This week I finished up silenced gunshots. Getting them to sound subdued enough to feel stealthy but still sound impactful enough to make you feel like a badass when you are blasting people was tricky, but I had a lot of fun with it!
I started working on new sounds for the survey charge, tree impacts (I want to pitch these up/down depending on the size of the tree you’re hitting), and wooden door impacts.
I’ve also spent a bit of time cleaning up and organizing our mixer (the thing that all sounds get routed through for final volume/eq/effects before they reach your speakers). I’ve made gunshots temporarily lower the volume of smaller in game sounds and ambience, which makes them feel louder without actually having to raise the volume of the sounds at all.
Some people on reddit were interested in a bit more of a behind the scenes peek at how I’m making some of our sounds, so here’s a little breakdown of one of the extra gunshots I did last week.
I started this one off with this
gunshot sound that I found. I chose this one because I liked the little metallic cling and some of the boominess of it.
It’s a nice sound, but it’s not beefy enough, so I add a quick burst of
low end to it. This was made with a synthesizer by taking white noise and filtering almost all of the high end out of it using a lowpass filter with the resonance cranked up (which essentially focuses the sound on a certain narrow band of frequencies).
This is where the whole thing is at now.
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It’s sounding a bit better, but it feels like it’s still lacking some punch, so now I’m on the hunt for something to add some nice body. The nice woody tone in this stapler recording caught my ear, but it’s not sitting with the rest of the sounds quite the way I want. I played with it a bit and ended up
pitching it down a bunch so it had a nice knock to it. Once it’s pitched down it also has a little bit of a clack after the main punch that contributes nicely to the echo/reverb after the initial bang of the gunshot.
Here’s where we’re at now:
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Echoes and reverberation are a really important part of an awesome gun sound, so I went on the hunt for a gunshot with a nice tail on it. I chose
this one.
The ringy metallic part of this sound was a little too strong, and the reverb is a bit too quiet so I applied a bit of EQ to it and
added some subtle distortion to make the reverb a little crunchier (EQ first, distortion second)
That last one contributes to the general tone of the gunshot nicely too. This is where we’re at now:
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It’s sounding pretty good now, but it feels like it’s lacking some snap in the higher frequencies. I wanted a nice airy burst so a
nailgun seemed like a good option. I pitched the sound down and shortened it up so it would sit nicely with the rest of the gunshot.
And, again, here’s what the whole thing sounds like now. The nailgun snap is kind of hard to pick out of the whole, but you can feel that the previous version sounds a little bit weaker in comparison.
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The tail still feels a little lacking to me so I took
a firecracker sound, EQed the low end out, and faded it in a bit so I’d mainly get the reverberation from it.
This is placed a little bit after the initial gunshot so it acts as an echo. One thing that I’ve found really helps with gunshot sounds is to give them a bit of a one-two punch so instead of just a BANG you have more of a BA-BANG. The little bit of space helps make them feel stronger. You’ll notice that the sub bass punch I added near the beginning is delayed a little bit for this same reason.
This one is a little hard to pick out individually as well, but it adds more space and airiness to the reverb tail. We’ve got all the separate pieces of the sound
in place now.
All that’s left to do is add the final layer of polish. First I compressed the sound a bit, which lowers the volume of the loudest points in the sound. This means I can turn the volume up without the max volume going up, which helps to bring out the quieter portions of the sound. I’ve also added some tube saturation (a subtle form of distortion that emulates old vacuum tubes). The saturation helps make the sound a little more full. Finally a touch of EQ at the end to add a little bit more lower-mid range (which also helps things sound a little more full and warm). I also used the EQ to make a narrow cut in the high frequencies to quiet down some of the metallic ringing that was enhanced a little too much by the compression and saturation. Here’s where we ended up!
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I think it’s really cool that people are taking an interest in some of this, so I’m going to try to start recording some video while I’m working on cool shit to give you guys more peeks behind the scenes. If there’s specific sounds or other things you’re curious about feel free to ask!
Shameless plug: If you like weird uptempo bass music check out
these tunes I wrote that just came out ;D
Next Week
Next week I’m going to finish up the sounds I started this week and do a bit of general clean-up and fine tuning.
*Now I've said that, he has to make it.