![]() The entire process, from designing, premixing, to final mix – was highly iterative. I also had some good results using Soundmorph's Galactic Assistant, just randomizing parameters and hitting record to have a ton of source to work with.īelow are just a few of the items I used for foley in this redesign: This was my first time really diving into NI's FM8, starting from a fresh patch and modulating different operators in the matrix. For these, I picked up some libraries at Sonniss/A Sound Effect/ProSoundEffects, and then recorded the rest myself.Ī lot of the digital UI sounds used for Bastion's interface I synthesized myself using various FM synthesizers. A few things I struggled with in my libraries were finding large mechanical foley and servos, weapons, and dirt/earth movements. Things like Mechanicals, Weapons, Organic, Foley, Ambiences - and some scene specific sounds. ![]() ![]() I created a folder hierarchy in Soundminer’s spotting window, breaking things down into categories and further subcategories. I like this approach because if you’re looking for something very specific, you may miss out on sounds that are great layers or sweeteners. I didn’t have Pro Tools open at this point, I was just pulling SFX I thought might work. things you’ll need to source elsewhere or record yourself. It really helps to know your library and have an idea of what sounds you have vs. If you’re not already spotting for your linear projects, you should be! Start doing that.Īfter placing memory locations, I started pulling SFX in Soundminer. While this process takes some time, it was absolutely invaluable. Every footstep, wing flap, and scene perspective change. In order to account for all of these, some pre-production was necessary.īefore I begin designing or laying in sfx, I first go through picture frame by frame, spotting markers for each event on screen. ![]() There were a lot of very subtle things - from the sound of Ganymede’s steps, to the individual insects on screen. This Cinematic was a complex piece, with scenes varying in dynamic content, emotional weight, and density of the sound field. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |