How To Make Awesome Gunshot Sounds for Games - Fully Automatics (feat. Islands of Nyne: BR)

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  • เผยแพร่เมื่อ 24 พ.ย. 2024

ความคิดเห็น • 91

  • @josiahnation5222
    @josiahnation5222 5 ปีที่แล้ว +100

    such a good game, rest in peace

    • @rinyas
      @rinyas 4 ปีที่แล้ว +7

      Can you tell me why rip?

    • @maridia7625
      @maridia7625 4 ปีที่แล้ว +10

      @@rinyas Either he died or they gave up or stopped

  • @unfa00
    @unfa00 3 ปีที่แล้ว +33

    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.

  • @myships
    @myships 6 ปีที่แล้ว +20

    Really good video, I just wish more developers would mix the raw audio that boom sound provides rather than the premade audio pack.

  • @jakedill1304
    @jakedill1304 ปีที่แล้ว +1

    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.

  • @magnus88mm49
    @magnus88mm49 3 ปีที่แล้ว +9

    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.

  • @comradejames7813
    @comradejames7813 4 ปีที่แล้ว +4

    "Counter-Strike* LINE BREAK *Just Kidding I Love CS Really."

  • @benmansourmahdi9097
    @benmansourmahdi9097 4 ปีที่แล้ว +1

    BRUH THIS IS SO BEAITUL i love the way u elaborate and i think you are very artistic in ur work
    cheers sir !!

  • @DishwasherDominator
    @DishwasherDominator 4 ปีที่แล้ว +3

    Tom wright sound: demonstrating how to make a gun sound effect
    Me: not knowing what is going on

  • @FrenziedLunatic
    @FrenziedLunatic 2 ปีที่แล้ว +2

    this was an amazing breakdown! thanks for sharing your deep research man!

  • @trashcompactorYT
    @trashcompactorYT 3 ปีที่แล้ว

    Boom sound library! I use that library for gun sounds too!

  • @rolardnb
    @rolardnb 3 ปีที่แล้ว +1

    Awesome video mate! Big up!

  • @worbarry9735
    @worbarry9735 ปีที่แล้ว +1

    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

  • @JamesGiannoni
    @JamesGiannoni 4 ปีที่แล้ว +1

    Such a good video. You showed the entire process and explained it thoroughly. Thank you!

  • @menamgamg
    @menamgamg 4 ปีที่แล้ว

    Just starting out with Wwise and this is so overwhelming lol... Super cool and great work tho!

  • @AlexTuduran
    @AlexTuduran ปีที่แล้ว +1

    The Martini-Henry should have made it into the list. It sounds so powerful and seems like almost everyone agrees on that.

  • @rolex6041
    @rolex6041 3 ปีที่แล้ว

    This is so so so informative Tom, Thank You

  • @bobbyswagger5898
    @bobbyswagger5898 4 ปีที่แล้ว +1

    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.

  • @leybaland7073
    @leybaland7073 6 ปีที่แล้ว +1

    This is incredible! Thank you for uploading!

  • @BertieW0oster
    @BertieW0oster 2 ปีที่แล้ว +4

    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.

    • @steveman0420
      @steveman0420 2 ปีที่แล้ว

      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

  • @EscapeCondition
    @EscapeCondition 4 ปีที่แล้ว

    This was very informative, thanks for putting this together.

  • @ahmadfarhat1014
    @ahmadfarhat1014 7 ปีที่แล้ว

    Good job man , can’t wait to play

  • @giovannigiorgio2262
    @giovannigiorgio2262 ปีที่แล้ว +1

    how i can add Opus on convert wwise

  • @iggysounddesign
    @iggysounddesign 2 ปีที่แล้ว

    Great job! )

  • @MsTrash666
    @MsTrash666 2 ปีที่แล้ว

    Very good advices, but it really interesting how ( or who ) integrate this sounds in a game engine.

  • @k-6353
    @k-6353 ปีที่แล้ว

    And here I am using my mouth to create gunshot sounds for my first game ;)

  • @ImNuno
    @ImNuno 7 ปีที่แล้ว

    Great work! Keep doing that!

  • @illiagogoliev9218
    @illiagogoliev9218 5 ปีที่แล้ว +1

    That's great, thank you!

  • @arooshsingh
    @arooshsingh 2 ปีที่แล้ว

    Great video thanks

  • @andreschamat
    @andreschamat 4 ปีที่แล้ว

    Great work! 👏👏

  • @kbmsfx1254
    @kbmsfx1254 2 ปีที่แล้ว

    Great video

  • @thealandude9146
    @thealandude9146 5 ปีที่แล้ว +3

    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.

    • @Rodentbird
      @Rodentbird 4 ปีที่แล้ว

      You can probably make the sound of the shell casing yourself by dropping a coin on the ground or something like that

    • @gaelperrinaudio5735
      @gaelperrinaudio5735 4 ปีที่แล้ว

      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.

    • @jaypolas4136
      @jaypolas4136 2 ปีที่แล้ว

      @@gaelperrinaudio5735 49$ is not affordable. Go pirate it instead.

  • @laurentmis
    @laurentmis ปีที่แล้ว

    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.

    • @TomWrightSound
      @TomWrightSound  ปีที่แล้ว

      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.

  • @ItzKyber
    @ItzKyber 3 ปีที่แล้ว

    3:09 kinda sounds like a pack-a-punched gun in black ops 3

  • @Jhtoastygames
    @Jhtoastygames 11 หลายเดือนก่อน

    does the deferent effect really need a requirement with unreal engines reverb settings? wont that dynamically chnage the way the gun shot sounds?

  • @Jack-qq2ni
    @Jack-qq2ni 2 หลายเดือนก่อน

    Nice. For "auto" mode you were using "auto" recorded samples, what about for singles shot mode -would you use singles shot recordings?

    • @TomWrightSound
      @TomWrightSound  2 หลายเดือนก่อน

      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.

    • @Jack-qq2ni
      @Jack-qq2ni 2 หลายเดือนก่อน

      @@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)?

  • @ajryangameaudio
    @ajryangameaudio 4 ปีที่แล้ว

    Awesome Tom!

  • @datspunk
    @datspunk 2 ปีที่แล้ว

    Do you mind mentioning what (raw) sounds were used for the first handgun at 0:10? Sounds massive

  • @pietrosammarco6225
    @pietrosammarco6225 3 ปีที่แล้ว

    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?

    • @TomWrightSound
      @TomWrightSound  3 ปีที่แล้ว +1

      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.

    • @pietrosammarco6225
      @pietrosammarco6225 3 ปีที่แล้ว

      @@TomWrightSound Awesome, thanks!

  • @jaypolas4136
    @jaypolas4136 ปีที่แล้ว

    Rainbow six siege has perfect sounds.

    • @jaypolas4136
      @jaypolas4136 ปีที่แล้ว

      As well as Ready Or Not!

  • @fuseinabowl
    @fuseinabowl 3 ปีที่แล้ว

    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?

    • @TomWrightSound
      @TomWrightSound  3 ปีที่แล้ว

      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.

    • @fuseinabowl
      @fuseinabowl 3 ปีที่แล้ว

      @@TomWrightSound I see, I'll give that a go now and I'll check out the video. Thanks for the info

  • @marcomamoto
    @marcomamoto 4 ปีที่แล้ว

    Very useful and informative tutorial

  • @steveman0420
    @steveman0420 2 ปีที่แล้ว

    Which tool did you used inside Reaper to break looped gunshots into small bits ? I'm curious

    • @TomWrightSound
      @TomWrightSound  2 ปีที่แล้ว

      It was just a matter of pressing 'S' at the start of the transient. It's quite a manual process.

  • @liechtensteinaudio
    @liechtensteinaudio 4 ปีที่แล้ว

    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?

  • @LiamWrightAudio
    @LiamWrightAudio 2 ปีที่แล้ว

    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

    • @TomWrightSound
      @TomWrightSound  2 ปีที่แล้ว

      Just by manually quantizing each shot on each track. Similar to tidying up live drum recordings.

  • @BLUEMELONS1
    @BLUEMELONS1 3 ปีที่แล้ว

    so how do you make all that if you dont have any guns or gun shells

  • @PertoxBR
    @PertoxBR 3 ปีที่แล้ว

    Mechanical parts moving are never heard while shooting.

  • @TheJeppesk
    @TheJeppesk 4 ปีที่แล้ว +1

    What would you recommend to use for source material to create a noise layer?

    • @TomWrightSound
      @TomWrightSound  4 ปีที่แล้ว +1

      Sounds of real guns. Almost all of my gun layers are real gun sounds for source.

  • @Veryshortname1
    @Veryshortname1 3 ปีที่แล้ว

    Where did you get all of those sounds?

  • @beatbone96
    @beatbone96 6 ปีที่แล้ว

    u r a pro

  • @ffflechapt
    @ffflechapt 6 ปีที่แล้ว +1

    Do you have different sounds when the shells hit different materials?

    • @TomWrightSound
      @TomWrightSound  6 ปีที่แล้ว +1

      Not currently but that is on the to-do list!

    • @ffflechapt
      @ffflechapt 6 ปีที่แล้ว

      great!

  • @spades10
    @spades10 4 ปีที่แล้ว

    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.

    • @TomWrightSound
      @TomWrightSound  4 ปีที่แล้ว

      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!

    • @spades10
      @spades10 4 ปีที่แล้ว

      ​@@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 :)

    • @spades10
      @spades10 4 ปีที่แล้ว

      @@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.

  • @Ramsesamonra
    @Ramsesamonra 3 ปีที่แล้ว

    👍👍👍👍👍👍

  • @farmerjuan
    @farmerjuan 4 ปีที่แล้ว

    Do you happen to know any good sites to find source materials for beginners by any chance?

    • @TomWrightSound
      @TomWrightSound  4 ปีที่แล้ว +1

      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.

  • @JakeABee
    @JakeABee 4 ปีที่แล้ว

    does anyone know where to find gun the gun sound?

  • @paranormalman2
    @paranormalman2 7 ปีที่แล้ว

    Why is this video so low

  • @cathyknoop
    @cathyknoop 3 ปีที่แล้ว

    Hii

  • @lilshizie0072
    @lilshizie0072 4 ปีที่แล้ว

    What's the name of that game

  • @Grimswoden
    @Grimswoden 3 ปีที่แล้ว

    What happened to this

  • @Muddybagclean
    @Muddybagclean ปีที่แล้ว +1

    Jesus Loves You

  • @bensalter7997
    @bensalter7997 3 ปีที่แล้ว

    Sorry.

  • @BrokeitDale
    @BrokeitDale 3 ปีที่แล้ว

    comment

  • @HamalgamUB
    @HamalgamUB 2 ปีที่แล้ว

    Step 1: Don't live in uk

    • @TomWrightSound
      @TomWrightSound  2 ปีที่แล้ว

      I am from the UK

    • @HamalgamUB
      @HamalgamUB 2 ปีที่แล้ว

      @@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.

  • @eygs493
    @eygs493 8 หลายเดือนก่อน

    not loud enough