A side note. One of the tones that the TV networks ship back and forth to each other for sound calibration is 400Hz. I sweet-talked the Director of Engineering at NBC Washington to let us shift the Washington DC tone up to Concert A-440Hz. He, no stranger to whimsy, said yes. It may still be that way.

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Electric Sound Effect


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I've noticed that any sound replayed rapidly enough sounds like electric zaps, but 20 times per second doesn't quite do the job. Has anyone found a sound effect that, when played 20 times per second, sounds like electricity? I'd rather not upload my own custom sounds

Essa Hansen is an author, swordswoman, and falconer. She is a sound designer for science fiction and fantasy films at Skywalker Sound, with credits in movies such as Doctor Strange and Avengers: Endgame. Nophek Gloss is her debut novel.

Creating your own electricity sound effects can be quite challenging because the sound of electricity is so unpredictable. Today, I want to share with you how you can create your own electricity sound effects using only synths.

Before we start, I created an electromagnetic sound pack for you using the LOM Elektrousi microphones. I use these sounds whenever I need to create electricity sound effects and I want to offer them to you for free. You can grab it here: -pack

I created my first sound using Omnisphere to make an electrical hum sound, similar to a 60 Hz hum you may hear in your studio monitors except more distorted. To start, I chose a square wave that already sounded slightly gritty. Next, I modified this sound by adding a random LFO to the amplitude and adjusted the source and width of the modulation until it made a nice glitchy sound.

Next, I added a specialty resonator filter in parallel with a notch filter. I then added and modified some waveshaper distortion to amplify the distortion and make it sound electrical. Finally, I went over to the Orb tab and clicked the dice to randomize some effects onto the sound until I found the electric sound effect sounded good.

Using Omnisphere once more, I started this sound with a noise oscillator and added a random noise LFO to the amplitude. Next, I added a 24db bandpass filter to cut the lows and keep the high-frequencies. For this sound, what really brought it to life, were the insert effects. For effects, I added an EQ to cut off all remaining lower frequencies, Stompbox distortion with a high drive and a raised tone, and a Tube Limiter to increase the final output of the sound.

The final sound effect example has a similar foundation to the previous examples except that I used two layers instead of one. For layer A, I added a random noise LFO to the oscillator shape. I then added a second random noise LFO to the cut-off filter. I used a specialty power buzzer filter which helps bring out the buzzing sound. I then added some FM synthesis. I lowered the depth quite a bit and finally added some waveshaper distortion.

For layer B, I assigned a random noise LFO to affect the waveshaper frequency. I also added a bandpass filter, frequency modulation, and waveshaper distortion, which creates the overall effect. For insert effects, I added the Bassman Cabinet for extra grittiness and to blend the two layers together.

Bring power to your projects with our extensive collection of electricity sound effects. From crackling sparks to electrical surges, enrich your audio content with authentic electrical sounds. Ideal for films, games, and more. Amp up your audio experience today!


An incredible collection of sounds that will elevate your projects to the next level! From electric weapons and impacts to subtle and atmospheric sounds, the Electricity Sound Effects Pack has everything you need to make your project truly electrifying. This pack includes sound effects such as electrical burns, electromagnetic fields, plasma balls, radios, weapons, spells, charges and so on. We've spent countless hours crafting unique and mesmerizing sounds that will give your audience a truly immersive experience.

Whether you're creating a sci-fi or a fantasy game, this pack provides you with all the electric sound assets you need to create a truly immersive experience for your players. With its high-quality, professionally recorded sound effects, the Electricity Sound Pack is the perfect addition to any game.

You will find lots of zzzzzdd, brdzdrdtzzzzzt, zzappity and zzuppity sounds from electric arcs and sparks to EMF background atmospheres, from whooshes to spells, and even electric weapons and impacts. Get ready for an electric shock!

The acoustic experts in Weissach develop individual sound concepts for each generation of engine, providing every Porsche model with its very own acoustic calling card. Experience the different sounds with a large selection of audio examples, from the 356 to the Taycan.

*All new vehicles offered by Porsche are type-approved according to WLTP. Official NEDC values derived from WLTP values are no longer available for new vehicles as of 1 January 2023 and can therefore not be provided.


Where values are indicated as ranges, they do not refer to a single, specific vehicle and are not part of the offered product range. They are only for the purposes of comparison between different vehicle types. Additional equipment and accessories (add-on parts, tyre formats etc.) can change relevant vehicle parameters such as weight, rolling resistance and aerodynamics. These factors, in addition to weather, traffic conditions and driving behaviour, can influence the fuel/electricity consumption, CO2 emissions, range and performance values of a vehicle.


More information about the differences between WLTP and NEDC is available at www.porsche.com/wltp.

In conclusion, create a budget foley stage and start experimenting. Knowing how to create your own SFX is a great asset for any content creator and will make sound design work enjoyable. If you're curious about using music to create mood and complement your sounds, try reading How Music Intervals can Trick your Brain.

You searched for FX tagged as "electricity", sorted alphabetically30 results found.Display 20 50 100 200 per page, order by: Sound Comic Date (older first) Date (recent first) A-AAAAA-AADoctor Doom screaming in pain as he's electrocuted

Lights, camera ... music! From the pulsating everyday life in big cities such as Los Angeles emerges an individual soundtrack, an orchestra of noises and sound: traffic, the roar of the waves, the rustling of palm trees in the wind, street music.

In both cases, the art also lies in integrating technical progress into everyday life and making it into an experience in the process. Movies should be experienced with all the senses. So should driving pleasure. The BMW i4 has the perfect soundtrack for your personal script on board.

Official data on fuel consumption, CO2 emissions, electric consumption and electric range were determined in accordance with the mandatory measurement procedure and comply with Regulation (EU) 715/2007 valid at the time of type approval. In case of a range, figures in the WLTP take into account any optional equipment. For vehicles type-approved after 01.01.2021 only WLTP values officially exist. For more information on the WLTP measurement procedures, see -emissions.html.

ELECTRICITY, SPARK - HIGH VOLTAGE SPARK, ELECTRICAL 01LibraryThe General Series 6000 Sound Effects LibraryCreated1985First AppearanceThe Black Cauldron (1985)Arch-Nemesis ofJacobjohn55CategoryElectricityThis sound effect can be found on The General Series 6000 Sound Effects Library, which was made by Sound Ideas. An alternate variant is ELECTRICITY, SPARK - HIGH VOLTAGE SPARK from The Mix I Broadcast Music Library.

It was originally a Disney sound effect; this is one of the most common electricity sounds used in media. It debuted in the 1985 Disney animated film The Black Cauldron, and many TV shows, films, and video games from the 1990s onward use the sound.

When I think back on it, It was a really fun job to take on. I had spent over a year creating the music for the game and already knew what things should sound like. And as I was using the worlds and story as reference to make the music, I already knew what things should be like for the Sound-Effects. I didnt have much time, But I am pretty happy with how it turned out. The Music and the game have a Retro feel, So I set about making the sound-effects sound like they belong to the world of Shatter under the guidence of Sidhe. I also had a crash course in FMOD and learning all about events, sound definitions and how much FMOD drives sound-designers and game programmers crazy ! :)

The Shard-storm is the sound of the Bat, releasing his full wrath on the brick and bosses, Basically, after sucking up lots of fragments left from destroying the bricks, it all adds up as a massive big energy release which you can use to almost destroy a entire wave or Boss. So it had to be Big, not just oh yeah, thats cool, It had to be OH MY GOD THATS AWESOME !!!! in a sound way. So it has about 3-4 different elements that make up the whole event. Ready, Power up, Active, Power Down.Its like a massive ray of sunshine and glass which is what I thought while making that sound. The sound itself is made from Wind chimes, Synths, A vacuum cleaner, and all sorts of audio processing.

I built up some of the brick sounds, Most of the sounds had roughly been made at that point but they were just not sitting right. The main thing was to keep them sounding like they belonged in the world that Sidhe had created. Taking the ideas that Sidhe gave me in that they are like Glass Orbs or objects that the machines had made and using the word Shatter as the main point of reference in creating the brick sounds I set about making all kinds of Sounds for different types of Bricks, The Gusters have Air Compressor sounds, The Indestrucable brick sounds have a more solid sound like metal, The static bricks are more like glass, The fun ones to make were the Rocket and Explosion bricks, I made these louder than everything else in the game, but not so loud that they kill everything else audio wise, but more lower end and bass than any of the other sound effects including the music. I recorded lots of different sounds from around the house to build up a libary of sounds. FMOD Designer which is a program for video game sound design chooses from lots of different sounds for each event (something that happens) , and randomly plays them along with a bit of pitch variation so it all dosent sound the same. 17dc91bb1f

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