I initially was underwhelmed till the xray. missles and ice sounds was crazy work
@ghyud67048 күн бұрын
This is best sound redesign i've seen yet
@raziyatheseeker14 күн бұрын
This. This is what a plasma gun should feel and sound like. The firing and collision sound effects are so friggin' punchy, it's great.
@KabioSound21 күн бұрын
The best video on designing gun sounds, thank you very much! İ create sounds for new VR shooter, so it is super helpfull!
@MarshallMcGeeАй бұрын
Great vid!
@mattgault2899Ай бұрын
Cheers! Your videos have been a big inspiration for me so right back at ya!
@scantrontestАй бұрын
Are all these sounds from the BOOM Assault Guns Library? Which ones are you using?
@mattgault2899Ай бұрын
Yeah bunch are from there and a few other libraries but I lost the session a while ago so unfortunately I can’t be specific on the samples. Apologies!
@Redisian_PrimeАй бұрын
So you can make sounds out of anything? Without going to a shooting range with a microphone? Nor just installing and installing sounds?
@dewanxtАй бұрын
I need iw4x gun sounds
@cheney7231Ай бұрын
so good
@mediumsurmoon6283Ай бұрын
It’s missing the hissing noise of the heating air wizzing past the ear
@jimmyboness2 ай бұрын
can i use this sound for my video?
@mattgault28992 ай бұрын
Yep no worries
@LaynaStambaugh2 ай бұрын
The most impressive thing about this animation is THE STRENGTH OF THAT GUY'S ARM HOLY SHIT
@flashbeat95212 ай бұрын
This is what the miners and blacksmiths had for a sniper rifle
@cosmicality80022 ай бұрын
@FronbondiSkegs2 ай бұрын
Very believable - nice work
@MrCqCYT2 ай бұрын
Space marines before the boltgun was invented:
@loganzimmermann77682 ай бұрын
Very nice clink and clanks on the reload!
@shan13922 ай бұрын
What on Earth??? How did you do this with just white noise!? I am SHOOK!
@shan13922 ай бұрын
Just found the breakdown video. Gonna watch it now. Man, you are amazing. Subscribed!
@shan13922 ай бұрын
Absolutely unbelievable. I'm in awe. Feeling inspired to do a redesign of this scene myself!
@shaka59622 ай бұрын
Zzz
@Xenphos2 ай бұрын
Space Marine 2 really nailed the feel of this scene when using a plasma pistol and i'm not sure if it was intentional or not but it's amazing 😂
@mediumsurmoon6283Ай бұрын
Space marine 2? What?
@aliscgu1212 ай бұрын
perfect
@realmcafee3 ай бұрын
i just steal them from everywhere and ask one of the many delusional musicians i barely know that they should help me edit them.
@iphisnixi3 ай бұрын
man this one’s cool
@kettleengine13833 ай бұрын
i love that little beep it does when it is ready to fire
@ardaerdo20234 ай бұрын
Thanks, great stuff
@RogueBeatsARG4 ай бұрын
Making gun sounds out of Garand Thumb videos cause libraries are expensive lol
@mr.pineapple87352 ай бұрын
You should try AfterTouch Audio libraries, they're really cheap
@lunareclipsemusic4 ай бұрын
this is sick! well done
@hyocheolahn47514 ай бұрын
Soooo good
@seamus7d4 ай бұрын
i actually hate guns that sound so fake
@toobox17745 ай бұрын
gg
@hamster_explorer96425 ай бұрын
The knife sounds are SO on point! I love the techy feel!
@peoduction60685 ай бұрын
Mmmm nice
@VGB25 ай бұрын
What are the names of the weapons displayed in the video? I don't quite understand. Can you tell me the model? Thank you.
@Ra1d1k-c2v5 ай бұрын
булочька с сосиською чай бутерброд
@toobox17745 ай бұрын
Don’t stop 💪
@ulyssesatsea6 ай бұрын
Geez, thanks for making this. It was in fact super helpful as well as detailed. I'm not trying to make a realistic gun per say but all of the knowledge translates to figure out the foundations of this type of design.
@mangaas6 ай бұрын
If you want to get in the weeds of mixing a little bit more the "tail" in outdoor environments, if you make the stereo image wider in the later end of it as it dies out, you really mimic the soundscape of big open areas. The furthest reverb hits you last, and comes from the furthest areas all around you. You can just fade in a separate channel with the same "tail" already with wider stereo imaging, or if your software lets you automate it, and you can just use automation to swing it to the "Wide" end as the reverb dies out. If there are structures around in the video, like a building to your left, you can then cut out the reverb on the left side early, as the nearby reverb hits you first, and the further reverb is occluded because of the structure. Not sure what software you're using if thats something that's easy to do. *edit, nevermind, just realized you're a sound engineer, and this is your day job. I thought you were a KZbinr talking about gun sounds for videos.
@kaimorales7 ай бұрын
this is actually super good holy
@Tunova7 ай бұрын
Am trying to make a huge sound pack for gta v to make all sounds as realistic as possible. But knowing how certain guns sound like is hard since it’s usually too loud to be recorded. Do you have any tips?
@mattgault28997 ай бұрын
So I would suggest some weapon libraries from the recordist or BOOM. The construction kits especially have professional recordings of real weapons which could be helpful. Unfortunately like you said without the right location and equipment it can be hard to get a clean recording. Another note is most weapons have a very similar sound if it’s completely realistic so you may need to do some light design work to differentiate them regardless. Hope this helps!
@greenguydubstep8 ай бұрын
time to make tearout dubstep with this
@Viper-l666l8 ай бұрын
🤤🤤🤤🤤🤤
@Cartridge19878 ай бұрын
Amazing, well done
@jes3d8 ай бұрын
love this lol
@amaanrehman2779 ай бұрын
2019 sound design was perfect
@massaBeard10 ай бұрын
Hey Matt, I'm making a battle royale and need more realistic weapon sounds. Are you open to discussing a potential job?
@kappapisigma110 ай бұрын
Firing sound is good, but I always love the description of the bolt screaming as it ignites the air it passes through.
@THEYEAR214311 ай бұрын
Great workflow and sound quality ! What would the sound programmer need to intergrade loops/triggers for the weapon sounds in the game ? What do you need your rendered samples to look like ? Thanks
@mattgault289911 ай бұрын
Cheers mate and great questions! 1. To integrate the shots, most of the time the programmer (or even designer) would usually use Middleware. Thats a program like Wwise or FMOD that we use to essentially tell the game engine what to do, you can absolutely use the in engine audio systems but generally middleware is just a lot more helpful. So for example playing a single gunshot sound for each shot through Wwise could look like this: - All variations of a single shot are put in a 'Random Container'. (A container that will randomly play one of its sounds when called). - That random container is put into a ‘Shoot’ event. (Events are what the game engine uses when needed). - In the game engine that event can be set up to be called by many different ways. Like triggering the event when a ‘shoot’ animation' plays. (via animation tagging), triggering the event when the ammo counter changes or triggering the event when a muzzle flash/projectile is spawned etc. You can also do additional things like culling voices so they don't get overpowering and messing with volume and pitch randomization, effects etc. There are some better ways than others all depending on what you want and how the game itself is constructed. Different distances would be different events and only get called when the gunfire is certain distances away. As for gunshot loops its mostly the same as above but there are usually 2 events: Loop Start - The start event could have like a shot or mech one off sound and the start of the loop itself, this can be triggered for instance like when the fire button is pressed. Loop Stop - The loop stop will have a one off like the last shot or the tail of the shot as well as the call to stop the loop, which can be called when the fire button is released for example. 2. Ideally the rendered samples have the exact right amount of space before starting that you want, like if the gun fires the frame after the fire button is pressed you'd also want your sample to start immediately and not have any space before hand. (As it will play from the start of the sample, not the start of any audio, which can also be changed and edited/faded in Wwise anyways). Mono, Stereo, Quad whatever you want just as long as they are consistent and make sure to leave space after in the render in case of reverb or effect tails, don't want any sudden cut outs or pops/clicks! This is a big oversimplification of course haha, this is more the process and basic idea to get it to play correctly. There is so much more you can do in Wwise in terms of real time effects, volume and distance manipulation, layers and so much more! Hopefully this was helpful and made some sort of sense!
@THEYEAR214311 ай бұрын
@@mattgault2899 Thank you so much for the detailed answer!
@jolehernan11 ай бұрын
It's awesome but.. I feel it more like the redesign of the sounds of X-Men mutant academy 2. Was an awesome game