Sound Recording Room – Sound Absoption

It’s been nearly a year since I built my sound recording room / foley room in the garage. Now that I’ve launched the new web site, the USFX 1.3 update, and 4 sound design packs, I finally found time to edit some video footage I shot during the room build process to compare the effectiveness of different steps in treating the room to absorb sounds and make it as close to a dead room as I could.

There is a short version of the video which just contains the hand clap comparison for each step.

If you want more detail of what, how, and why – check out the full video below. I hope you find it useful if you are considering building a sound recording or foley room. If you are just here for curiosity of what goes into recording dry sounds I hope you find it interesting. Give me a shout if you have any questions =)

Want to find out more? I also posted “making of” blog posts for the build of the room:
Making of the Sound Recording Room Part 1
Making of the Sound Recording Room Part 2
Making of the Sound Recording Room Part 3

Universal Sound FX in Unity Asset Store updated to 1.3

Version 1.3 of Universal Sound FX has been updated in the Unity Asset Store (Direct Link to Asset). The asset store version contains .WAV-files within an asset package and in addition to the embedded meta tags the keywords are also added as Unity labels enabling you to quickly search for sounds from within Unity (see screenshot below):

Unity Asset Store Labels
Unity Asset Store Labels

The same short term 150% discount is offered on the Asset Store version.

Video: Pitch Shifting and Microphone Specs

The other day I broke a laptop monitor in half and I recorded it using four very different microphones with different specifications. I recorded the sounds with a sampling rate of 192 kHz and loaded the sounds into Izotope RX5 to show the spectrogram and pitch down the sounds two octaves. This video demonstrates how different the sounds are when pitched down since some of the microphones capture audio well beyond what the human ear can hear – yet when you pitch the sound down those inaudible frequencies are brought into our range of hearing:

Microphones Used:
Sanken CO-100K (20 – 100’000 Hz)
Sennheiser MKH 8040 (30 – 50’000 Hz)
Rode NTG3 (40 – 20’000 Hz)
Schoeps CCM41 (40 – 20’000 Hz)

Sound Devices 788T

Software Used:
Izotope RX5

New Year = New Stuff

With the new year I am happy to announce some major stuff I’ve been working on for the past few months!

First of all – I just launched a brand new site. It is a total redesign from the ground up and with the new look I’ve also added a lot of content:

The main product Universal Sound FX (USFX) was just updated with 669 new sound effects bringing the total to no less than 4253 high quality sound effects. The price of this sound pack increased from $30 to $40, but I am celebrating this new year, new site launch, and new content by offering a 50% new year discount until 9th January 2016! So, for $20 you get over 4250 sound effects, mastered and edited to be game-ready, for royalty free use in your awesome games that you make!

Sound Design Packs” are a new addition to this site. They are different from the game-ready packs in such a way that the quality of audio is even higher and the sounds are mostly unprocessed for other sound designers to use when creating sounds. The audio quality is way too high for instant use in games since the sample rate if four times as high as what the human ear can really detect much difference and the files would be way too big in games. The reason these packs exist is that the high sample rate and bit depth make the sounds super useful when you process sound when designing new sound effects through compression, pitch shifting, etc. Since I create a lot of source audio that I use in my sound design process, I decided to sell them as Sound Design Packs for other sound designers to use. Due to this new addition, game-ready sound effects are sold in “Game-Ready Sound Packs“.

An About Me section has been added to let you know a little more about me outside of making sound effects.

The new Studio section contains details about the equipment I use. During the past year I have massively ramped up my investments by adding a new silent recording room, new professional grade microphones, recording equipment, and sound editing software.

I have also added a new FAQ where you may find answers to questions relating to the sound effects.

There is a new newsletter that you can subscribe to from the front page – look at the bottom on that page.

With this much stuff going on – there may be an error or two, please contact me if you find anything that doesn’t look quite right and I will be most thankful for your help!

Let’s make some great stuff happen this year – I am super excited… are you???