I'm glad somebody else's figuring out the importance of the punch layer.. at first I thought it was just how quiet they were sounding, when I fixed the volume levels and still didn't get any satisfaction like I thought I was going to, I started messing around a bit and realizing what was missing.. you don't have to sacrifice the loud to get the punch but you have to have the punch.
I always like the sounds, of a battle raging on from a far distance. and I wish that a lot of games, do that to make it seem like your entering a Battlefield, to help your comrades in battle.
Love this video. Wish you did more in depth tutorials i cant find any other videos like this about gunfire in wwise. My guns still sounds terrible I cant blend stuff nicely like you have
I think the "tail" sound is always too short in video games.... as an American who fires guns at an outdoor range quite often.... when you light off a rifle round like 556 that "tail" will reverberate through the air for at least a good 2 - 3 seconds after the shot.
Depends on environment , if you shoot in a dense and close area the tail will be short , if you shoot in a open area the tail woukd be louder and the noise of it last longer
I have always been interested in making a first-person shooter and I think this video can help a lot with the audio design of the game. Thank you for this video that I discovered 2 years later :D Is it possible for you to provide the shell casing falling on the ground sounds? Since I have no access to these and I can't find any that I liked.
I highly recommend the Gun Shell SFX Collection from Effect Sense. It's very affordable ($49 USD and it's $10 off right now), and comes with 12 different calibers on 7 types of surfaces.
Hi Tom, this is fantastic! for a burst shot you recommend using one shot or a loop of several shots, I have to use fmod for this but I guess it would be similar than with wwise.
Hey! Tbh I wouldn't build unique sounds specific to single or auto - you can definitely build a single shots using singles or by picking individual shots out from a burst.
@@TomWrightSound Thank you. I've checked many designers on youtube and I find you one of the best! The trick with adding reverb room on wav and then tail is also really nice trick. Could you share which reverb plugin you are using to create room effect (outside or inside version)?
Thanks for this video! Question: at 5:15 you say you rendered a short mech sound and added it to the start of the looping--and at 5:04 we can see the ak-pre object in the ak 47 loop event--does that ak-pre object simply play *at the same time as* the AK47_Fire_Loop_1p object? Or is it somehow playing before it? Or did you delay the AK47_Fire_Loop_1p object start time?
Thanks for the comment. The mech sound gets added to the Play_AK47_Fire_Loop Event and the shooting loop has a small delay within the event. When you trigger this event, the mech plays then the shooting plays shortly after. It's a small detail that is more of an artistic choice really, which I haven't been doing recently.
Thanks for a great video. I find that sometimes I play more sounds than shots fired, which is quite noticeable if I only fire 1 or 2 rounds. Do you have any tips on syncing this more reliably?
This is something we also discovered during development. We found that by adding a small delay to the start of the Play_ Event (about 0.04) you can catch most of those extra shots. It's requires some tweaking but is an unfortunate side-effect of this method, which is also present in a few other popular games that use Wwise. At my place of work we currently use a different method that takes advantage of Wwise's MIDI systems. There's some great information about it in a video by the audio people for Borderlands 3.
Hey, great video. Very informative. I noticed, that you used not only a Boom Lib sounds. What other libraries did you use? For exapmle, for m60 and a shotgun layers?
How do you handle timing in game synced with the Loop trigger rate? In my implementation, two shots can be sometimes heard when holding the fire button for long enough for wwise to trigger twice, but not long enough for the gun to fire twice.
We added a short delay on the Play_ event, something like 0.04 to help with this issue. It takes some tweaking but you can eliminate most of the problem. It's not a perfect solution. I would check out some of the Borderlands 3 audio videos - they do some cool stuff to eliminate this problem but it's a little bit more complicated!
@@TomWrightSound Thank you for the quick response. I will try the delay, I also want to optimize the path from releasing the button to actually sending Break event to wwise, since it seems to be too long. I had a look on the Borderlands 3 solution. It has amazing results, but it's probably too advanced for us, so I'll give your solution a try and if we ever find a proper audio engineer, we might check out the one from Gearbox. Thank you, your video and response helped a lot :)
@@TomWrightSound I got more in depth of the issue and it seems that wwise will sometimes trigger sounds in 64ms intervals even tho I need a 100ms interval. Maybe that's why the 40ms delay works.
Most SFX vendors online have free sounds that are obtainable from their website. You can build a up a pretty nice collection doing this. Send me an email (search my website) and I'll send you a link to a good gdoc with these on.
such a good game, rest in peace
Can you tell me why rip?
@@rinyas Either he died or they gave up or stopped
This is a great insight into the process of building sounds for games.
I love the idea of mixing the layers based on game environment.
Really good video, I just wish more developers would mix the raw audio that boom sound provides rather than the premade audio pack.
I'm glad somebody else's figuring out the importance of the punch layer.. at first I thought it was just how quiet they were sounding, when I fixed the volume levels and still didn't get any satisfaction like I thought I was going to, I started messing around a bit and realizing what was missing.. you don't have to sacrifice the loud to get the punch but you have to have the punch.
I always like the sounds, of a battle raging on from a far distance. and I wish that a lot of games, do that to make it seem like your entering a Battlefield, to help your comrades in battle.
"Counter-Strike* LINE BREAK *Just Kidding I Love CS Really."
BRUH THIS IS SO BEAITUL i love the way u elaborate and i think you are very artistic in ur work
cheers sir !!
Tom wright sound: demonstrating how to make a gun sound effect
Me: not knowing what is going on
this was an amazing breakdown! thanks for sharing your deep research man!
My pleasure!
Boom sound library! I use that library for gun sounds too!
Awesome video mate! Big up!
Love this video. Wish you did more in depth tutorials i cant find any other videos like this about gunfire in wwise. My guns still sounds terrible I cant blend stuff nicely like you have
Such a good video. You showed the entire process and explained it thoroughly. Thank you!
Just starting out with Wwise and this is so overwhelming lol... Super cool and great work tho!
The Martini-Henry should have made it into the list. It sounds so powerful and seems like almost everyone agrees on that.
This is so so so informative Tom, Thank You
Best thing to do is add in the reload bolts forward and back into the sound so it captures the same feel of the gun.
This is incredible! Thank you for uploading!
I think the "tail" sound is always too short in video games.... as an American who fires guns at an outdoor range quite often.... when you light off a rifle round like 556 that "tail" will reverberate through the air for at least a good 2 - 3 seconds after the shot.
Depends on environment , if you shoot in a dense and close area the tail will be short , if you shoot in a open area the tail woukd be louder and the noise of it last longer
This was very informative, thanks for putting this together.
Good job man , can’t wait to play
how i can add Opus on convert wwise
Great job! )
Very good advices, but it really interesting how ( or who ) integrate this sounds in a game engine.
And here I am using my mouth to create gunshot sounds for my first game ;)
Great work! Keep doing that!
That's great, thank you!
Great video thanks
Great work! 👏👏
Great video
I have always been interested in making a first-person shooter and I think this video can help a lot with the audio design of the game. Thank you for this video that I discovered 2 years later :D
Is it possible for you to provide the shell casing falling on the ground sounds? Since I have no access to these and I can't find any that I liked.
You can probably make the sound of the shell casing yourself by dropping a coin on the ground or something like that
I highly recommend the Gun Shell SFX Collection from Effect Sense. It's very affordable ($49 USD and it's $10 off right now), and comes with 12 different calibers on 7 types of surfaces.
@@gaelperrinaudio5735 49$ is not affordable. Go pirate it instead.
Hi Tom, this is fantastic! for a burst shot you recommend using one shot or a loop of several shots, I have to use fmod for this but I guess it would be similar than with wwise.
Hey :), honestly I've done both and it worked well but I would maybe recommend 3 single shots that are each triggered in an event.
3:09 kinda sounds like a pack-a-punched gun in black ops 3
does the deferent effect really need a requirement with unreal engines reverb settings? wont that dynamically chnage the way the gun shot sounds?
Nice. For "auto" mode you were using "auto" recorded samples, what about for singles shot mode -would you use singles shot recordings?
Hey! Tbh I wouldn't build unique sounds specific to single or auto - you can definitely build a single shots using singles or by picking individual shots out from a burst.
@@TomWrightSound Thank you. I've checked many designers on youtube and I find you one of the best! The trick with adding reverb room on wav and then tail is also really nice trick. Could you share which reverb plugin you are using to create room effect (outside or inside version)?
Awesome Tom!
Do you mind mentioning what (raw) sounds were used for the first handgun at 0:10? Sounds massive
Thanks for this video! Question: at 5:15 you say you rendered a short mech sound and added it to the start of the looping--and at 5:04 we can see the ak-pre object in the ak 47 loop event--does that ak-pre object simply play *at the same time as* the AK47_Fire_Loop_1p object? Or is it somehow playing before it? Or did you delay the AK47_Fire_Loop_1p object start time?
Thanks for the comment. The mech sound gets added to the Play_AK47_Fire_Loop Event and the shooting loop has a small delay within the event. When you trigger this event, the mech plays then the shooting plays shortly after. It's a small detail that is more of an artistic choice really, which I haven't been doing recently.
@@TomWrightSound Awesome, thanks!
Rainbow six siege has perfect sounds.
As well as Ready Or Not!
Thanks for a great video. I find that sometimes I play more sounds than shots fired, which is quite noticeable if I only fire 1 or 2 rounds. Do you have any tips on syncing this more reliably?
This is something we also discovered during development. We found that by adding a small delay to the start of the Play_ Event (about 0.04) you can catch most of those extra shots. It's requires some tweaking but is an unfortunate side-effect of this method, which is also present in a few other popular games that use Wwise.
At my place of work we currently use a different method that takes advantage of Wwise's MIDI systems. There's some great information about it in a video by the audio people for Borderlands 3.
@@TomWrightSound I see, I'll give that a go now and I'll check out the video. Thanks for the info
Very useful and informative tutorial
Which tool did you used inside Reaper to break looped gunshots into small bits ? I'm curious
It was just a matter of pressing 'S' at the start of the transient. It's quite a manual process.
Hey, great video. Very informative.
I noticed, that you used not only a Boom Lib sounds. What other libraries did you use? For exapmle, for m60 and a shotgun layers?
How do you line the samples up like that on the grid in Reaper? I've found that the RPM of the gun fluctuates within the samples and I can never do it
Just by manually quantizing each shot on each track. Similar to tidying up live drum recordings.
so how do you make all that if you dont have any guns or gun shells
Mechanical parts moving are never heard while shooting.
Sounds great though
What would you recommend to use for source material to create a noise layer?
Sounds of real guns. Almost all of my gun layers are real gun sounds for source.
Where did you get all of those sounds?
u r a pro
Do you have different sounds when the shells hit different materials?
Not currently but that is on the to-do list!
great!
How do you handle timing in game synced with the Loop trigger rate? In my implementation, two shots can be sometimes heard when holding the fire button for long enough for wwise to trigger twice, but not long enough for the gun to fire twice.
We added a short delay on the Play_ event, something like 0.04 to help with this issue. It takes some tweaking but you can eliminate most of the problem. It's not a perfect solution. I would check out some of the Borderlands 3 audio videos - they do some cool stuff to eliminate this problem but it's a little bit more complicated!
@@TomWrightSound Thank you for the quick response. I will try the delay, I also want to optimize the path from releasing the button to actually sending Break event to wwise, since it seems to be too long.
I had a look on the Borderlands 3 solution. It has amazing results, but it's probably too advanced for us, so I'll give your solution a try and if we ever find a proper audio engineer, we might check out the one from Gearbox.
Thank you, your video and response helped a lot :)
@@TomWrightSound I got more in depth of the issue and it seems that wwise will sometimes trigger sounds in 64ms intervals even tho I need a 100ms interval. Maybe that's why the 40ms delay works.
👍👍👍👍👍👍
Do you happen to know any good sites to find source materials for beginners by any chance?
Most SFX vendors online have free sounds that are obtainable from their website. You can build a up a pretty nice collection doing this. Send me an email (search my website) and I'll send you a link to a good gdoc with these on.
does anyone know where to find gun the gun sound?
Why is this video so low
Hii
What's the name of that game
What happened to this
Jesus Loves You
Sorry.
comment
Step 1: Don't live in uk
I am from the UK
@@TomWrightSound Same, but It would be a lot easier to get gun sounds in US when you can easily get an actual gun and record sounds.
not loud enough