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Here's a dump of over 170,000 audio files of the voice lines in Battlefield 1. Enjoy![^3^]



Another big leap for us was when our technology allowed us to crossfade between different content depending on distance. Before, we had modeled the distance to a sound with filters. Now we can record the same event from several distances and just crossfade between them.


We started recording these events not only from varying distances but also in different environments. A gun shot or an automatic rifle sounds very different when fired in a forest, in a concrete room, or out in an open field. This in turn together with memory constraints led us to the next level of making guns and explosions.




Battlefield 1 Sound Files



They used real recordings, chopped up in common and unique samples that we put together in the Frostbite engine. We could build a lot of guns using a few sounds. And since they were put together from a lot of pieces always moving depending on distance, environment, angle and rate of fire, they never sounded like a looped sample of a gun.


Unique content for each area caters for constant change in the soundscape, keeping the level audio interesting. For Battlefield 1 all previous knowledge has now been put together and adapted to cater to the world of this game.


All files are recorded 32bit, 192 kHz, with RØDE NTG1, RØDELink Lav and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving and exterior foley, mechanical and electrical sounds. It is also available in UCS.


33 %OFFAdd to cartDestruction & Impact SoundsAggressive Stress And Resonance Of MetalPlay Track543 sounds included, 62 mins total$60One hour or various metal objects tortured with feedback resonance recording technique. Groaning, moaning, stressed and resonating metal. Large and massive low end rumble or high end squeaks and mid-freq screeches. In this edition there are raw unprocessed files and pitched down sounds with deep low end energy and massiveness.


Introducing the ultimate field recording collection of ambiences from the city of Budapest, Hungary. Immerse yourself in the sounds of the city streets with the hustle and bustle of people and traffic, the unique acoustics of thermal bath locker rooms, the energetic play of a school playground handball game, the ambience of a restaurant on a river Danube cruise, and the atmosphere of a Metro station with Metros coming and going. Experience the sounds of an interior mainline train journey, capturing the unique sounds of the train and its passengers. This collection is perfect for sound designers, film and video game creators, and anyone looking to add authentic Hungarian ambiences to their projects.


Whether you want to play Fall from Grace stealthily or not we needed the sound to be quiet but at the same time loud, to cover your presence and footsteps from the enemies. We worked a lot with the sound of The Great War being ever so present, weighing heavily on your chest as you progress through the level. Ominous birds, such as flocks of crows, are circling around, and rats run away from corpses.


We did set ourselves deadlines and deliverables. We created a design which defined each weather and what that would contain. For example, clear weather meant small birds and insects, soft breeze, and warmth, whereas overcast meant large birds like magpies, crows or a buzzard, to more wind and foliage, and a lot more wind gusts in the big world systems. Once we had defined what each weather event contained sound-wise we could apply this to the different settings.


For transport vehicles we worked very closely with our collegues over at Criterion Games in the UK. They have a lineage of building great sounding racing games so we challenged them to build off-terrain transport vehicles that rattle in contrast to the carbon fiber, no clearance, v10 perfection that they excel at. The results are there in-game where the transports now have a racing-level fidelity to gear shifts, surfaces, and the roars from under the hood.


A feature we managed to get in on the armored train is that you can alter the intensity and the pitch of the train whistle when playing with a controller. Together with the sounds of coal being shoveled into the furnace, the slow and heavy chugging it makes when starting, the sounds of the loose couplings between the carts, and the screeching breaks when it slowly comes to a stop; it all adds to the full experience of riding a 130-ton armored train.


We also conduct Foley sessions where we focus on on getting the right guns, but substitutes with similar action and materials usually suffice. For miking, a good stereo pair straight above the gun together with a lavalier on the weapon is usually good enough, but as always, more is more! We perform the weapon Foley ourselves since we have a fairly good idea on how it needs to sound in the end.


Toys Sound Effects Pack brings 210+ sounds of Toy Story-like ambiences. These are plastic and wooden toy sounds, stones, button sounds, various instruments such as shakers, bells, and xylophone sounds, and so on! You will have access to toy sound effects, instrument sound effects, bell sound effects, horn sound effects, and designed sound effects that you need for all your playful and cheerful projects. Plus, you get the usual Vadi Sound craft and attention to detail! Find the true sound of it with Vadi Sound Library.


DICE is known for its excellent sound design in games like Star Wars Battlefront and the Battlefield series. Senior producer Aleks Grondal appeared on GameSpot's live E3 stage show and talked about how the developer got the old World War 1 gun sounds for Battlefield 1--finding guns from the early 20th century isn't as easy as you might think.


DICE was able to record sounds from these old guns in the US and Sweden, but some of the guns they needed couldn't be found. Thankfully, DICE had a "gun nut" on staff that helped them figure out alternative options that didn't compromise the game's audio authenticity.


"Many of these weapons, they are basically earlier versions of weapons used in World War 2, which is much more common to find," Grondal explained. "The gun nut guy, he'd basically go 'Oh, they only changed the bolt a little bit, so it should sound exactly the same. Oh, they only changed the frame over here, so it should be a good analogy to that.'"


Swedish studio EA DICE has long been lauded for the audio design of its Battlefield games. The latest example, Battlefield 1, takes place in World War I, and some of the game's sound team recently chatted with sound design hub A Sound Effect about what it's like to try and realistically recreate the sounds of a bygone conflict.


Game devs with an interest in sound design, especially for realistic first-person shooters, will likely find the conversation interesting. Even if you don't have specific interest in this field, these sorts of in-depth chats about an oft-overlooked aspect of game development can be fun to read as a reminder of all the weird work that goes into crafting good noise.


On this page, you can learn some easy yet effective ways to record Battlefield gameplay easily, so that you can review it yourself or share it with others. So read on, and start recording those epic battlefield moments today!


In addition, Movavi lets you capture both system audio and microphone input, giving you the flexibility to record both in-game sound effects and your own commentary. Whether you're looking to record your latest achievements or share your gaming skills with the world, Movavi Recorder is the ideal solution.


Creative Sound Design, LLC is an audio production company founded by Frank Bry in 1993 with digital sound sample offerings for Digital Sampling Keyboards. With the success of these libraries, the company expanded by offering digital sample CD-ROMs for the Emu Emulator IIIx, Emulator IV, synthesizer programming for Waldorf Electronics and Emu Systems, and custom sound effects design for video, film, radio and television. He then expanded into custom sound effects design and recording for leading sound effects CD developers.


The Recordist website was introduced in 1998 and has since become one of the largest and most well known boutique sound effects providers for the film, television and video game industries. The Recordist is the ultimate in High Definition Professional Sound Effects.


Many internationally known artists and media companies such as Los Lobos, Michael Gettel, Private Music, Narada Media, Microsoft, Valve Software, Starwave Corporation, Cavedog Entertainment, Humongous Entertainment and countless others have included our unique sound elements in their products. 2ff7e9595c


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