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Random foley advice thread! (Forums : Audio / Visual : Random foley advice thread!) Post Reply
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leilei
leilei * Meteo
Apr 21 2008, 2:02pm Anchor

If you record yourself ruffling around an empty plastic zip-seal bag then record that many times on a track, and cutting the 'silence' you can make a convincing fire sound effect

Apr 21 2008, 3:43pm Anchor

Lol well done :carefree:

ambershee
ambershee Nimbushfish Rawks
Apr 21 2008, 4:09pm Anchor

I hear splatting macaroni cheese with your fists makes for great gore and impact sounds.

Jiffy_No0b
Jiffy_No0b Blame Hofmann
Apr 21 2008, 10:18pm Anchor

I usually just go "pew, shpew, shploom" into a low quality mic.

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Yak.RUS wrote:We had a girl in my school that took LCD and now she thinks shes a balloon for the rest of her life.
TKAzA
TKAzA LvL 1 Elite
Apr 22 2008, 12:21am Anchor

Running while recording will make a good running sound for
your mod.

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TKAzA
moddDB Content Manager
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Apr 22 2008, 4:04am Anchor

Standing in the middle of a forest fire would work. = P
Too bad those fire jumpers don't wear recording devices more often. You'd be set = P

Wraiyth
Wraiyth That Guy Who Does Those Things With The Stuff
Apr 22 2008, 5:10am Anchor

There are plenty of tricks you can use to make convincing sounds. Cellophane rustling can make for a good fire sound, plus a few cracks and pops. Or just light a fire.

leilei
leilei * Meteo
Apr 24 2008, 12:20pm Anchor
TKAzA wrote:Running while recording will make a good running sound for
your mod.

Not always true especially when you're carrying the mic, you're also having to take the air noise into account

ambershee
ambershee Nimbushfish Rawks
Apr 24 2008, 3:51pm Anchor

Not if you run in an airless environment.

leilei
leilei * Meteo
Apr 24 2008, 3:55pm Anchor
ambershee wrote:Not if you run in an airless environment.

Good luck capturing outdoor footstep noises without air!

Apr 24 2008, 4:50pm Anchor

I went to a firing range and and recorded a pistol.

Though it was an outdoors one, the wind was way too loud. I edited most of it out, but now it doesn't feel right.

On the bright side, firing a .380 is fun.
The cans and the crate didn't think so.

ambershee
ambershee Nimbushfish Rawks
Apr 25 2008, 3:51am Anchor
leilei wrote:
ambershee wrote:Not if you run in an airless environment.

Good luck capturing outdoor footstep noises without air!


That was the whole joke :(

Jiffy_No0b
Jiffy_No0b Blame Hofmann
Apr 25 2008, 11:07am Anchor

Good luck breathing.

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Yak.RUS wrote:We had a girl in my school that took LCD and now she thinks shes a balloon for the rest of her life.
RvBChandler
RvBChandler Self Unemployed
May 4 2008, 6:13am Anchor

I hear twsting celery is really good for a blade impacting a body. Like a gauntlet. Combine it with an eggplant being hammered with a 20lbs.-er and you have avery convincing sound effect.
:D

Wraiyth
Wraiyth That Guy Who Does Those Things With The Stuff
May 5 2008, 2:26am Anchor
leilei wrote:
TKAzA wrote:Running while recording will make a good running sound for
your mod.

Not always true especially when you're carrying the mic, you're also having to take the air noise into account


Running sounds are usually not actually someone running, but rather just heavier/quicker footstep sounds manipulated and timed to make it seem right for someone whos running. Footstep sounds are generally easy to either record or get your hands on in some way. Its not hard to throw together a small wooden box and fill it with concrete or stones or . The REAL problem with Foley Effects is having a mic good enough to record all the subtle parts of the sound.

Minuit
Minuit Oh hai!
May 9 2008, 8:53pm Anchor

Luckily, my Dad is heavily into music production and such, so he's got a great selection of microphones, software and general knowledge on audio. Coupled with the fact that foley production really interests me makes me a pretty lucky person in that department.

TKAzA
TKAzA LvL 1 Elite
May 9 2008, 9:34pm Anchor
leilei wrote:
TKAzA wrote:Running while recording will make a good running sound for
your mod.

Not always true especially when you're carrying the mic, you're also having to take the air noise into account


Run on the spot :P

Also
Punching yourself, makes for a good punching sound effect.

Edited by: TKAzA

Henley
Henley Currently Occupied for Reasons Unknown
May 10 2008, 1:54am Anchor
TKAzA wrote:
leilei wrote:
TKAzA wrote:Running while recording will make a good running sound for
your mod.

Not always true especially when you're carrying the mic, you're also having to take the air noise into account


Run on the spot :P

Also
Punching yourself, makes for a good punching sound effect.


this one is a quote from my father "if you run horse shit on your face you can grow a beard" now im as hairy as ever. (not that i ever rubbed horse shit in my face)

stringed_Evil
stringed_Evil I don't find them attractive, it's just confusing.
May 17 2008, 9:30pm Anchor

Random tips and ideas on multi-track sound design.

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Record at higher sample rates (96khz ) for better results with destructive editing (pitch/time stretching) of a piece of audio. If you don't intend to do much manipulation of that kind, something like 44.1khz or even compressed (mp3/ogg/etc) is absolutely fine to design top notch game audio with.

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To get those cool WOOSH sounds for swords/poles/fists .. try dragging your foot or leg in jeans across carpet infront of the mic. Might cause wear and tear but you can get some cool tones from the friction... at least to mix in with your actual stick/pole recordings. Little additional audio to enhance a main sound is usually called a 'sweetener'.

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Don't be afraid to act out sounds with your mouth into the mic. Even if you just do this to 'pencil in' (so to speak) parts of a sound you are designing. Liken it to sketching out something on paper before attempting the 3d model, except you have some extra audio which could actually work...hurrah!

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Remember things can sound different EXTREMELY CLOSE. For example, I recorded my bathroom tap with it barely on and straining to let out water, the sound was useful in some futuristic sci-fi plasma gun sounds.. ..almost like electricity. The point is, close mic things, get sounds the ear doesn't usually pay attention to and embellish the crap out of them.... if not only for your own fun :D "tap gun?".

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If you need to create an area to record in (to avoid damage to carpets!) try to record foley on cardboard/old carpet instead of plastic (unless it's super wet).. plastic tends to make a lot of crinkly sounds. On a similar note, think about the clothes you're wearing, do they rustle when you move and do stuff?... are there creaky floorboards? You might not be aware of these annoying extra sounds being captured when you're concentrating on your foley.

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Try sounds ingame before finalizing them. What you're doing is creating a library of sounds that are going to playback in a game all over each other right? So if you make the most chunky, big, thick footstep sounds of all time, think about how they might compete with your weapons which also need to sound like the biggest slay0r tool ever. This mixing is NOT just about volume, it's about frequencies. Give everything straight forward and standard FX, EQ... length (nothing too long, or too short..).. put them in game. Check them out and then get your editing ideas from there. An obvious one, but if you're coming from a music production background, you might be used to writing/producing 1 whole song at once instead of developing. It's like testing a model with an engines ingame-lighting.
This will save you time in the long run when trying to get everything heard. There is nothing worse than spending hours on a sound.. looping it over and over.. annoying neighbours :P...and you think it's perfect!, then you put it ingame and it's completely lost because it has too much bassss, or not enough basssss... or isn't loud enough yet it's as loud as you can make it but still eaten up by all the ambience, playersounds, voice,blah blah.. so on. Make sure it has information across all frequencies if it needs priority, weapon sounds for example.

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---and on that note--->

volume or loudness is about frequencies too!
some games have these super loud and 'powerful' weapon sounds. As someone with common sense, you'll want to achieve powerful sfx without destroying peoples speakers by simply upping 'volume/gain', which can distort horrifically. After applying a limiter/compressor, you'll find that if you are bias towards a particular frequency range, say the lower bass, then all the power is transferred there and the more audible mid-high range gets lost.
So just to say, if you're trying to squash everything into a sound, say a fire sound made of 11 gunshots, 5 kickdrums and a hammer on kitchen sink, make sure you don't give even one of those samples too much of one frequency, it'll eat up goodness of the others and your pallette of frequency information is muddied.
you can try to break your sound up into layers, a sound for the low end, the middle, the high end....extra sounds for little details...and roll off frequencies they won't be needing. This can keep your design clean instead of filling it out too much with garbage noise and undecipherable audio information. Not every sound needs to be enormous.
-------> on the flip side... if your sound is too thin and weedy, try generating some pure white noise and slip it into the mix... it can really fatten a sound out.
hope some of that is useful to someone. Just late night thoughts.

Edited by: stringed_Evil

Jun 8 2008, 11:29am Anchor

Nice one stringed_Evil!

1. Your mouth/throat are powerful foley tools. Some of the most inhuman sounds come from humans.
2. Tap, spin, whirl, throw, bang and smash anything that might make the sound you're looking for. (Maybe not too hard though ;)
3. When the mic is really close to your sound source, take a thin sock and stick it over your mic. It'll stop those plosives and sibilants right in their tracks. (If you don't know what they are, you'll eventually find out)
4. When using your own voice create sounds, drink water and keep your mouth moist. You don't want to be recording dry mouth noises, they stand out like a sore thumb.
5. Take multiple sounds and blend them together to find what you're looking for. Stranger things have happened...

Can't think of much more right now. Brain overload. :P

Jun 10 2008, 1:51pm Anchor

Hey guys awesome tips.  I'm just getting into sound design so this is very useful for me. :)

Tom@engineaudio
Tom@engineaudio Sonic Matters
Jun 14 2008, 11:10am Anchor

The trick to foley is keeping it very simple. all the EQ and post processing tricks in the world wont cover up a bad recording. Keep recording takes over and over until you are quite happy with the raw recording.

Keep in mind the reverberant nature of the room you are recording in, so that the ambiance around your sound matches the scenario you want it to fit in.

Foley mics are often best if they are shotgun style, with a hypercardiod type polar pattern. This means the mic will pick up a very detailed and focused area around your sound.

A large diaphragm condenser is better suited to dialog (in a quiet space) and musical recordings. Do not put a sock over the mic, get yourself a pop filter or make one out of pantyhose. Keep the pop filter several inches away from your mic to stop the extended and exxagerated bass response you get from a directional polar pattern. This issue is not really an issue with a shotgun mic.

Print a video fraps capture of your cinematic, or the portion of the game animation you want to do foley work to. Loop the sequence in your multitrack daw and record your sounds while watching the video. This will make the implementation work much smoother in the end, since the performance will be close to perfect before ever entering the actual game with the sound.

As always, practice and repetition is more important than advice, lol.

Edited by: Tom@engineaudio

leilei
leilei * Meteo
Jun 14 2008, 11:39am Anchor

it's tough to foley with a built-in laptop microphone though

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