Hello all! I know that this is a pretty age-old question, but after some extensive online searches, I still can't seem to find the right answer. In short, how can I make a good gunshot sound effect?

The short version: Every online tutorial or demonstration just doesn't seem to cut it. I'm not really looking to use a clap or finger snap to get this one working. I am trying my best to get an authentic feel to my gunshots, without actually firing a gun. I've tried hitting metal, popping balloons, and generating sounds, but nothing has worked thus far. Furthermore, I'm not looking to take from a sound library, regardless of copyright. Any good tips or tricks or assistance in this issue would be fantastic, thank you!


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The long(er) version: Okay, I won't lie to you, I'm not a film maker. However, I am a game developer, and I'm getting my feet wet with foley work. I have plenty of sounds stowed away in my library already, but I just can't seem to get this gunshot sound ready to be played time-and-time again in a game. I am set up with a low-budget sound studio (works really well when the birds aren't chirping), a good shotgun microphone and a good recorder (Rode and Zoom). I've tried plenty of recommendations, including balloons, staple guns and sheet metal, and I've resorted to generating several sound samples (about four, each covering a different frequency of sounds, using JFXR). However, I simply cannot get this sound to come out right. Balloons didn't have enough bass, staple guns didn't have enough oomph, and computer generated sounds ended up with lots of static and lacked realism. The one demonstration that I haven't tried out yet is firecrackers, for fear of damaging the microphone or lighting something on fire, however, if these are the best way to go then I'm gonna give them a shot. Thank you very much for reading, and thank you for any help, tips, or tricks in this endeavor of mine.

Few sounds have the power to capture attention like shots fired from a gun. Even the subtler sounds connected to a gunshot, like the click of a disengaged safety or the loading of a fresh clip, can carry psychological weight when prepared correctly.

We've hand-selected some our favorite gun sound effects from the Audio Design Desk collection and placed them here in our royalty free sound effect pack. Have a listen below and download the pack for free when you're ready to get started.

The unmistakable zap of a Star Wars blaster, developed by Ben Burtt, emerged accidentally while he was hiking through a mountain. His bag was caught on a guy wire dangling from a radio tower. It made an otherworldly sound after being yanked off and inspired Burtt to take a field recording.

Burtt later went searching for a similar kind of wire in California and found an abandoned tower. The wind dampeners, or styrofoam balls that prevent guy wires from vibrating, had been removed. He banged on the wires with different pieces of metal and recorded the sounds to produce the iconic Star Wars laser cannons.

Field recordings and foley can be time consuming and expensive, leading some sound designers to create sci-fi gun sounds from digital synthesizers instead. Early video games relied on synthesis exclusively, because their chips lacked the memory needed to support sampled audio files. The video below features an interview between Wired and a group of sound designers with expertise in retro games.

Gun sounds in this era were generally limited to shots and impacts, represented by square and triangle waves. Even ordinary action and war games sounded a bit like science fiction, due to their use of synthetic tones.

Over the years, as gaming consoles improved, these early limitations gave way to more advanced digital synthesis and effects processing. In the video tutorial below, digital sounds from the Omnisphere VST and multi-effect plugin Amalgame are used to create more gun sounds:

Panning and spatial audio are another important element to consider for immersive sound design. When gun sounds are coming from beyond the player in a first person shooter (or the primary character in a movie scene), panning can help with left-right orientation while filters and reverb are helpful for defining the depth of field.

I'm working on a project to make a Laser Tag like game. I have found lots of resources using the play tone function, however I was wondering if there was something that could make a gun sound effect without using any extra chips or shields. I don't need anything real sounding but something better then a simple tone or melody would be awesome. I'm working with a Nano 328 and trying to keep things as small as possible.

It sounds even better when you can vary the amplitude, from loud to soft, fairly quickly; I remember doing this on my TRS-80 Color Computer back in the day, which had a 6-bit DAC; there was a way in BASIC to get the PLAY command to output something akin to random noise, and while doing that while decrease the volume rapidly, you could get the effect of shots being fired, and even something like an explosion. I should hope something like this could be done on an Arduino, perhaps with only a modicum of external parts...

It was a bit tricky to program, but only because I needed it to be non-blocking. (I didn't know how to use timer interrupts yet, and I needed to continuously refresh the display.)

If you can use delay() in the sound making (meaning the arduino cannot do anything else during the sound effect), it would be really easy.

Locking up the board while a .5 second or less sound plays shouldnt be a big deal so for now delay() should work. this would eliminate the need for a delay anyway to prevent someone from firing the tag gun too quickly.

And this is working perfectly. As for the amplitude problem, I'm not sure if its going to be an issue. Once I started playing with this I was able to get the sound to trail off just buy lowering the frequency. The small speaker I'm using I got from radio shack has a low end of 300hz, so setting the frequency lower then that less and less sound is played.

M1 Garand gunfire on battlefield. M1 Garrand is a 30 caliber rifle, and often called Greatest Battle Implement Ever Devised. It was the first semi-automatic rifle used by the military. Sound effect requested by William Andrews. Thanks William.

Another option is to load the DLSMusicDevice on the input of the channel strip ( General Midi device - Quicktime Synth). Program change 127 is a gun shot. Each note on the keyboard will generate a slightly different gunshot tone.

Create an offstage sound effect with a length of 3 x 1 timber (about 2 ft long maybe?). Drill a 6mm through the wood at one end, then use a 10mm drillbit to widen out the hole to about a third of the way through the wood. Poke a length of 6mm sashcord through the hole, tie a knot in the end of the sash on the wide side of the hole. Make sure the knot lies inside the 10mm hole, but doesn't pull through the 6mm hole. Lay wood on floor in wings. put foot on end without sash; pull on sash to bend the other end up off the floor (creating a spring). On cue, release sash to allow the wood to slap onto the floor creating loud sharp crack, similar to gunshot.

Many professional productions make use of recorded cound effects. There's nothing wrong with using a sound track. It's not as realistic, particularly when it comes to locating the position of the sound source, but it may well be the simplest and cheapest method.

When I started working in the business quite a long time ago, the received wisdom was that recorded gunshots were much inferior to real gunshots using blank-firing weapons. This was due to the inability of the the available technology to reproduce a sound with a very fast attack time and short duration accurately on cue.

with samplers and other computer based sound reproduction systems, this is no longer such a problem, so using recorded effects is indeed a viable option, and as Cedd says, gives much more control over the levels, reducing the "startle" effect.

However, having worked on several productions using real gunshots, and seen plenty more, I would disagree that loud bangs necessarily spoil the performance. In the context of a lighted hearted musical entertainment like Sister Act, this may be the case. In the context of the last scene of Blood Brothers, (also musical theatre, but much less light-hearted!) the loud gunshots used in the production I saw (not the current West End version) left the audience in stunned silence, which was absolutely the desired effect. In this production, the weapon was fired by an actor coming down the aisle through the auditorium - somehow I doubt whether this would be acceptable nowadays, but it was hugely effective in the dramatic context. (I've never seen the West End production, so I've no idea how they achieve this in that version)

Thanks, some great ideas. The issue with recorded sound effects is that at the moment we are using a lecture theatre, as the designated theatre is being built for next year, when Dartington College of Arts moves in to our campus in Falmouth.

and I won't take credit for the idea - it's a pretty common live sound effect from the days before extensive libraries of pre-recorded stuff - usually used as a back-up in case the gun misfired, I believe.

Using any of the designs for a wooden clap board will be the cheapest and most effective method if the sound system is not up to producing a couple of samples of gunshot. These can be found on the web and in sound libraries. They can be played off PC MiniDisc or CD according to your preference.

The Liberty One Pop Gun creates a pop sound effect used in many popular pieces of music and theater performances throughout the years. The Pop Gun is durable and reliable featuring a metal and true cork construction. The cork is easy reloaded with the pull rod.

Problem.... the older version of logic has sound effect loops like crashes, gun shots, cows and any number of other cool little sound effects, the latest version seems to be missing these simple loops? Type in "gun" and the only thing I get is "shogun"..... "crash" and all I get is cymbal crashes. ff782bc1db

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