SBN3 Profile picture
28 Apr, 17 tweets, 2 min read
SOUND DESIGN TIPS for games/cartoons/live action - a thread by someone who made racks doing it
You have 2 channels: USE THEM

Dialogue set to mono and ambience set to stereo is a great way to use phasing to feel like the characters are surrounded by the noise
If you feel like your action sfx are getting jumbled in a single moment, tweak a couple 20%+ to the left/right so they can actually make a difference
If you leave in the bottom 100hz of a vocal recording for any song or show, your mix is muddy
USE COMPRESSOR ON ALL VOICES PERIOD

ACTUALLY LEARN WHAT RATIO, THRESHOLD, AND ATTACK/RELEASE DO

IF IT DOESN'T SOUND FULL ENOUGH IT'S NOT PROPERLY COMPRESSED
99% of environments, even outdoors, have some form of ambient reverb (wetness). Entirely dry recordings usually sound amateur. Super wet recordings sound like internal monologue.
Most listening devices cannot play under 100hz. If you want your low freqs to really shake, distort and lowpass roll off at around 400hz
Literally everything makes a sound when it's close enough. Over-foleying also exists though
The higher pitched a voice is, the less volume it'll need. Fletcher-munson curve is real
Instead of attempting to mix quickly shifting proximity--RECORD quickly shifting proximity.

Play the sound (not voices) through a speaker and move a mic in accordance with the scene.
Flanger plug-ins are maybe the most crucial sci-fi/fantasy sfx tool
Don't be afraid to turn down the dry channel on your reverb. Really helps when trying to make it sound far away.
Mix with your EARS not your eyes. The GUI can't tell you if your mix is bad
How you EQ your vocal tracks can and should change based on what environment the characters are in
Sound designer talents are multiplied by bigger and bigger sound libraries
Sound designer talents are multiplied by bigger and bigger sound libraries
If you don't even attempt to record your own sfx you're not a sound designer

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