FOLEY TECHNIQUE & AUDIO SYNTHESIS - Make your own pick up sounds

October 13, 2017



This week we needed to create our own Pick Up sounds to implement them in the game project Cube. To this purpose, I did first a Foley session at home, in my small kitchen because the acoustics of the room is quite good for Foley sessions.


For recording, I used the following gears:

  •  Field Recorder: Tascam DR44-WL (but not the built-in microphones)

  •  2 condenser microphones:

    •  T.Bone EM9900 – hyper cardioid shotgun

    •  T.Bone SC140 – Supercardioid pencil







During the Foley session, I used different type of materials and objects available in my flat to create the 4 pick up sounds (Health 100, Health 250, Armor and Ammo). After the recording session, I imported each sound in Logic to edit them. I needed to cut and remove the silence and unwanted noise . As well I put short fade in and fade out on each loop to avoid click sounds when I will use them later on. After this process, I was finally ready to start creating each sound effect.






Thus, I imported in a new Logic project all the sounds previously recorded and edited.  Also, I added color on every audio samples for each type of sound (metallic, paper, ice, etc). As well, each track used to create the same SFX had the same color. Having a color code helps to get a better vision about what you are doing. Organisation helps to not lose time on your projects.








To make each sound effect, I needed to layer the different sounds. Each Sound Effect was composed of layers grouped in a bus. Layers and bus were processed, to modify the sound and make them glue together. To manipulate the sound, I used different audio effects such as EQ, Dynamic effect, Pitch, etc.


When the SFXs were finished, I exported the audio in .wav format with a good audio quality at 48Khz/24bit. Having audio file with 24-bits gives a safety headroom and the ability to manipulate it with in a DAW while keeping a good audio quality. Next time i will record my audio files at  96Khz and after i finish working on them, i will export the final SFXs at 48Khz; because working at a high sample rate avoid unwanted sound artifacts and gives a better audio quality. Later on, I implemented the SFXs in Wwise.
























Here are the final SFXs






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