This page contains a Flash digital edition of a book.
BETA | AUDIO SPECIAL All for one


The audio library created by Soundrangers can give a single developer a huge bank of material. But can such a resource enable true creativity? The team behind the collection of sounds and ambients think so


Soundrangers’ co-founder Barry Dowsett says its sound library (right) can act both as a cost-effect solution for indies, or as base for further audio development on console


A SOUND LIBRARY offered by the likes of Soundrangers provides creatives with an expansive collection of individual effects and ambients, and in an ever diversifying games industry, it’s an increasingly popular option. But many sound libraries are general purpose entities aimed in equal measure at film and TV, with games only of passing interest to their curators. Meanwhile, while Soundrangers’ collection is suitable for the likes of cinematic audio, a wealth of its content is aimed specifically at video games development. “The whole idea of creating our library


started because we could not find material that we could use in games development in other standard issue libraries,” explains Soundrangers co-founder and sound designer Barry Dowsett of establishing the library. “In a gaming environment you usually have ambiences, and the ambiences need to be level for that environment. And there’s a lot of what we call ‘one-shot’ sound effects, so maybe if you shotgun blast, you don’t want to hear that one sound over and over again; you want maybe six or seven of them.”


LOUD PLEASE! Available to high-volume users in its entirety on a hard drive, or online via the Soundrangers store for those looking to purchase audio files individually, a huge chunk of what the company provides is designed and recorded so as to allow game-applicable looping and editing. It all sounds very appealing, but don’t


pre-recorded sounds, however tailored for games, only serve to stifle the creativity of the end-user, offering them canned content rather than a blank canvas and box of paints? “There’s two ways sound libraries can work


for developers,” Dowsett replies. “There’s a crowd of people who will use pre-made sounds because they don’t have an internal sound department and their budgets aren’t large. But there’s also a crowd of professional game audio sound designers who also use our libraries as source material for whatever projects they’re working on. “So while we are making all the specifications for our sounds, we do it for the games developers, and there’s substantial amounts of stuff in our in our libraries that can also be used as a base or content for making other sounds. “For instance, you could take gunshots and thunder claps and explosions, and a sound designer could combine all those together to make their own unique sound. But an indie developer with perhaps limited resources can usually quickly find suitable sounds to put in their game.” Indeed, every element of Soundrangers’


work, which also includes doing high volumes of custom audio work, is carried out with it in mind that developers may want to


28| MAY 2012


While we are making all the


specifications for our sounds, we do it for the developers and there’s substantial amounts of stuff.


Barry Dowsett, Soundrangers


create their own custom loops from the material, or play with the audio in other ways.


BIG SOUNDS FOR SMALL PLATFORMS Soundrangers material is also conformed so as to make the library’s content suitable to every kind of project from mobile to triple-A. “We try and conform stuff like the ambient recording in different ways,” explains


Dowsett. “We have social and mobile people with a lot of memory and bandwidth issues they have to deal with, that mean they can’t take on a big chunk of audio without it really wrecking their footprint, because they have to really leave room for art and animations and all that other stuff. “So we have to offer really small file sizes, so an ambient might be a four or five second loop rather than one that’s much longer for the typical console crowd. We pay attention to how our sounds will work in both contexts, and that’s really important and specific to games development.” Clearly, then, sound libraries can offer


freedom, flexibility and a foundation for creativity, as Soundrangers are proving. So next time you consider where you might source those extra gunshots, or want an ambient of a trickling stream, consider joining a library. It might be just what your game’s audio needs. www.soundrangers.com


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76