Creating Stellar Blade-Style Sound Effects

Creating Stellar Blade-Style Sound Effects

*Please note that this blog post may contain affiliate links*
*This article was generated and written by AI.*

Sound Designer’s Starter Pack (free): https://daviddumaisaudio.com/starterpack

Intro

If you want to dive into sound design, particularly in the realm of video games, you’re in for a treat. This post explores how to create captivating sound effects inspired by the game Stellar Blade. You’ll learn about various sound sources, processing techniques, and how to piece everything together for a polished final product.

Metal Hit

We kick things off with metal hits. These sounds are crucial for creating impactful moments in games. Initially, I designed several metal impact sounds to see how they would fit into the redesign. Here’s a look at the raw sound files before processing:

Raw metal hit sound files

While they sound decent on their own, the true magic happens when we add processing. In the context of a game, sound needs to fit the environment. I adjusted the gain to balance the levels, narrowed the width to ensure the sound feels close to the player, and applied EQ to enhance clarity. A limiter was used to prevent peaking. Let’s listen to the processed version:

Processed metal hit sound

Swing Sound Effects

Next, we layer in swing sounds. Since metal hits alone can feel flat, adding swing sounds creates a dynamic effect that mimics the player’s actions. I utilized sounds from my weapons pack, which are essentially simple swing noises recorded in front of a microphone.

Swing sound effects from weapons pack

To enhance these sounds, I ducked the mids to avoid them overpowering the metal hits. This gives a sense of agility and weight to the swings, making them feel more alive.

Enemy Weapon Shot Impact

Now, let’s create an enemy weapon shot sound. This involves multiple layers. The first part is the loading sound, which I built from three different sounds. The key was to ensure it didn’t sound too low-mid heavy, as that would make it feel close to the player.

Enemy weapon loading sound layers

To fix this, I applied a filter table that modulates with an audio follower, creating a smooth riser effect. This helps the sound come alive in the mix. Here’s how it sounds after processing:

Processed enemy weapon shot sound

Electrical Sword Power Attack Sounds

For the electrical sword slash power attack, I added several layers to create a rich sound. The first layer was an explosion sound that lined up perfectly with the animation. The second layer was more bass-heavy, providing a punchy feel. Together, they create a powerful audio experience:

Electrical sword power attack sound layers

To ensure everything sounds cohesive, I applied a limiter and centered the sounds in the stereo field.

More Metal Hits

After establishing the foundational sounds, I revisited metal hits to add more depth. This time, I focused on creating a robotic feel to convey the impact of attacks on mechanical enemies. The processing was similar to before, but I aimed for a more pronounced resonance:

Additional metal hit sounds

This layering technique enhances the overall texture of sound effects.

Vocalization Effects

Vocalization sounds are crucial for adding character and realism to the audio design. I utilized sounds from my mechanical creatures pack, ensuring they fit seamlessly into the mix:

Vocalization effects from mechanical sound pack

These sounds were carefully positioned using Recenter and an EQ to maintain focus.

Sword Hits Impact

Next, we explored sword impact sounds. These were crafted from various metal and weapon sounds. I combined transients from one sound with the tail of another to create a unique impact sound:

Sword hits impact sounds

This technique effectively blends different audio elements to form a cohesive sound.

Electrical Static Sounds

In a game, electrical static sounds can enhance atmosphere. I used an electrical sound from my magic sound library, processed to make it feel distant:

Electrical static sound processing

Adjusting proximity EQ helped create the illusion of distance as the player moves closer.

Crunchy Metal Impact Sounds

Crunchy metal impacts were crafted using a similar approach to previous metal sounds. I focused on finding the right crunchy textures and layering them effectively:

Crunchy metal impact sounds

Processing with UberLoud helped emphasize the desired characteristics.

Player Whoosh Sound

The whoosh sound adds excitement during gameplay. I utilized a noise generator to create this effect, ensuring it blended well with other sounds:

Player whoosh sound creation

Layering different whoosh sounds allowed for a rich, immersive experience.

Robot Footsteps Sounds

Robot footsteps were crafted to enhance the overall auditory environment. These sounds were simple yet effective, created with careful consideration of their placement in the mix:

Robot footsteps sounds

Automation was used to ensure appropriate volume levels based on their proximity to the player.

Female Vocals

Adding female vocals can enrich the sound palette. I sourced these from a sound bundle, giving the design an engaging touch:

Female vocals in sound design

Though I didn’t process these much, they added a layer of realism.

Robot Death Sound

Creating a robot death sound involved several elements, including vocalizations and explosions. I modulated various parameters to ensure they fit the context of the gameplay:

Robot death sound design

This layering approach effectively communicates the impact of the final moments in the game.

Adding Foley and Footsteps

Finally, I added foley sounds to fill in gaps and maintain engagement throughout the gameplay. These sounds were subtle, designed to enrich the overall experience without overpowering the main effects:

Foley sounds in sound design

By carefully controlling the volume and frequency of these elements, I ensured they contributed positively to the soundscape.

Outro

Thanks for following along on this sound design journey! I hope you found the techniques and insights shared here useful for your own projects. Remember, sound design is an art that thrives on experimentation and creativity. If you have any questions or comments, feel free to reach out!

FAQ

  • What software do you use for sound design?

    I primarily use Reaper for sound design, as it offers great flexibility and powerful features.

  • Where can I find sound packs mentioned in the blog?

    You can explore my sound packs on my website. Check out the Starter Pack – Video Game Sound Design for free sound effects.

  • Can I use the sound effects for my projects?

    Yes! You can use the sound effects from my packs in your own projects. Just make sure to follow the licensing guidelines provided.

  • Do you offer courses in sound design?

    Absolutely! I offer various courses that delve deeper into sound design techniques. You can find them here.

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