00,800 --> 00:15:01,850
And this is kind of the final blow.
347
00:15:01,850 --> 00:15:03,383
And then we have
all of these core elements.
348
00:15:03,383 --> 00:15:05,033
And then so let's go over some of these.
349
00:15:05,033 --> 00:15:08,033
So let's go over this one here.
350
00:15:08,933 --> 00:15:11,333
So this one is just a sound that I made
with my mouth.
351
00:15:11,333 --> 00:15:15,316
And yeah, it's just a, it's
just that kind of bring out some
352
00:15:15,383 --> 00:15:18,766
I mean, maybe the characters like dying,
but also as I tried
353
00:15:18,766 --> 00:15:21,916
to make it kind of sound like, gory
or like bloody or something like that.
354
00:15:25,383 --> 00:15:26,700
Yeah.
355
00:15:26,700 --> 00:15:29,700
So you kind of can't hear it,
but it's in there.
356
00:15:29,700 --> 00:15:32,700
The other sound I have here is.
357
00:15:32,700 --> 00:15:34,666
So that's,
that's the final swing afterwards.
358
00:15:34,666 --> 00:15:35,400
So this is the final.
359
00:15:35,400 --> 00:15:37,766
That's this the first of
360
00:15:37,766 --> 00:15:38,666
that's the second one.
361
00:15:38,666 --> 00:15:41,116
Again, everything is baked into these.
362
00:15:41,116 --> 00:15:43,250
And then I have this one here.
363
00:15:43,250 --> 00:15:46,250
So I guess this one
I wanted to have more of a swing sound.
364
00:15:48,166 --> 00:15:49,283
So that's what that one is.
365
00:15:49,283 --> 00:15:51,800
So this is a wash
366
00:15:51,800 --> 00:15:53,816
that's helping to accentuate this.
367
00:15:53,816 --> 00:15:56,816
So without it.
368
00:15:57,383 --> 00:15:58,066
All right.
369
00:15:58,066 --> 00:15:58,316
All right.
370
00:15:58,316 --> 00:16:00,950
Let's actually go into some of these core
sounds here because there's quite a few.
371
00:16:00,950 --> 00:16:03,950
So let's play it all together
and then I'll break it down.
372
00:16:09,450 --> 00:16:11,400
All right.
373
00:16:11,400 --> 00:16:14,400
So let's go with this one here.
374
00:16:15,083 --> 00:16:17,116
So a lot of these
I didn't actually design them.
375
00:16:17,116 --> 00:16:19,850
So I'm just going to play them
and show you what they are.
376
00:16:19,850 --> 00:16:23,866
But these are all from, library I think
I think they're from different libraries.
377
00:16:24,650 --> 00:16:25,916
But. Yeah. So this is the first one here.
378
00:16:27,000 --> 00:16:30,000
So this is like the initial, like slash,
379
00:16:30,600 --> 00:16:33,150
the first, like wound.
380
00:16:33,150 --> 00:16:36,150
To mark that, he's going
to, you know, kill the player.
381
00:16:36,950 --> 00:16:38,666
So you have this deep sound here.
382
00:16:38,666 --> 00:16:41,750
You have some more blood dripping.
383
00:16:42,266 --> 00:16:45,266
So this is for like after the,
the the wound sound.
384
00:16:45,800 --> 00:16:46,066
Yeah.
385
00:16:46,066 --> 00:16:49,066
This one here.
386
00:16:49,433 --> 00:16:49,650
Right.
387
00:16:49,650 --> 00:16:51,050
That's the main body of the sound.
388
00:16:51,050 --> 00:16:53,000
Like,
if I take this off, you'll probably like,
389
00:16:53,000 --> 00:16:54,450
you'll probably tell, like, it's
very basic.
390
00:16:54,450 --> 00:16:57,566
Yeah, but it sounds very bare.
391
00:16:57,566 --> 00:17:00,566
So this is like the main sound of the,
the blood.
392
00:17:01,316 --> 00:17:04,316
I kind of just drop this in here as is,
393
00:17:04,466 --> 00:17:06,983
I think this is from sound morph.
394
00:17:06,983 --> 00:17:07,316
Yeah.
395
00:17:07,316 --> 00:17:09,833
Let's go into this one here
396
00:17:09,833 --> 00:17:10,166
again.
397
00:17:10,166 --> 00:17:13,133
This is an impact sound
just to mark the hit
398
00:17:13,133 --> 00:17:15,266
kind of matches with that.
399
00:17:16,883 --> 00:17:17,116
Right.
400
00:17:17,116 --> 00:17:20,116
Just very impact.
401
00:17:22,066 --> 00:17:22,283
Right.
402
00:17:22,283 --> 00:17:25,516
And then finally when the body falls
I have another one here, which is this.
403
00:17:28,916 --> 00:17:31,500
So that's that's the final file
actually this lesser from the bottom.
404
00:17:31,500 --> 00:17:32,633
So here we have.
405
00:17:32,633 --> 00:17:34,850
So there's two parts to this
like this fall.
406
00:17:34,850 --> 00:17:37,766
There's that when the player falls on it
on the knees and then on the ground.
407
00:17:37,766 --> 00:17:40,500
So I wanted them to to sound different
408
00:17:40,500 --> 00:17:41,600
and to have different weights to them
409
00:17:41,600 --> 00:17:42,866
obviously
because they're not going to be the same.
410
00:17:42,866 --> 00:17:45,200
So when he falls on his knees,
I need it to be a bit lighter.
411
00:17:45,200 --> 00:17:46,316
And then finally when he falls here
412
00:17:46,316 --> 00:17:48,500
on the ground, it's
going to be the heaviest fall.
413
00:17:48,500 --> 00:17:51,500
So here is the knee fall.
414
00:17:54,050 --> 00:17:56,933
And you can see there's two parts to it
the knees.
415
00:17:56,933 --> 00:18:00,050
And then when he falls on the ground
and you can hear both and on here
416
00:18:00,050 --> 00:18:00,950
I just put on some
417
00:18:00,950 --> 00:18:04,700
you just to cut out some of the lows
because it's a little basic but that's it.
418
00:18:04,700 --> 00:18:06,266
And then after that
if we have this one here.
419
00:18:08,116 --> 00:18:11,116
So this
one is to bring out some of the bass.
420
00:18:11,550 --> 00:18:13,316
So let's let's actually take this off
for now
421
00:18:13,316 --> 00:18:14,483
because I'm just going
to focus on this one.
422
00:18:14,483 --> 00:18:15,750
And then we'll bring it back in.
423
00:18:15,750 --> 00:18:18,750
And then this is the final body.
424
00:18:19,166 --> 00:18:20,566
And this is actually just some
425
00:18:20,566 --> 00:18:23,566
gore like a gore sound effect
some gore juices and stuff.
426
00:18:23,933 --> 00:18:25,333
And yeah.
427
00:18:25,333 --> 00:18:28,333
So I just cut out some of the lows here,
some of the highs
428
00:18:28,350 --> 00:18:29,366
to make it fit within the scene.
429
00:18:29,366 --> 00:18:31,366
So didn't sound so close to the player,
so bright.
430
00:18:31,366 --> 00:18:33,616
So if I take this off
431
00:18:33,616 --> 00:18:35,250
right,
it sounds kind of really in-your-face.
432
00:18:35,250 --> 00:18:38,033
I love it too much.
So that's why I did that.
433
00:18:38,033 --> 00:18:41,000
Here I added some,
434
00:18:41,000 --> 00:18:42,200
some other effects. Let's have a look.
435
00:18:45,600 --> 00:18:47,966
So what I did is I just pushed it down
a little bit here.
436
00:18:47,966 --> 00:18:50,300
You can see 2.3 and that's it.
437
00:18:50,300 --> 00:18:52,583
So that's what this is doing here.
438
00:18:52,583 --> 00:18:54,416
Yeah. It's cutting out some of the lows,
some of the highs.
439
00:18:54,416 --> 00:18:55,666
So it's not so bright, not so dark.
440
00:18:55,666 --> 00:18:57,416
And then,
441
00:18:57,416 --> 00:19:00,416
pushing it down a little bit.
442
00:19:00,466 --> 00:19:03,466
Then, with this one.
443
00:19:08,366 --> 00:19:10,283
I just felt like it was missing
a little bit of bass.
444
00:19:10,283 --> 00:19:13,100
It's very subtle,
but I added this in to fill in that.
445
00:19:13,100 --> 00:19:15,016
That sub.
446
00:19:15,016 --> 00:19:16,283
So that's what that is doing there.
447
00:19:16,283 --> 00:19:19,283
Again, you can see here I'm cutting out
pretty much everything with.
448
00:19:19,916 --> 00:19:22,916
So if I, if I put this to,
449
00:19:23,250 --> 00:19:26,066
if I solo it by itself
450
00:19:26,066 --> 00:19:28,466
with it off
451
00:19:28,466 --> 00:19:30,016
with on. Right.
452
00:19:30,016 --> 00:19:31,616
So this is just like a kick sound.
453
00:19:31,616 --> 00:19:34,066
I just wanted the support.
So that's what I did with the filter
454
00:19:35,033 --> 00:19:35,816
and that's pretty much it.
455
00:19:35,816 --> 00:19:38,816
So these three together.
456
00:19:39,533 --> 00:19:41,100
There you go.
457
00:19:41,100 --> 00:19:44,783
So now if you play all of these sounds
let's do everything together.
458
00:19:44,783 --> 00:19:47,033
And then I'll go over this
final element here.
459
00:19:47,033 --> 00:19:50,033
Yeah.
460
00:19:52,066 --> 00:19:54,150
So the final sound here
that kind of brings
461
00:19:54,150 --> 00:19:55,733
everything together is this one here.
462
00:19:55,733 --> 00:19:59,033
And this is the sound of, of that
like the death
463
00:19:59,033 --> 00:20:02,033
trick or what
I'm calling the death strike.
464
00:20:02,150 --> 00:20:05,150
Basically, when he hits the player
and the player basically is going to die.
465
00:20:07,066 --> 00:20:07,316
Right.
466
00:20:07,316 --> 00:20:09,833
You have this subbass
kind of ringing sound.
467
00:20:09,833 --> 00:20:12,833
And the way I created this,
I'll actually show you over here.
468
00:20:13,466 --> 00:20:16,466
I, created this, this long file.
469
00:20:16,800 --> 00:20:17,633
I'll show you here.
470
00:20:17,633 --> 00:20:20,300
So this is how I created.
So I opened up, like, face by here.
471
00:20:20,300 --> 00:20:22,616
I just put a sine wave on, sine wave on.
472
00:20:22,616 --> 00:20:25,433
I put on space, Valhalla space modulator.
473
00:20:25,433 --> 00:20:28,433
And you can see I'm using, a modulation
parameter.
474
00:20:28,616 --> 00:20:31,883
Then I'm modulating all these parameters
with, like, random amounts.
475
00:20:32,066 --> 00:20:34,800
So now when I'm playing,
I also have portal on here.
476
00:20:36,416 --> 00:20:39,116
I picked a preset.
477
00:20:39,116 --> 00:20:42,083
That's the sound I'm getting
so I can play like across my keyboard.
478
00:20:42,083 --> 00:20:44,716
I probably played really low
479
00:20:44,716 --> 00:20:45,566
and then I printed it out.
480
00:20:45,566 --> 00:20:47,933
And that's what you can see here.
I printed it out.
481
00:20:47,933 --> 00:20:48,200
All right.
482
00:20:48,200 --> 00:20:49,583
So once it was printed out,
483
00:20:49,583 --> 00:20:54,050
then what I could do is bring it back
into, Reaper and interface point again.
484
00:20:54,050 --> 00:20:56,450
And this time I used, a sampler.
485
00:20:56,450 --> 00:20:58,283
So I brought it in, use the sampler.
486
00:20:58,283 --> 00:21:00,833
And now what I can do is
I can kind of search through the file here
487
00:21:00,833 --> 00:21:03,500
and then play across my keyboard
to get some cool sounds,
488
00:21:03,500 --> 00:21:04,466
and that's how I found it.
489
00:21:04,466 --> 00:21:08,916
So if I look here and play
some sounds for.
490
00:21:21,700 --> 00:21:21,833
Right.
491
00:21:21,833 --> 00:21:24,800
So I'm playing with all my keyboard
right now so I can get these.
492
00:21:26,566 --> 00:21:29,366
So some of them are way too tonal,
way too high.
493
00:21:29,366 --> 00:21:32,366
But some of them sound really good.
494
00:21:32,516 --> 00:21:34,366
I'm kind of I'm using Uber loud here
495
00:21:34,366 --> 00:21:37,366
just to make it a bit louder.
496
00:21:38,033 --> 00:21:38,783
But that's how I did it.
497
00:21:38,783 --> 00:21:42,000
So I exported a few of these,
and one of them
498
00:21:42,116 --> 00:21:43,966
I brought back to my session here
and it was this one.
499
00:21:43,966 --> 00:21:45,600
So you can see there's there's
no processing or anything.
500
00:21:45,600 --> 00:21:48,600
I'm just putting in
a, a fade in and fade out and that's it.
501
00:21:50,483 --> 00:21:53,183
And that's how I created so
502
00:21:53,183 --> 00:21:53,416
yeah.
503
00:21:53,416 --> 00:21:54,650
So now once I had this in place,
504
00:21:54,650 --> 00:21:57,916
the last thing that was really obviously
missing was some of the voices,
505
00:21:58,616 --> 00:22:01,250
which is just like it's just me
506
00:22:01,250 --> 00:22:04,700
doing some really bad voice acting, Yeah.
507
00:22:08,066 --> 00:22:08,566
Right.
508
00:22:08,566 --> 00:22:10,366
Stuff like that and then some footsteps
and these.
509
00:22:10,366 --> 00:22:12,083
I really didn't spend much time on them.
510
00:22:12,083 --> 00:22:14,416
I didn't really want to focus
too much on the footsteps.
511
00:22:14,416 --> 00:22:17,483
I just put some here because it was really
obvious during this quiet area, but,
512
00:22:18,000 --> 00:22:21,000
these are basically like milk bags
that I was crunching around the microphone
513
00:22:21,350 --> 00:22:24,300
that I had on my computer
from one of my other libraries.
514
00:22:24,300 --> 00:22:26,033
And, yeah. So there's no processing.
515
00:22:26,033 --> 00:22:27,466
I just, I really dropped
it really quickly.
516
00:22:27,466 --> 00:22:30,466
I could have spent a lot more in better
time on these, but
517
00:22:31,800 --> 00:22:34,800
let's have a listen.
518
00:22:35,783 --> 00:22:36,166
That's it.
519
00:22:36,166 --> 00:22:39,083
So, super simple and, Yeah.
520
00:22:39,083 --> 00:22:42,266
So let's have a listen over here
for the full redesign.
521
00:22:42,266 --> 00:22:44,600
Now that we have,
we've gone through all the layers.
522
00:22:59,183 --> 00:23:00,300
All right, so that is everything.
523
00:23:00,300 --> 00:23:02,300
I hope you found
this video useful and valuable.
524
00:23:02,300 --> 00:23:04,500
If you have any questions,
please feel free to leave them down below,
525
00:23:04,500 --> 00:23:05,966
and I'll do my best to answer them.
526
00:23:05,966 --> 00:23:08,000
And just a reminder to grab that.
527
00:23:08,000 --> 00:23:09,616
The guide five Learning Techniques Guide.
528
00:23:09,616 --> 00:23:13,250
And also if you're interested to see more,
sword sound design.
529
00:23:13,516 --> 00:23:17,150
I did make a video, a while back
on, How to Create Your own custom sword
530
00:23:17,150 --> 00:23:17,966
sounds and source means.
531
00:23:17,966 --> 00:23:21,116
So I'll put that in the cards above here
if you're interested in seeing that.
532
00:23:21,350 --> 00:23:23,016
All right. So that's it for now.
Thanks so much for watching.
533
00:23:23,016 --> 00:23:24,533
I'll see you in the next video. Bye.
43530
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