The sound design hokage comes in clutch at the perfect time - Definitely use this but needed the reminder to not go overboard, thank you for this Akash!
This is literally the perfect channel. I’ve been doing sound design stuff for years but have struggled to find good resources for learning it. This is perfect.
So. Damn. Good. This is the perfect visual representation of your newsletter style - ahoy-hoy and all! (And I love that you have stuck with that for so long!)
Thanks a lot for sharing this simple and effective method! I'm on the waitlist of the course where you go more in depth with it, but i can't wait to ask : are you EQ'ing each sound for it to fit more on the Low, Mid or High, or is it better to keep the integrity of each sound?
It depends, but usually I'll EQ them to make it fit better within the frequency spectrum it's supposed to take up. So if I have a "high" sound that also has a ton of bass in the source material, I'll often EQ that bassyness out.
I have experimented with sound effects a lot, but cannot seem to get the sound I want. For example, gun sound. I have no gun, do not want to sample from someone ELSE's game. I would like to find sounds that I can create the base sound. Bang a hammer on items to get various starts for example. Not sure how to start and how to create layers.
This is so great, I never thought about this! I'm gonna be making sound effects for my project soon, so I'll be looking forward to your videos. I do wish you showed what each layer of the gunshot you created sounded like separately too, but this is great
Thanks Akash! I mainly do gunshot sounds and I never made a new gunshot sound with one layer only. I have a simple question though, I dont know if its just me scrutinizing my work but why in first person games the gunshots sound like theyre coming from the middle of the screen but when i replace them with mine it sounds so disorganized. Layers dont sound cohesive. What layers should I make mono? also which stereo imager plugin would you use for making the reflection of the gunshot more believable? or more believably resonating with the surroundings.
My two cents: make it all mono. In my experience, stereo SFX are for non-diegetic sounds (UI, earcons) and a feeeew diegetic edge cases, such as the rattling of a vehicle's bodywork when the player is inside it. As for stereo, believability, and surroundings, that depends on your medium. For games the audio middleware is the best option. As for video, I'm not too experient with it, but a good reverb sound should work?
@@zkassai.audio.2 Thanks for you response! The problem i have is im working on a mod for an old game Fallout new vegas. This game has no sound modulation stuff so that raw sfx you put in files is whats getting played back. In that case is it best to make the entirity of the transient (core and mechanisms) mono and the reflections stereo? I hope it makes sense... Otherwise i'd go mono as you mentioned because it sounds more logical.
Awesome to be seeing more content on here from you! Your videos have been very informative and helpful for me in the past, so I'm looking forward to the future!
A similar approach works quite well for music, too. I've identified 5 Layers: Melody, Accompaniment/Chords, Rhythm (Drums, Arps, Sequences), FX (Impacts, Risers etc) and Texture. Blank-DAW-Syndrome is a thing, and patterns like this can really kickstart creativity
@@AkashThakkarAudio Glad to have you back! I was wondering if you were going to have an episode of the essential plug-ins / your recommendations. I know Reaper already has a lot, but I'd love to hear more from an industry professional!
Very disappointed. I came here expecting to find out how to create the sound of a Poop Truck emptying out, and instead learned how to make gunshot sounds. Gees. Thanks anyways.
Man in actually getting hyped to do sound design for my game now! I've been dreading it because audio is such a struggle for me, but I can do it!
Yeesss I love to hear it!
I’ve been using HML technique for years now, but HMLS blew my mind.
Ah, the piece about HML being relative is something I didn’t get before. Good to know!
Yup, this technique has never been called HMLS by me, but I use it in almost all cases. Glad that I am not the only one :)
The sound design hokage comes in clutch at the perfect time - Definitely use this but needed the reminder to not go overboard, thank you for this Akash!
Hahaha you are too kind! Thank you!
" Incredibly simple but ludicrously powerful...", Thats a super rad way to put it! :) Loved the video! Thank you!
Thank YOU for watching!
This is literally the perfect channel. I’ve been doing sound design stuff for years but have struggled to find good resources for learning it. This is perfect.
Also I love your work.
Awww thank you!!
Your analogies are fantastic! Not only do they help you get your point across, but I also learn some weird new fact about the world as well.
Haha you’re so sweet! Thank you!
That's so interesting... Sound design and orchestration has a lot of things in common.
You are 1000% correct!
Can say from years of experience, petting a dog is SUPER important.
Thaaank you so much! And agreed! Dog is best!
10/10 Pet’s the gorgeous dog at the end
Hahahaha yesss. He’s so good.
welcome back
Thank you!!
Yaaaaaay, an Akash video 😱👻👌
Yaaaay!!!
First new long video of this legend. Man I missed him 🎵
I missed him, too. This is the year of Akash on UA-cam.
@@AkashThakkarAudio 🍻
So. Damn. Good. This is the perfect visual representation of your newsletter style - ahoy-hoy and all! (And I love that you have stuck with that for so long!)
Yaaay! I’m so glad! I aim to do more of these style!
Thanks a lot for sharing this simple and effective method! I'm on the waitlist of the course where you go more in depth with it, but i can't wait to ask : are you EQ'ing each sound for it to fit more on the Low, Mid or High, or is it better to keep the integrity of each sound?
It depends, but usually I'll EQ them to make it fit better within the frequency spectrum it's supposed to take up. So if I have a "high" sound that also has a ton of bass in the source material, I'll often EQ that bassyness out.
@@AkashThakkarAudio Make sense, thanks a lot for clarifying 😊🙏🏻
Welcome back! this is great stuff Akash 👍
More to come!!! So excited!
Great approach :)
Thanks so much!
Thanks, so helpful !
I’m so glad!! More to come!
Clear, focused and easily understandable. Akash, we've missed you! Hope more videos are on the way. Thank you!
Thank you! Yes! More to come!!!
Akash is back baby!
Thank youuu! I'm glad to be back!
Great video as always! :)
Thank you dear friend!
I have experimented with sound effects a lot, but cannot seem to get the sound I want. For example, gun sound. I have no gun, do not want to sample from someone ELSE's game. I would like to find sounds that I can create the base sound. Bang a hammer on items to get various starts for example. Not sure how to start and how to create layers.
Starting with free SFX libraries is a good way to go: sonniss.com/gameaudiogdc
This is so great, I never thought about this! I'm gonna be making sound effects for my project soon, so I'll be looking forward to your videos. I do wish you showed what each layer of the gunshot you created sounded like separately too, but this is great
I'll be doing longer form sound design creation videos as well soon, including for gunshots, so keep an eye out!
Thanks Akash! I mainly do gunshot sounds and I never made a new gunshot sound with one layer only. I have a simple question though, I dont know if its just me scrutinizing my work but why in first person games the gunshots sound like theyre coming from the middle of the screen but when i replace them with mine it sounds so disorganized. Layers dont sound cohesive. What layers should I make mono? also which stereo imager plugin would you use for making the reflection of the gunshot more believable? or more believably resonating with the surroundings.
My two cents: make it all mono.
In my experience, stereo SFX are for non-diegetic sounds (UI, earcons) and a feeeew diegetic edge cases, such as the rattling of a vehicle's bodywork when the player is inside it.
As for stereo, believability, and surroundings, that depends on your medium. For games the audio middleware is the best option. As for video, I'm not too experient with it, but a good reverb sound should work?
José nailed it!
@@zkassai.audio.2 Thanks for you response! The problem i have is im working on a mod for an old game Fallout new vegas. This game has no sound modulation stuff so that raw sfx you put in files is whats getting played back. In that case is it best to make the entirity of the transient (core and mechanisms) mono and the reflections stereo? I hope it makes sense... Otherwise i'd go mono as you mentioned because it sounds more logical.
Awesome to be seeing more content on here from you! Your videos have been very informative and helpful for me in the past, so I'm looking forward to the future!
Thaaank you! Much more coming!!
A similar approach works quite well for music, too. I've identified 5 Layers: Melody, Accompaniment/Chords, Rhythm (Drums, Arps, Sequences), FX (Impacts, Risers etc) and Texture. Blank-DAW-Syndrome is a thing, and patterns like this can really kickstart creativity
1000%!
Wh-
Why don't they plumbing
I..... I don't......... know.......
You're back! I love it Edit: wait what you've been uploading a lot. Why didn't I see this..
More to come soon!
@@AkashThakkarAudio Glad to have you back! I was wondering if you were going to have an episode of the essential plug-ins / your recommendations. I know Reaper already has a lot, but I'd love to hear more from an industry professional!
@@yng1234 I’ll make it happen!
first :>
Very disappointed. I came here expecting to find out how to create the sound of a Poop Truck emptying out, and instead learned how to make gunshot sounds. Gees. Thanks anyways.