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Shotgun Reload SFX
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Watch me break down the making of some shotgun SFX.
It's been a fun one, although really hard to pull off. There were massive amounts of effects and edits needed to get this to sound right, but in the end you gotta say "good enough" and just upload to youtube and pray, lol.
Thank you, GamingEngine for making the animation.
Q:
Why tho? Why not use real guns?
A:
Because Im not based in USA and do not have easy access to guns. Gun ranges are not optimized for recording sound. Buying an ASG would be an option, but an expensive one. And well, recording something isn't as fun as playing around with lots of sounds and trying to match them. This is an art called foley, and its really fun. Recording an ASG would be very uncreative an boring i my humble opinion. Also, I wouldn't be able to record a live gun in the field, because my recording gear is 0% mobile from my PC, through the boom arm and mic, to the audio interface. There were a lot of comments asking this question, so I decided to put it in description so that nobody reads it (ex dee).
Q:
Is this really how SFX are made?
A:
Yes... and no.
Depends on what the sound designer is going for. The best result is achieved by combining foley art (what you see in the video) with real-life recording of the desired object (in this example it would be a shotgun). Some SFX are made solely by recording the real-life object (ie. cocking a shotgun, shooting it, etc.), some SFX are made by recreating the desired sounds with other objects (ie. shaking keys, medicine, punching stuff, crumbling stuff, etc.). But most SFX are made by combining the two techniques mentioned above. Now I've got a quesiton for you. How do you think Sci-Fi weapon sounds are made (Example: Volt SMG from Apex Legends)?
Support me on my Patreon (become the first supporter!):
It's been a fun one, although really hard to pull off. There were massive amounts of effects and edits needed to get this to sound right, but in the end you gotta say "good enough" and just upload to youtube and pray, lol.
Thank you, GamingEngine for making the animation.
Q:
Why tho? Why not use real guns?
A:
Because Im not based in USA and do not have easy access to guns. Gun ranges are not optimized for recording sound. Buying an ASG would be an option, but an expensive one. And well, recording something isn't as fun as playing around with lots of sounds and trying to match them. This is an art called foley, and its really fun. Recording an ASG would be very uncreative an boring i my humble opinion. Also, I wouldn't be able to record a live gun in the field, because my recording gear is 0% mobile from my PC, through the boom arm and mic, to the audio interface. There were a lot of comments asking this question, so I decided to put it in description so that nobody reads it (ex dee).
Q:
Is this really how SFX are made?
A:
Yes... and no.
Depends on what the sound designer is going for. The best result is achieved by combining foley art (what you see in the video) with real-life recording of the desired object (in this example it would be a shotgun). Some SFX are made solely by recording the real-life object (ie. cocking a shotgun, shooting it, etc.), some SFX are made by recreating the desired sounds with other objects (ie. shaking keys, medicine, punching stuff, crumbling stuff, etc.). But most SFX are made by combining the two techniques mentioned above. Now I've got a quesiton for you. How do you think Sci-Fi weapon sounds are made (Example: Volt SMG from Apex Legends)?
Support me on my Patreon (become the first supporter!):
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