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Charles Maynes
Weapons sound aesthetics- Real?, HYPER Real?, or just REDONKULOUS? Only your producer knows for sure.....
Do all guns sound the same? NO......... but actually they sort of do.......
Real world defining conditions for weapons recording Weapon Caliber Location Barrel Length Microphone type Construction Materials Mic placement Ammunition type Pads and Limiting
Other location issues Weather / Wind / Rain Site Security Activity Pacing
http://vimeo.com/20869893
Chuck Russom
Philosophy Of Gun Sound Design ,[object Object]
Guns Give The Player Feedback
The Player’s Gun Needs To Be Bad-Ass
NPC Guns Shouldn’t Sound Cooler Than The Player’s
Gun Foley and Shell Ejects Make A Gun Feel Real
Every Gun In The Game Needs A Unique Sound
Don’t Forget The Tail/Decay Of The Gun
The Sound Is Not Done Until It Works In The Game,[object Object]
Onions Have Layers Ogres Have Layers Sound Design Has Layers
Player Gun Sound Layers Mech Body Punch Mix
NPC Gun Sounds ,[object Object]
Need To Convey a Sense of Danger
Great Opportunity to Change Sound Based on Distance,[object Object]
Processing EQ Compressor Limiter/Volume Maximixer Transient  Tape Saturation  Bass Enhancer
Chris vs Reality “ ” 17
Chris vs Reality Recording session with Charles Maynes Weapons that have a unique sound Building Blocks 18
Chris vs Reality Giving your weapons a unique voice Using unusual non literal elements 19
Chris vs Reality Brink Silenced Pistol breakdown elements 20
Chris vs Reality Brink Silenced Pistol final versions 21
Chris vs Reality Brink Sniper Rifle breakdown elements 22
Chris vs Reality Brink Sniper Rifle final version 23
Chris vs Reality Ironsights sonic not realistic but who cares!? This blends in when weapon in ironsights Creates player focus Non Weapon source elements 24
Chris vs Reality Choir of not just guns philosophy Design with harmony in mind 25
Recap + + + Recordings Elements Sound Design Plugins/Mastering = WIN?
Playback Systems Original Recording 6 Shot Burst 3 Singles
Playback Systems Monophonic > Pros •Simple To Implement •Uses Only 1 (or 2) Voice(s) •Works For Singles And Burst •Change Fire Rate Without Pitching Cons •Looses Character Of Burst Fire •Can Sound Flat •Usually Frame Rate Dependent •Hard To Use Burst Source
Playback Systems Polyphonic > Pros •Simple To Implement •Can Limit Voice Usage •Works For Singles And Burst •Change Fire Rate Without Pitching Cons •Loses Character Of Burst Fire •Can Sound Flat •Usually Frame Rate Dependent •Hard To Use Burst Source
Frame Rate vs Fire Rate 30FPS 30FPS Original 1177 RPM Un Quantized Shot Every Frame 1800 RPM Quantized Shot Every Other Frame 900 RPM Quantized Is Firing / Is Not Firing Binary Switch On / Off
* Playback Systems Looping > Pros •Fairly Simple To Implement •Preserves Burst Character •Independent Of Frame Rate •Quick To Edit And Place Markers Cons •Single Shot Can Lack Full Punch •Changing Fire Rate Changes Pitch •Can Be Repetitive •Loop Release Needs Care * Birotron - Similar to a Mellotron, but uses tape loops, allowing sounds to play indefinitely
Playback Systems Granular > Pros •Per Grain AM,FM And DSP •Preserves Burst Character •Independent Of Frame Rate •Change Fire Rate Without Pitching Cons •Harder To Implement •More Sample Editing Required •Works Best For Bursts •Requires Some Thought
Surgery + > Burst Fire “All In” Body Tail
Surgery + > Burst Fire “All In” What Where
Surgery + > Burst Fire “All In” What Where
Surgery + > Burst Fire “All In” What Where
Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
Where is the What? Body Layers Environment Weapon Wear Swell/Energy Build Up Low Ammo Emotional e.g. Slow Mo Overheating
Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
Where Is The What? 0P vs 1P vs 3P vs Far vs vs First Person Third Person “Far” Person
Where Is The What? 0P vs 1P vs 3P vs Far vs vs First Person Third Person “Far” Person
Where Is The What? 0P vs 1P vs 3P vs Far vs vs vs Zeroth Person ‘Iron Sights’ First Person Third Person “Far” Person
Where Is The What? 0P vs 1P vs 3P vs Far vs vs vs Zeroth Person ‘Iron Sights’ First Person Third Person “Far” Person
Really Real Realness vs Distance ‘Unrealness’ Distance from Listener

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Four Guns West

  • 1.
  • 3. Weapons sound aesthetics- Real?, HYPER Real?, or just REDONKULOUS? Only your producer knows for sure.....
  • 4. Do all guns sound the same? NO......... but actually they sort of do.......
  • 5. Real world defining conditions for weapons recording Weapon Caliber Location Barrel Length Microphone type Construction Materials Mic placement Ammunition type Pads and Limiting
  • 6. Other location issues Weather / Wind / Rain Site Security Activity Pacing
  • 9.
  • 10. Guns Give The Player Feedback
  • 11. The Player’s Gun Needs To Be Bad-Ass
  • 12. NPC Guns Shouldn’t Sound Cooler Than The Player’s
  • 13. Gun Foley and Shell Ejects Make A Gun Feel Real
  • 14. Every Gun In The Game Needs A Unique Sound
  • 15. Don’t Forget The Tail/Decay Of The Gun
  • 16.
  • 17. Onions Have Layers Ogres Have Layers Sound Design Has Layers
  • 18. Player Gun Sound Layers Mech Body Punch Mix
  • 19.
  • 20.
  • 21. Need To Convey a Sense of Danger
  • 22.
  • 23. Processing EQ Compressor Limiter/Volume Maximixer Transient Tape Saturation Bass Enhancer
  • 24. Chris vs Reality “ ” 17
  • 25. Chris vs Reality Recording session with Charles Maynes Weapons that have a unique sound Building Blocks 18
  • 26. Chris vs Reality Giving your weapons a unique voice Using unusual non literal elements 19
  • 27. Chris vs Reality Brink Silenced Pistol breakdown elements 20
  • 28. Chris vs Reality Brink Silenced Pistol final versions 21
  • 29. Chris vs Reality Brink Sniper Rifle breakdown elements 22
  • 30. Chris vs Reality Brink Sniper Rifle final version 23
  • 31. Chris vs Reality Ironsights sonic not realistic but who cares!? This blends in when weapon in ironsights Creates player focus Non Weapon source elements 24
  • 32. Chris vs Reality Choir of not just guns philosophy Design with harmony in mind 25
  • 33.
  • 34. Recap + + + Recordings Elements Sound Design Plugins/Mastering = WIN?
  • 35. Playback Systems Original Recording 6 Shot Burst 3 Singles
  • 36. Playback Systems Monophonic > Pros •Simple To Implement •Uses Only 1 (or 2) Voice(s) •Works For Singles And Burst •Change Fire Rate Without Pitching Cons •Looses Character Of Burst Fire •Can Sound Flat •Usually Frame Rate Dependent •Hard To Use Burst Source
  • 37. Playback Systems Polyphonic > Pros •Simple To Implement •Can Limit Voice Usage •Works For Singles And Burst •Change Fire Rate Without Pitching Cons •Loses Character Of Burst Fire •Can Sound Flat •Usually Frame Rate Dependent •Hard To Use Burst Source
  • 38. Frame Rate vs Fire Rate 30FPS 30FPS Original 1177 RPM Un Quantized Shot Every Frame 1800 RPM Quantized Shot Every Other Frame 900 RPM Quantized Is Firing / Is Not Firing Binary Switch On / Off
  • 39. * Playback Systems Looping > Pros •Fairly Simple To Implement •Preserves Burst Character •Independent Of Frame Rate •Quick To Edit And Place Markers Cons •Single Shot Can Lack Full Punch •Changing Fire Rate Changes Pitch •Can Be Repetitive •Loop Release Needs Care * Birotron - Similar to a Mellotron, but uses tape loops, allowing sounds to play indefinitely
  • 40. Playback Systems Granular > Pros •Per Grain AM,FM And DSP •Preserves Burst Character •Independent Of Frame Rate •Change Fire Rate Without Pitching Cons •Harder To Implement •More Sample Editing Required •Works Best For Bursts •Requires Some Thought
  • 41. Surgery + > Burst Fire “All In” Body Tail
  • 42. Surgery + > Burst Fire “All In” What Where
  • 43. Surgery + > Burst Fire “All In” What Where
  • 44. Surgery + > Burst Fire “All In” What Where
  • 45. Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
  • 46. Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
  • 47. Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
  • 48. Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
  • 49. Surgery + > Burst Fire “All In” What Where Urban Indoor Large Open Indoor Small
  • 50. Where is the What? Body Layers Environment Weapon Wear Swell/Energy Build Up Low Ammo Emotional e.g. Slow Mo Overheating
  • 51. Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
  • 52. Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
  • 53. Where Is The What? 0P vs 1P vs 3P vs Far vs First Person Third Person
  • 54. Where Is The What? 0P vs 1P vs 3P vs Far vs vs First Person Third Person “Far” Person
  • 55. Where Is The What? 0P vs 1P vs 3P vs Far vs vs First Person Third Person “Far” Person
  • 56. Where Is The What? 0P vs 1P vs 3P vs Far vs vs vs Zeroth Person ‘Iron Sights’ First Person Third Person “Far” Person
  • 57. Where Is The What? 0P vs 1P vs 3P vs Far vs vs vs Zeroth Person ‘Iron Sights’ First Person Third Person “Far” Person
  • 58. Really Real Realness vs Distance ‘Unrealness’ Distance from Listener
  • 59. Really Real What Does Real Sound Like? News ‘Unrealness’ Youtube Film FAR Distance from Listener
  • 60. Really Real Up Close DIY Recording ‘Unrealness’ Sample Libraries Pro Recording 3P FAR Distance from Listener
  • 61. Really Real Up Close And Personal OTT Film ‘Unrealness’ SUB Foley 3P FAR 1P Distance from Listener
  • 62. Really Real Unreal ‘Unrealness’ ? 3P FAR 0P 1P Distance from Listener
  • 63. Runtime DSP Gelling Together In The World IR Reverb Distance Filtering Angular Filtering HDR Emotional EQ Ducking/Mixing Obstruction/Occlusion
  • 64. La Fin + = WIN! FrostBite 2