For this month's interview post I sat down with Brad Meyer, a sound effects editor here at Boom Box Post. Brad spends a lot of his time designing exciting, signature sound effects for his shows, especially vehicle sound effects, using both custom recordings and sound library material. Brad sat down with me to talk about his process for creating the signature sound effects for a demonic race car that is possessed by monsters.

This vehicle acts like a normal car physically, so I needed all of the same sound components I would use the normal car, but with some scary monsters in it. I needed accelerations with monster growls and ruckles, revs with roars, pass-bys with roars and growls and an idle with a ruckle. I created all of the elements in advance to use throughout the episode and give them a common sound.


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The source for the vehicle material was a 1975 Cobra. I took the plain rev from the Cobra, and sweetened using some zombie screeches, as well as large animal roars that I processed using the Waves Doubler. This doubling effect de-humanizes the sound a little, masking the animal source and darkening it. I also added in some custom goblin recordings we had made previously, to add some high end. I layered them together, lining up the peak of the rev with the attack of the growls. I generally tried to use a similar monster sound to whatever the car was doing. For example, a rev is similar to roar, an idle is similar to a ruckle. Using like elements helps tie them together.

We have been meeting with a lot of candidates lately, both for our internship program as well as to bulk up our freelance roster. In addition to sitting down for a chat or looking over resumes, Kate and I are reviewing a lot of work. Whether editors are aware of it or not, the work in these sessions speaks a lot to their experience level. I've written previously about how to properly present your work with the mixing endgame in mind. However, I haven't yet touched on a topic that time and again seems to need further discussion; how to properly cut backgrounds. Not so much on a technical level (when it comes to how we like to see backgrounds cut, Jessey Drake has already created a great practical guide right here on this blog). It's more an issue of what constitutes a background, an ambience or simply another sound effect. It seems like such a simple thing, but being able to distinguish these from one another and thus properly laying out these sounds seems to be the dividing line between experience and novice. Here are some tips on how to be sure your backgrounds are an asset rather than a liability.

On the left, you can see proper choices and execution on backgrounds. Relatively steady material, cut end to end for an entire scene. On the right, many elements which start and stop are mixed in with steady backgrounds. These are ambiences and need to be moved up to the sound effects tracks.

Thus, the way to reflect the type of sound you are cutting is by location in your project. I like to dedicate chunks of tracks for Backgrounds. Depending on the show, I will do the same for ambiences with an AMB food group. Alternatively, you can often get away with simply communicating which sounds are ambiences by grouping the corresponding elements together, placing them down low in the higher numbered SFX tracks and coloring them similarly to one another. The important thing here is to keep your ambiences distinct. Sound effects that tend to be more of the overall ambient collage I then place just above any ambiences.

One last note in terms of Walla. Ambient talking, even that which is steady and cut throughout a scene, should be treated as an ambience not a background. Crowd sweeteners (bursts of laughter, clapping, etc) and call outs (shouts, screams) should be treated as sound effects.

It takes a little extra thinking and some practice, but knowing the difference between these three types of sounds that help create the overall feel of a scene and then placing them in the right location within your project will not only make mixing your work a breeze, but it will show you have a solid grasp of the relative importance of the sounds you are cutting.

This month, I wanted to continue challenging our interns to improve their recording skills and get creative so I devised a recording assignment that would require them to think outside the studio! Each intern selected 2 sound effects from a list of easy to record materials(basic foley props, things around the office) and 2 from a list of harder to record sounds(nature ambience, elevator doors, quiet sounds, etc). Colin and Dilery both did an awesome job, so lets hear about their results!

Working with raw material that sounds fantastic and is meticulously organized are both astonishingly important aspects of my work as a sound designer. Working with sounds I can trust and find easily means that I can focus my time and energy on being creative, and I value that immensely. It doesn't matter if I'm designing sounds for an enormous monster in a dome theater film, a cute mushroom for a pixel art game or an immersive nature ambience for VR - I always find what I need with BOOM Library sounds and I can trust the material completely.

BOOM libraries are an absolute staple in my SFX library arsenal. I owe a lot of my success to the amazing tools BOOM has provided me! The quality of each library is absolutely incredible and I can always count on each sound to be the highest fidelity possible.

An excellent, excellent collection. With the Cinematic Metal library, you could almost do any high end trailer with those alone. I'm so happy there's a company like you guys out there. The need for these type of sounds are monumental. Especially for us at Riot Games, we need more, and more.

I was hired as a Supervising Sound Editor on a Horror Western titled Bone Tomahawk. I needed some updating to my own library of sounds & was familiar w/ the quality products that BOOM offers. I loaded up w/ Prairies, Historical Firearms, Gun Handling, & of course, Horses, & I was more than set. The Historical Firearms were especially fantastic. The depth of the recordings coupled with the ability to tweak the original sounds w/ the Construction Kit, gave me so many options for authentic, Turn of the 20th Century SFX. BOOM nailed it.

BOOM libraries have quickly become an integral part of my sound fx library. The Close Combat library has made its way into every fight scene in 'Scandal', 'How To Get Away With Murder' and 'The Catch'. The fight cloth fx work great to glue a fight together and the designed impacts come in very handy on short turnovers when time is scarce. BOOM's recording quality and metadata is top notch!

I use BOOM libraries in my projects almost daily. My work on "TURN" used Historical Firearms almost exclusively for weapons. Now I'm working on "NCIS: New Orleans", in which I'continue to use Historical Firearms for gun design, as well as Close Combat and Magic for various fight and design moments. They are a great addition to my library, and a "go to" for anything that I need that sounds huge and clean (which is just about everything!)

I finished an epic film Dracula the Dark Prince. A direct to video action pack starring Jon Voight as Van Helsing. The film required the intense use of the MEDIEVAL WEAPONS, CLOSE COMBAT, HORSES, CREATURES, WILDCATS, CINEMATIC TRAILERS, CINEMATIC HITS and CINEMATIC METAL. My goal was to make this film sound like a very expensive movie without having the big studio film budget at my disposal and the BOOM libraries help me achieve that. The quality and the power of the BOOM libraries make it fairly easy to create great sound designs by either using the already prepared sound or the Construction Kit. The sounds are fantastic and I always start using the BOOM libraries over anything else.

BOOM Library collections have quickly become an integral part of my sound effects library, and I have used them in a wide variety of projects. The Sci-Fi, Cinematic Trailers and Magic collections are fantastic for sound design work, from the quick and easy answers in the "Designed" section, to the many elements in the "Construction Kit" I use to blend together for something new.

We differentiate between sound FX and sound file. Each sound file can contain multiple variations of a sound (up to 6 variations based on the product).

 That way, we assure to provide you with different styles of a single sound in one file instead of multiple files, keeping your database nice and clear and speeding up your workflow as you have multiple variations available by dragging only one file to your audio host software.

The best advice I have for you is to download Ardour and loads of plugins you will not regret it.

I still use Audacity to edit, cut/paste, fade out and that sort of thing but when it comes to doing EQ adding effects/compression etc the best Foss alternative is Ardour.

I did this as a quick try with EQ and compression, but as I say you really have to add a channel with engine noise and another with the sound of the tires rolling for it to sound realistic and start to hear the real world.

The sonic boom sound effect is known that it's very loud and it can be heard even from 3 km's away, but in the game it's almost impossible to hear, even if the super sonic plane is close to you; because it's way too low ( low volume ), the problem solve is by retrieving the previous sonic boom sound effects ( since 2020 ) or make the current sonic boom sound effects more louder, I'm using a ps4 console 500GB edition.

I'm not using any sound mods or additional sound effects, the sounds I hear are from the TV connected by the ps4 ( HDMI ), and I plug an AKG Samsung headphones ( Galaxy S8 and S9 ) to the ps4 controller so all the TV sounds will be converted to my headphone and I can hear it, so all the sound effects are coming from the game, and I haven't seen any problems with any sound effects ( explosions, radar noises, jet sounds, etc.. ) but only the sonic boom effect, it's very low since they reduced it in late 2020, it's not loud. 0852c4b9a8

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