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.

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.

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.

ffmpeg comes with Ubuntu on a fresh installation, and the plugin anullsrc generates silence, outputting it as an Ogg Vorbis file format using the libvorbis library. It needs to be named as an OGA file, due to symbolic links associated with it. It needs to be 0.5 seconds long, otherwise, it may take a while for the screenshot feature to finish its job.

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.

Normally I wouldn't need these sounds but my 15 year old son is doing a cool little school project where he wants to re-score some commercials like the iPhone spot where all kinds of things are being shot at and bouncing off the phone.... cool father son project right? Yeah, expect Dad can't get the effects together for him to get it done....totally screwing up what could be an awesome father son project!

I have a 1.5 seconds audio file - a single gunshot sound. I want to be able to play the sound while the mouse is pressed (like an automatic weapon), and I used InvokeRepeating to call the shoot method, with a very low repeatRate:

Most things in your code are just unnecessary. You don't need InvokeRepeating for this. Since you want to continue to player sound(shooting effect) while the button is held down, Input.GetButton should be used instead of Input.GetButtonDown because Input.GetButton is true every frame the button is held down and is made for things like auto fire.

The playRate variable is set to 1 which means 1 sound per-sec. You can use this variable to control the play rate. Lower it to play many sounds. The value of 0.1f seems to be fine but it depends on the sound.

When I have an enemy on the screen everything works fine. The problem is when enemies spawn on waves and their shooting becomes synchronized. The shooting sound effects are played together, and their volume add up to each other. As the number of enemies increase, the volume of the shooting becomes too loud and overshadows anything else.

Essential Audio Pickups and Small Item Sounds contains 280 Foley sounds designed specifically for Video Game Sound Designers who need the usual Pick-Up sounds and SFX for common small items, including: Keys, Coins, Access Card, Pills/Health, Latches, Locks, Chains, Bags, and many many more!

You will get intuitive, detailed naming, UCS compatibility and the usual Vadi Sound craft and attention to detail in 927 pristine sounds. Recorded in 24bit-96kHz.WAV format on our favorite Sennheiser MKH 8040, DPA 4060 and Zoom F3 in A/B and ORTF.

You may also want to check out Drag and Slide Pack for 477 sounds of dragging, sliding, scraping and friction sounds of different objects made of wood, plastic, metal on various surfaces. Our bestseller Crafting and Survival Pack is another option with 1000+ survival, gathering, movement and crafting sounds.

These meticulously recorded sounds have both practical usability and room for further sound design. 571 sounds will boost tension, calm, peace, change, drama, and more! Great for film, video, game, and suitable for winds and atmospheric scenes, documentaries and as sweeteners outside of the foliage needs. 2351a5e196

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