Programmers use c++ and visual studio to write code, Modelers use MaYa & Max & other software to make models, animators use 3DMax for animating, Mappers use Hammer for level design ... but what do us sound designers use to give all this stuff their audio side?
Today I was making sounds for mace. I'm gonna share an hour of what I've done.
(I hope it's not a photoshopped April fool!)
To get the sound in game, we first have to record a sound - or better, lots of sounds
. I'm using a TASCAM DR-07
that I got about 3 years ago for sound production.
Now, how the hell are we supposed to reproduce whooshing and swinging sounds in real life!? You might think 'Get a real mace and swing it about infront of the microphone!'
Once I tried to get real katana and other swords and tried swinging them about in front of the microphone. To my disappointment, real weapons don't really make any sounds at all. Not even slight whooshes - and when they do, they're subtle and don't translate well when they play in-game.
So what do we do? We experiment! I looked around my room and found this:
Let's swing it about and see what it sounds like: http://dl.dropbox.com/u/11068560/hang-single.wav
It might be good as a base for a swing for a small sword or a dagger, but it's too empty for our big dangerous bludgeoning mace. Let's keep experimenting!
Now to make it sound more bigger and impact as much air as possible, I took 5 hangers and taped them together to improve air resistance and prevent them from hitting each other. It looked like this:
It got heavier overall, and now it impacts a lot more air, therefore boosting air resistance, making swings sounds much more heavier. Here's what we got: http://dl.dropbox.com/u/11068560/hanger-5.wav
(don't mind the clipping)
This will serve just fine as a base swing sound for a our mace. Let's do some cleaning up, get some flange in there and adjust the pitch a bit... http://dl.dropbox.com/u/11068560/mace_baseswing1.wav
Now we've got a slightly modified base for a swing sound, we're gonna add more sound effects on it. I like adding armor or cloth impacts upon swing, to add more atmosphere and bit of realism. I also added metalish effect on end of swing to make it sound more sharp and deadly. For armor impact I used my bag
and a can with a spoon
for metal aftershock effect.
Now let's mix all this together
... and voila : http://dl.dropbox.com/u/11068560/mace1.wav
Now I'll start over using the rest of the sounds from my recordings and make six more variations for mace swings. Wish me luck!