235 Royalty-Free Audio Tracks for "Boots"

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00:19
Recorded with rode ntg4+ microphone. Processed with eq and denoiser.
Author: Joao Janz
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00:06
A computer start up sound that i created for this vid: https://www. Youtube. Com/watch?v=up-yadbqh2k. Please enjoy in your own projects! made in reason 8.
Author: Theatomicbrain
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00:37
Meant to be footsteps on a boat, it's actually just pounding boots on a five-gallon plastic jug of water. This is a harder version with more clicky transients.
Author: Shatterstars
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00:09
Decrease noise in stib's sound 'marching-conrete-loop. Aif' use audacity 2020. 12. 01 16:40. - effect→noise reduction. . . Noise reduction (db): 12sensitivity: 6. 0frequency smooth (bands): 3noise: reduce.
Author: Sieuamthanh
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00:09
The beep tones my old pager makes when it is turned on. There are a couple 'boot up' beeps followed by the 'low battery' warning beeps. I needed some of this sound to use in a theatrical production [ a new brain ]. I recorded it on my laptop computer using a cheep condenser mic and audacity.
Author: Snardin
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00:53
Footsteps in the snow after a recent snowfall in january 2018. About a minute of walking in the snow with boots. This is a converted m4a file and so there may be a little degradation from the original. The original is posted with the same title as m4a.
Author: Obxjohn
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01:09
A 286 computer booting and running a self-test before reaching the os, then getting shut down through the button at the middle of the right corner of the case, including part of the monitor shutting down. The picked license is creative commons 0, but it'd be great if you could mention me in your work, if you ever use it for it, i'd like to take a look at what you've done. Recorder: moto g4 play (harpia), laying flat and facing down on the case. Microphone: built-in microphone. Encoding: wave (lossless, 32-bit float pcm). Processing: no dsp applied, removed a full piece of sound at the beginning and a full piece of sound at the end, including environmental noises that weren't related with this recording.
Author: Facuarmo
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00:20
Watch our beautiful travel video about hawaii here: https://youtu. Be/v9yfon_noxiif you want to support me and my work or acknowledge that i provide my soundeffects for free - how about signing up to epidemic sound via the following link: http://share. Epidemicsound. Com/floepidemic sound offers a massive library of sound effects and music and by using my link you not only get the first 30 days for free but you can also cancel anytime! thus, if you only have one project right now you can literally get their entire sound library for free and basically earn me 30 bucks without paying anything yourself. Either way, i hope you have a good time with my sounds and can make your project work! all the best, florian!. Keywords: footsteps, concrete, feet, footsteps boot boots indoors indoor walking walk steps footstep foot foot step running foley snow run freeze stairs stairs gravel shoes.
Author: Florianreichelt
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01:48
A friendly barbecue becomes an historic occasion. Thanks eneasz for the sound of wet meat:. Http://freesound. Org/people/eneasz/sounds/194456/. And celticvalkyria for the sound of boots walking!:. Http://freesound. Org/people/celticvalkyria/sounds/233440/.
Author: Frankst
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00:10
Accidently made a login intro using modular hardware synths in old friends studio. Use it for whatever you like, commercial projects are ok too. Please comment what you use this for as i am interested (not required).
Author: Dan
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00:59
Recorded with a sennheiser mkh 416 into a tascam dr-100 mkii.
Author: Ralph
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00:01
I also uploaded neck-snap and neck-snap_short. These are all the same sound with _short being the file with the fastest tempo. All sounded like bones crunching to me, but the source was actually the sound of a boot stepping on a pair of dry pine cones from an austrian pine. Use it for whatever it sounds like to you.
Author: Nuncaconoci
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00:17
An ambient startup sound made for a game console. This is not copyrighted or anything, i made it myself to try and imitate the type of sound you'd hear when turning on a ps4 or ps5. Feel free to use it for that sort of thing.
Author: F R A G I L E
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00:53
Footsteps in the snow after a recent snowfall in january 2018. About a minute of walking in the snow with boots. This is the original m4a file, there is a converted mp3 file available that is the same recording with a different format if you don't want to mess around with conversions.
Author: Obxjohn
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00:01
I also uploaded neck-snap and neck-snap_up-tempo. These are all the same sound with _short being the file with the fastest tempo. All sounded like bones crunching to me, but the source was actually the sound of a boot stepping on a pair of dry pine cones from an austrian pine. Use it for whatever it sounds like to you.
Author: Nuncaconoci
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00:02
I also uploaded neck-snap_short and neck-snap_up-tempo. These are all the same sound with _short being the file with the fastest tempo. All sounded like bones crunching to me, but the source was actually the sound of a boot stepping on a pair of dry pine cones from an austrian pine. Use it for whatever it sounds like to you.
Author: Nuncaconoci
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00:20
Wet metal'ish footstep sounds made for my doom 3 mod which vary in sound. This sound was recorded using a hdr-pj540, then edited using audacity. You can download said mod here. Http://doom3. Gamebanana. Com/gamefiles/3874.
Author: Kodack
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00:15
Here is my attempt at making a startup sound for a video game system reminiscent of the sounds from playstation or xbox systems. I made it about 4 years prior to uploading, as the idea didn't cross my mind until now.
Author: Farzyno
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00:08
Synth loop from my track charged from years back. Custom synth, and pretty harsh and heavy to boot. License: cc 0.
Author: Stereo Surgeon
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00:47
I recorded myself walking around my office. Unfortunately, the environment isn't as quiet as i'd like; you can discern some traffic noise coming from outside the office building. Attribution isn't necessary, but i'd love to hear anything you use it in. Recorded with: sanken cs-1e, fostex fr2le.
Author: Conleec
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00:18
Sound of footsteps (hiking boots) on a bed of dry chestnut leaves about 40 centimetres thick. Crunching leaves, sounds of the forest in the distance (birds, wind, etc. ). Walk at a fairly slow pace. Perfect for natural backgrounds. Recorded with a zoom h1n held in hand and pointed at the ground.
Author: Ilmotografo
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01:07
Snowy path with crunchy crust, you approach the hen house. They approach you eagerly, anticipating some sort of edible gift. There is no gift. The hens slowly realize the reality of their situation and return to their scavenging. You produce a deep clucking bellow -- one last attempt to reach them. But it's too late, the hens pay you no mind. It is time to go.
Author: Skyfoogle
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00:01
Recorded and processed at 24bit 48khz using the tascam dr-40 linear pcm recorder. Processing: gain-staging and soft high and low frequency filtering. No eq boost or cuts anywhere else. Also de-noised.
Author: Joao Janz
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00:36
I recorded myself walking around the outer waiting area at my office. There are some very nice floorboard squeaks in here. Unfortunately, the environment isn't as quiet as i'd like; you can discern some traffic noise coming from outside the office building. Attribution isn't necessary, but i'd love to hear anything you use it in. Recorded with: sanken cs-1e, fostex fr2le.
Author: Conleec
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00:32
Walking (hiking boots) on a gravel and ground path. A distant torrent streams in the background, birds chirping, sounds of dry leaves, crunching twigs and gravel under the soles. Perfect for calm/relaxing nature background, 1st party vr experiences (if you do that let me know, i'd like to try it!) etc. Recorded with a zoom h1n held in hand while walking nd pointed towards the feet.
Author: Ilmotografo
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03:57
Five rakes of a large wind chime recorded in the studio. I was producing a track for a singer / songwriter who has a beach type song and we needed some effects to add to the atmosphere and wind chimes was one of a few. This is a clean recording. You can use this in all kinds of outdoor samples etc. I recorded five passes for a few different chimes. This recording is unprocessed and has not been edited. Hope you can use them and thank you!-boot.
Author: Littleboot
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01:09
A dell dimension l600r being booted up and turned off. This will work nicely for those needing genuine sounds from an old computer. The mic was placed directly inside the computer's chassis with the side door closed. No noise-removal has been applied on this recording. Most of the sound in this recording comes from the maxtor hard drive, as well as the 3. 5 floppy drive, cpu fan, and psu fan. Also includes a post beep.
Author: Korndeftones
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00:25
Rubber halloween mask being stretched while wet, for extra juicy sound. Could be used for manipulation of any rubber object, such as rain boots or a phone case. This sound is licensed under creative commons 0, meaning you can use it in any work, for free, forever! however, i request that if you do use it in your project, you leave a comment below sharing what you used it for. You can use the sound regardless, but i would love to see what people use it for. Thanks, and happy mixing!.
Author: Bmacphail
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05:17
A high quality recording with a solid collection of various snow footstep sounds. There's sounds of slow walking, fast walking, running, jumping and kicking the snow. You should be able to get pretty much all you need for a game or a film in this recording regarding feet and snow. Recorded with a zoom h2 at 96 khz / 24-bit, truncated and saved to flac using audacity. I left some silence n the start if you want to denoise it yourself, but i think it shouldn't be necessary. It was really quiet.
Author: Unfa
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00:49
Sound of footsteps (hiking boots) in an artificial stone tunnel about 4 to 5 metres in diameter in brezzo di bedero (northern italy). The tunnel is part of the structures of the 'cadorna' defence line, dating back to wwi, and leads to an artillery emplacement in a cave. Sound of footsteps and crunching gravel under the soles, with a slight echo and reverberation from the cave environment. Perfect for creating eerie, natural and industrial backgrounds and first-person vr experiences. Recorded with a zoom h1n held in hand while walking and pointed towards the feet.
Author: Ilmotografo
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02:09
A huge ice storm moves in to the back woods of north carolina on 01/30/2014. First it snowed. . . And then it sleeted. When all that sleet froze on the surface of the snow, walking in this winter-wonderland produced an amazing sound. So, i put on my boots, grabbed my zoomh4n and set out to record the magic!. This would be very useful as foley fx for walking in any frozen environment. I walked on various surfaces and depths of ice and snow throughout. I tried to leave enough space between steps so that the sounds do not overlap so that they can be cut for editing purposes. Enjoy!. - christopher c. Courter.
Author: Courter
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01:25
A group of 5 people - 4 guards and 1 nun (woman), walking fast from the distance until near the mic, stop, and then one man moves forward. Walking with boots on stone floor, sound of metal, swords, armours mixed with the steps. Two men and the nun carried a wireless mic. Recorded with sound devices at 48k 24bit in 6 channels. Channel 1: boom mchannel 2: boom schannel 3: boomchannel 4: man wireless micchannel 5: man wireless micchannel 6: woman wireless mic. Use freely on your personal commercial and non-commercial projects. Don't put this raw sounds/files on youtube or anywhere else. You can use them in creative way as a part of art-form, but not "re-distribute" as (royalty free) stock material. Thank you.
Author: Tferrino
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01:02
My computer starting up and shutting down in a quiet room around 11:30 pm. This thing has a solid-state drive of 120gb that is used to boot up windows 7 pro, and a wd green 500gb hard drive that is used to store nearly all my games, and tons of other large (compilations of) files including my five nights fangame files. This was recorded on the night of 4th september 2022, at 11:30 pm. As i am writing this, it's 11:12 am, monday, 5th september. This is my computer starting up and shutting down. (before you scold me for using a weak-ass computer, here are the specs and goodies). Gigabyte m68m-s2pamd phenom x3 720 2. 8ghz4gb ddr2-667 "unganged mode"gigabyte gp-gstfs31120gntdwd green wd5000aurx-63uy4y0asus radeon hd6570 1gb ddr3corsair vs350 psu 350w~~windows 7 pro~~windows 11 pro 64-bit (updated 9/10/2022). If you use this sound, you don't have to, but it would be nice to write my name in the credits and comment!. Edit - the small growl at the end when the fans stop ain't what you guess it is, it's a fan or the hdd's bearing having been ruined by age and emits this noise when spinning down. Yet i pulled up the gain, so it might not have been noticeable in real life.
Author: Oppothusiastguy
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11:01
Street noises recorded while walking through the most touristy area of montmartre, in paris, france. Streets visited include rue des saules, rue norvins, rue du mont cenis, rue du chevalier de la barre, rue du cardinal guibert, rue azais, rue saint eleuthere, in that order. Highlights include:. 00:00-00:30-> walking south along the relatively quiet saules ("willow") street in montmartre; footsteps and squeaking boots. 00:42-01:02-> street-cleaning truck passing on the same street. 01:02-01:30-> piano playing inside a restaurant on norvins street. 01:30-01:36-> rock music in some other shop. 01:44-01:46-> kids running past. 01:56-01:58-> barely audible music somewhere, under heavy crowd sounds. 01:56-02:59-> crowd noises, clinking silverware and plates in the restuarants i'm passing, increasingly heavy crowd. 03:00-03:21-> passing van, followed by another bus. 03:21-04:06-> ill-behaved young males ruining my take with strange ape-like cries. 04:06-04:17-> i think this was a passing taxi. 04:20-05:08-> someone playing a steel drum on the ground in mont cenis street. 04:43-------> someone closing a gate, i think. 05:16-05:18-> american tourist exclaiming at close range in chevalier de la barre street. 05:53-06:18-> street portrait artists talking and joking with each other. 06:30-07:25-> someone playing the harp on cardinal guibert street next to the basilica, partially drowned out by a passing car. 07:25-08:23-> someone singing on the steps in front of sacré-coeur. He had a powerful but distorted amplifier--the bad sound quality was like that in real life. I turned around in front of the basilica on this dead-end street and that's why the music switches sides. 08:23-08:40-> yes, that's a chainsaw. The city was trimming some large trees. 09:33-09:47-> more chainsaw noise as i walked past the workers on azais street. 10:00-11:00-> increasing crowd noise as i walk back north to the busiest part of montmartre along saint eleuthere street. Recorded with a hand-held h4n at 96 khz / 24-bits, stereo, compressed into 160 kbps / 44. 1 khz / 16 bits mp3. Recording date march 16, 2012, in the early afternoon.
Author: Mxsmanic
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00:01
Start sound of mac ii iix iicx iici se/30. Create by dissessemble rom code and use wave table algorithm write c program write wav file. C program below:. /* mac_ii. C *//* boot beep mac ii *//* 2558/09/06 */. #include. #define knumber_samples 30000#define kdelay_note 300#define kwave_table_value 0x30013f10#define ksample_rate 22257 // hz. Void preparewavetable( unsigned short *wavetable, unsigned int value );void updatewavetable( unsigned short *wavetable, unsigned short chiso );void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate );. Int main () {. // ---- wave tableunsigned short wavetable[256];// ---- sound data, stereoshort sounddata[knumber_samples << 1];// ---- increment array (16/16 bit fix point integer)int arrayincrement[] = {3 << 16, 4 << 16, (3 << 16) + 0x2f2, 6 << 16};// ---- prepare wave tablepreparewavetable( wavetable, kwave_table_value );. // ---- array phase (16/16 bit fix point integer)unsigned int arrayphase[] = {0, 0, 0, 0}; // set all = 0. Unsigned int samplenumber = 0;while( samplenumber < knumber_samples ) {. // ---- calculate sampleunsigned int channelleft = 0;unsigned int channelright = 0;unsigned char notenumber = 0;while ( notenumber < 4 ) {// ---- see if should update phase for note, only do if play noteif( samplenumber >= notenumber*kdelay_note ) {// ---- up date phase beforearrayphase[notenumber] += arrayincrement[notenumber];// ---- not let out of range [0; 255]if( arrayphase[notenumber] > 0xff0000 ) // 0xff0000 == 255 << 16arrayphase[notenumber] -= 0xff0000; // return to begin of wave table}unsigned short mauvat = wavetable[arrayphase[notenumber] >> 16];. // ---- add sound componentsif( notenumber < 2 ) // ---- first 2 notes left channelchannelleft += mauvat;else // ---- last 2 notes right channelchannelright += mauvat;// ---- next notenotenumber++;}// ---- save left and right samplessounddata[samplenumber << 1] = (channelleft << 9) - 0x8000; // use << 1 for 16 bitsounddata[(samplenumber << 1) + 1] = (channelright << 9) - 0x8000; // use << 1 for 16 bitupdatewavetable( wavetable, samplenumber & 0xff );samplenumber++;}// ---- save wav filesavesound( "mac ii. Wav", sounddata, samplenumber << 1, ksample_rate ); // multiply 2 because stereo. Return 1;}. Void preparewavetable( unsigned short *wavetable, unsigned int value ) {. // ---- prepare wave tableunsigned short index = 0;unsigned short wavetablevalue = value & 0xff;while( index < 64 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 8) & 0xff;while( index < 128 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 16) & 0xff;while( index < 192 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}wavetablevalue = (value >> 24) & 0xff;while( index < 256 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}}. Void updatewavetable( unsigned short *wavetable, unsigned short index ) {// ---- get value from wave tableunsigned short value = wavetable[index];// ---- calculate new value for wave tableif( index == 255 ) { // careful at last element of wave tablevalue += wavetable[0];value = (value >> 1);wavetable[0] = value;}else {value += wavetable[index+1];value = (value >> 1);wavetable[index+1] = value;}. }. #pragma mark ---- save wavvoid saveheader( file *filename, unsigned int samplerate );void savesounddatainteger16bit( file *filename, short *sounddata, unsigned int numbersamples );. Void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate ) {// ---- open filefile *file = fopen( filename, "wb" );if( file ) {// ---- "riff"fprintf( file, "riff" );// ---- length sound file - 8unsigned int lengthsoundfile = 32;lengthsoundfile += numberframes << 1; // một không có một mẫu vạt cho kênh trái và phải// ---- save file lengthfputc( (lengthsoundfile) & 0xff, file );fputc( (lengthsoundfile >> 8) & 0xff, file );fputc( (lengthsoundfile >> 16) & 0xff, file );fputc( (lengthsoundfile >> 24) & 0xff, file );// ---- "wave"fprintf( file, "wave" );// ---- save headersaveheader( file, samplerate );// ---- save sound datasavesounddatainteger16bit( file, sounddata, numberframes );// ---- close filefclose( file );}else {printf( "problem save file %s\n", filename );}}. Void saveheader( file *file, unsigned int samplerate ) {// ---- name for header "fmt "fprintf( file, "fmt " );// ---- header lengthfputc( 0x10, file ); // length 16 bytefputc( 0x00, file );fputc( 0x00, file );fputc( 0x00, file );// ---- method for encode, 16 bit pcmfputc( 0x01 & 0xff, file );fputc( (0x00 >> 8) & 0xff, file );// ---- number channels (stereo)fputc( 0x02, file );fputc( 0x00, file );// ---- sample rate (hz)fputc( samplerate & 0xff, file );fputc( (samplerate >> 8) & 0xff, file );fputc( (samplerate >> 16) & 0xff, file );fputc( (samplerate >> 24) & 0xff, file );// ---- number bytes/secondunsigned int numberbytessecond = samplerate << 2; // multiply 4 because short (2 byte) * 2 channelfputc( numberbytessecond & 0xff, file );fputc( (numberbytessecond >> 8) & 0xff, file );fputc( (numberbytessecond >> 16) & 0xff, file );fputc( (numberbytessecond >> 24) & 0xff, file );// ---- byte cho một khung (nên = số lượng mẫu vật * số lượng kênh)// ---- number bytes for sampleunsigned short bytesoneframe = 4; // short (2 byte) * 2 channelunsigned char bitsonesample = 16; // shortfputc( bytesoneframe & 0xff, file );fputc( (bytesoneframe >> 8) & 0xff, file );. Fputc( bitsonesample, file );fputc( 0x00, file );}. Void savesounddatainteger16bit( file *file, short *sounddata, unsigned int numbersamples ) {fprintf( file, "data" );unsigned int datalength = numbersamples << 1; // each sample 2 bytefputc( datalength & 0xff, file );fputc( (datalength >> 8) & 0xff, file );fputc( (datalength >> 16) & 0xff, file );fputc( (datalength >> 24) & 0xff, file );unsigned int sampleindex = 0;while( sampleindex < numbersamples ) {short shortdata = sounddata[sampleindex];fputc( shortdata & 0xff, file );fputc( (shortdata >> 8) & 0xff, file );sampleindex++;}}.
Author: Sieuamthanh
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