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Hello Patrons!

It took me some time to finish this pack. I feel like everytime I say it wasn't easy, but this time, it's on its own new level. If I ever had to show one Cubase Project (Cubase being the program I use to assemble the ambiences) to the people saying they can create their own ambiences themselves, it would be this one.

This pack has seven ambiences which depict a small scale melee battle against various types of enemies (or allies, depending on who you side with!) : orcs, zombies, skeletons, 'various monsters' (banshees, minotaurs, drakes,...), giants, reptiloids and goblins. I chose the most frequent enemy types.

Before I started working on these, I knew it would be hell. But I never thought it would be THIS hard. Basically, all ambiences required as much work as a new ambience. Usually, variations take less time as the core elements are already present. This time, I had to create from scratch many sounds, multiply the tracks (within the project) to create the scale of the battle (with sounds panned left and right and at different volumes and reverberation).

I attached two pictures of the project. Each picture represents 10% of the project. There was more than 200 individual tracks in each.

Some sounds, such as the SFX I added (as a bonus) to this pack, required to be created individually in other projects and imported afterwards. The "Large Mace Hits" are made of 4 distinct sounds :

  • The "whoosh" before the hit
  • The impact
  • The dirt/dust ejected during the impact
  • The gravel/stones flying around

Naturally, each of these sounds have several plugins (Reverb, EQ, compressor, exciters, subbass generators, etc.) as you almost never use a 'dry sound'. And of course, you need several variations of each otherwise the ambience becomes tiring when you hear the same SFX over and over, ... so you make 7 variations of each :P

These ambiences have been made to work both alone and layered with other ambiences.

I only made melee battles. If I started including crossbows, bows and magic, I think it would have taken me another month. Would it be useful though ? What's your opinion about it.

I hope you'll enjoy them as much as I enjoyed working on them (I suffered but it's well worth the effort).

My next objective is to do the same for an adventuring party. It's even harder, as the less protagonists there are, the harder it gets because there's no chaos to hide the lack of details in (if it makes sense).


Ambiences

  • Small Melee Battle against Orcs
  • Small Melee Battle against Zombies
  • Small Melee Battle against Skeletons
  • Small Melee Battle against Various Monsters
  • Small Melee Battle against Giants
  • Small Melee Battle against Reptiloids
  • Small Melee Battle against Goblins

SFX

  • Large Mace Hit 1
  • Large Mace Hit 2
  • Large Mace Hit 3

Paths

Small Scale Battles.zip\MGS Audio\Ambiences\Basic\Combat

Small Scale Battles.zip\MGS Audio\SFX\Basic\Weapons


Have fun!

Files

Comments

Rob Leonard

These are excellent...well worth the effort IMO. Very nice job. As far as ranged and magic SFX, here's my thoughts: If you made tracks for us to layer over these existing ones here, that totally works for me, and is what I'd prefer rather than a ton of variations. For one, it is less storage space needed. Second it's way more versatile for me. I can play the main combat ambience and then layer in only the ranged weapon loop, or I could choose the magic loop. With today's audio options for us DMs (VTT or stand-alone) layering tracks like this is fairly easy and is very versatile. Ranged: There's normal arrows, crossbow bolts, darts, sling bullets, blowguns, etc. That gives some "ranged" variation. As far as frequency, I feel like these should happen less frequently than the melee attacks...perhaps 25%. So as an example perhaps we hear an arrow streak by or hit something every 4 seconds, +/- a second or two for variation. Magic: There's commonly magic missiles, lightning bolts, fireballs, thunder waves, acid splashes, cold blasts, necro-magic, radiant magic, etc. for variation. As far as frequency, I feel like these would happen much less frequently than the melee attacks...perhaps 10%. So have one of these trigger every 10-12 seconds, +/- 2-5 seconds for variation. Siege: This option for siege battles can be a very nice option to add at some point. The variations could be trebuchet, ballista bolts and the like, but also against a city/castle wall, or against a wooden building, or against the open ground, etc. for variations. I feel like these would happen about as frequently as the magic, or perhaps a little less...maybe every 12-15 seconds? Anyway, awesome job on these, and I hope my feedback/suggestions are helpful. Cheers! :)

MichaelGhelfi

Hi Rob, Thanks a lot for that comprehensive feedback. As usual, it's very useful and constructive. I think I'll do as you suggest. Providing 200 variations would be both unusable and dumb. Usually I'm not a big fan of providing tons of layers, as not everyone is on FoundryVTT, but for combat it's different.

Anonymous

As per usual, your dedication and creativity is outstanding. Thank you!