When I saw the first images of Red Dead Redemption I knew that it will be a beautiful and amazing game. Then, the gameplay confirmed me that not only the visuals were great. The sound work there was fantastic. Clean mix, great sounds, and a perfect sonic experience for any player. So, if like me, you wanted to know more about the sound direction of the game, here is an interview with its audio director Jeffrey Whitcher.

Jeff Whitcher: The direction was established right from the start that we were going to cover the life and sounds of the old west as authentically as possible. All of the different departments are meticulous in their research and the audio team was able to glean quite a bit from the art department, in particular. Once we started seeing sketches and other art work, we were blown away with the level of detail and that gave us the impetus to work that much harder on the sound track. Audio had great communication with all of the other disciplines through out the development period.


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We were afforded tremendous support in getting the tools and systems in place into which we would tap to hook up various audio behaviors. Our audio programmers are some of the most talented and intelligent people with whom I have ever worked. Often times, the sound editors would present ideas we wanted to achieve and our programmers made realizing those ideas an effortless reality.

JW: The main approach to DeadEye was to make it cool. Subjective elements are always fun as it allows us the creative freedom to create that which does not naturally exist. The trick becomes to keep it sounding organic and not sci-fi or electronic. Once we had established beds and tones which we felt would meet the objective, the next step was to implement them with behaviors that allowed those tones to be sculpted and manipulated in real-time during gameplay. Also, another very important aspect of DeadEye is what happens to the other sounds in the game.

JW: Animals were quite a challenge for me as some of them are so complex in their vocabulary. We spent a great deal of time working out the mechanics of the horse footsteps, for example, and it took a great deal to get their different rhythms to sound natural. There is an old adage amongst picture editors and sound editors that the best work will often go unnoticed; you do not want to pull the player or the viewer out of the experience and call attention to your work. You want them to be immersed in the experience. When correct, natural sound happens, it just goes by and does not call attention to itself.

Finally, I worked closely with my fellow lead sound designer Matthew Smith on the final balancing and blending of the three main aspects of the sound track: speech, effects, and music. Matt was able to code up some terrific systems to keep the mix dynamic; this was critical for me. I did not want the soundtrack to be one, flat level throughout the entire game play experience. We were able to give the player a completely dynamic experience that really breathes with highs and lows and nice movement. Games are so interactive, you cannot approach the mix as you would a feature film, which is completely linear. So many things can happen at different times in the game that affect how the sound behaves.

Thus, we had to make sure the audio mix always adapted, at run time, to whatever was happing in the game. This ensured we would never have music step on speech intelligibility or sound effects get lost during critical game play moments. I would be remiss if I did not mention the amazing programming support from the audio programmers. Rob Katz, Corey Shay and Alastair MacGregor in particular were key players in bringing this audio to life. Sound designers can never fully appreciate the value of quality programming support. Without them, our wave files are simply disembodied sound files; programming connects those sounds to be part of the game.

JW: I really love the music in this game and truly feel the musical soundtrack completes the aural experience. A proprietary system was developed in-house to make sure the score was vividly dynamic, spacious, and always complementary to the events in game. The composers truly delivered something incredible. I have spent so many hours with the game and the score continues to knock my socks off. Each of the three main areas has its own unique flavor of music, yet it all works so seamlessly together.

IMHO the delay and reverb tools he uses are just as important to achieve that sound. The echoes are coming from an analog delay, the reverb from the standalone Fender Reverb with tubes which attributes to the drive sounds in the Tweed Deluxe.

I can get reasonable approximations of that tone using a Deluxe Memory Man into a germanium Fuzz Face clone with bias and voltage controls turned to the point where it's just about to start to {censored} up. The Colorsound Overdriver, or clones thereof, is another good dirt box for Neil Young tones (Jeff Tweedy calls the Prescription Electronics clone "Neil Young in a box"). Stacking a couple overdrives into each other or slamming the front end of an overdrive with a clean boost can do it. I've used a Linear Power Boost into an old MXR Distortion+ with great results.

- Reverb: For the clean/crunch Fender reverb unit straight into the Deluxe. For the very Fuzzy sound : Alesis Microverb "that's in a strange setting that's 100% reverb. When he plays it its almost atonal and you can hardly tell what note it is. It gets the high frequency feedback squeal. Used in conjunction with other things, it gets some very bizarre sounds." Larry Cragg

There is no fuzz involved, it's the conjunction of all the analog gear (P90 + deluxe + tape echo + mutron + CRAZY VOUME) that create the fuzzy sound and last but not least the incredible guitar playing and feelings of Mr Young.

CBS hired him as a sound effects specialist in 1951, and he worked on dozens of radio and TV programs, including Perry Mason, The Ed Sullivan Show, The Garry Moore Show, The Jackie Gleason Show, The Andy Williams Show and Playhouse 90.

TF: I definitely do try to use the birds to help set the tone. For example, when [the characters]arrive in Alexandria at the end of last season, it was supposed to be a safe place, and so I actually took the opportunity to play more happy sounding birds to help sell that this place is kind of OK for these people. Whereas Terminus only had vultures and carrion birds that are more associated with death and the eating of meat.

Music is a key feature of the soundtrack. Does the sound department get to collaborate with composer Bear McCreary?

TF: For scenes that have a lot of design to go along with the music, we definitely communicate and talk about where things are going to be happening. We will coordinate a lot of that. If there is a key sound that is going to go along with the music, then I will send it over to them and find out if it matches the pitch, so it will play nicely with the music. We definitely pitch sounds to try and match the music if we can, based on the design of the scene. I remember there was a scene with bells ringing, and we wanted it to coordinate with the key of the music. We want the design and the music to interact with each other when they can.

When watching the recent "Lose 3 gens, win the game" Trapper video from Otzdarva, i have noticed the same sound effect plays from the killer. For those who really don't see what i am talking about, you can hear it there, in the same video i have mentioned: =224

They keep doing this until the performer says stop, wait, I feel something. I think....yes...I think I feela coldness. I think we should stop this experiment as this is a little creepy. Did you just read the name of the dead person.

Free zombie sound effects library which include breathing, moaning, growling, screaming, biting, attacking, and other horror sounds similar to the walking dead. Various versions and intensities are included. Highest quality HD recorded MP3 downloads.

I`ve read that not every amp sim allows hearing the software output simultaneously to the youtube/foobar output. Pod Farm does. Even the trial version excites me and i`m pleased with the sound i`m gettin out of it.

In this thrilling interview, we sit down with acclaimed sound artist Peter Albrechtsen (The Cave, The Killing of Two Lovers) as he delves into the process of creating the chilling soundscape for the highly anticipated film Evil Dead Rise. The film takes audiences on a terrifying journey as two estranged sisters battle relentless demonic forces, pushing the boundaries of horror and suspense.

Albrechtsen shares how he embarked on an eight-month creative adventure to explore unique sound recordings for each scene, how he referenced the original films to properly pay homage to the beloved series, and more.



Peter Albrechtsen: Lee Cronin, the director, is good friends with an amazing sound designer, Steve Fanagan, who recommended me for this job. When Lee reached out and we started talking, we hit it off immediately because Lee is really passionate about sound. Then I got to read the script and there was so much sound written into the script. It was just an integral part of the story, so it was really evident that it was going to be a really creative adventure.

I worked on it for eight months and I started pretty much as soon as they started picture editing. That was really amazing, cause there's so much sound written into all of the scenes that it was really important to have sounds to be able to do the picture of the scenes. The whole creative collaboration between all of us was really wonderful, getting an idea for something, sending that to the picture editor Bryan Shaw and then to the composer Stephen McKeon. He was also a part of the process this early. To me, that's just the ultimate creative collaboration, when we can all explore the material together and you have the time to do experiments and try things out. Because what often happens when you don't have that much time in post is that you pick the safe solutions because you want to make sure that you are ready for the deadline or that you can do the job in an efficient way. But when you have more time, you can explore a lot of different opportunities, record a lot of sounds. I've never been on a project where we recorded so many unique sounds for the film. Every scene has specific, unique sound effects recordings, and it's pretty amazing. 2351a5e196

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