74 Royalty-Free Audio Tracks for "Fully"

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02:21
This track reflects how the brahman from the track crystal heartbeat continues his meditation. He discovers that the created connection is a gate between this world and the world of crystals. He is one little step closer to fully experience the infinite "unity of things", "the stream of life that flows in and through all things. ".
Author: Huggingbear
00:00
00:52
Various horror/suspense effects created by the eurorack module monsoon. Warning: contains high-pitched sounds, don't play them too loud!. All my sounds are fully free to use, but please consider leaving a comment to let me know how you'll be using them. Just curious! :).
Author: Traviedoodle
00:00
00:10
Recorded with a zoom h4n onboard microphones, spur of the moment kind of thing. No checking for an optimal recording position, or levels. I just switched it on, opened the window fully and started recording. The batteries were running on empty so i quickly caught as much as i could.
Author: Chrisw
00:00
00:02
Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
00:00
00:02
Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
00:00
00:02
Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
00:00
00:45
In couros, guimarães, portugal, there is a river going through abandoned factories, housing, in the middle of the city. It served the old tanneries' tanks, dating probably 1000 years. I recorded this while walking alongside it. With my zoom h6, with the msh-6 mic, fully opened. September, 2020.
Author: Ondamarela
00:00
02:01
Common terns are pale gray overall with a black cap. Breeding birds have a fully black cap that extends to the back of the neck and a gray belly. Terns comes from lac des chanteraines next to paris. I love listen to terns next to highway. It’s a pretty shocking contrast of noise pollution.
Author: Lasciencemusicale
00:00
00:07
A short clip of a wooden door opening, first a high pitch creak, then a low pitch as it's movement slows. Recorded at close proximity with a sennheiser 416 microphone, to a sound devices 552, in a residential, fully attached house, with minimal noise and background but natural ambience and reflection, from a large (bed)room.
Author: Jemburyturner
00:00
03:27
Basically i connected one lfo to the polivoks in. Now when i think of it. Wonder if that added something…. And how much. And to cv1 i connected a square wave and to cv2 a wide frequency sine wave. Resonance at max. Think i have to reanalyse this patch later… i’ll be back!.
Author: Gis Sweden
00:00
00:08
Loopable lead sound from my technosaurus microcon, obtained by multi tracking 3 slightly detuned and lightly off phase saw waves. 12 pole filter, fully opened, no resonance. Played in gate-trigger mode (no adsr whatsoever). Recorded directly into audacity through my macbook internal soundcard. Info on this synthesizer: http://www. Vintagesynth. Com/misc/microcon. Php.
Author: Tomaradze
00:00
10:19
Copenhagen street. People milling, cars passing, snippets of conversation in danish, birds and aiplanes overhead. Recorded from a second story windowsill near copenhagen's (københavn's) king's garden (kongens have). Stereo mics, internal, tascam dr100 mk3. Internal lowcut at 120hz. Minor eqing done after the fact. Sound is fully loopable. Enjoy!.
Author: Jemtman
00:00
01:50
Scary ambient sounds. . . Almost musical, perfect for a horror scene in a movie or a game. Try morphing it further by reversing and/or time-stretching it!. Fully made with a 7-string electric guitar, a line 6 pod x3, and delicious amounts of post-processing, sampling and vst effects :d.
Author: Burning Mir
00:00
02:20
A sample i made years ago. Pitched way down to create a seamless loop of ambience with two automated notch filters and an automated bandpass filter on flstudio's pmeq2. If required, i can process this sound again with different filters for those who request it. This is not the fully opened sound. Hope you enjoy ^_^~byngsies.
Author: Karma Ron
00:00
00:05
A description of every word that normally comes out of my mouth. Part of a few test recordings trying to figure out my microphone. The clip has been compressed and de-essed. Not fully happy with the eqing, tho. Still learning. For those interested in the technical stuff, i'm using a rode nt1 (the newer, black one), recorded with a zoom h6 at 96k/24bit, processed and edited in vegas pro at same samplerate.
Author: Cookies+Policy
00:00
00:16
Pretty cool vocal i made for my dubstep track. Maybe someone else might find it useful as well. :)it's loopable, but i left a bit of space at the end for the reverb, so you might want to chop it first, if you're going to loop it. 140 bpm, e minor (probably). Btw i'd be really happy, if you show me what you made with this, but that's fully optional. :d.
Author: Shyinka
00:00
00:03
Studio technologies - stereo simulator (generation ii). Https://studio-tech. Com/products/generation-ii-stereo-simulator/. The generation ii stereo simulator from studio technologies creates a convincing stereo imagefrom a mono audio source. The fully mono-compatible signal simulates space withoutreverberation by using random, non-recursive filter techniques. The mode switch (found on the hardware unit) controls the overall sound of the generation ii. In the music position, the full audio bandwidth of the input signal is simulated. This mode isappropriate for audio material with little or no voice-only content. In the music & voice position, the input signal is sent through a band-reject filter prior togetting sent to the simulator circuits. This creates stereo simulation over the low and highfrequency range, while limiting simulation in the voice band. This mode is appropriate for audiomaterial that contains voice-only content, such as a film track or television show. The stereo intensity control determines the amount of stereo simulation that is produced. Inthe fully counterclockwise position (ir files “0” – included for process comparison), no simulatedstereo is produced. The mono input signal is sent equally to the left and right outputs. As thecontrol is turned clockwise (ir files “1 – 6”), the amount of stereo simulation increases.
Author: Kenmix
00:00
00:36
The sound of an electric car being plugged in and recharged. The clip starts with the car's recharging flap being opened from inside the car, then fully opened by hand, then the plastic socket cover being opened, then picking up the charging connector and plugging it into the car. There is some clicking as the electric vehicle's cooling fan turns on for a short while. This was recorded in-person with a tascam dr-40 stereo recorder at a small, suburban farm. Public domain: i have released this audio file into the public domain. It is free for anyone to download, modify, or use without my consent and without attribution - like all freesound audio files should be. Let me know if you found this sound useful. Enjoy!.
Author: Evsecrets
00:00
00:22
This sample was created solely from instruments downloaded on freesound. Org. Having experimented more, i created another break with lfo band frequencies adjusted to create a white noise type break. I then played them simultaneously and mixed one into the other to create the effect of moving the eq in real time. To fully appreciate this, you need to download and play it seemlessly looped. This is recorded at 90 bpm for the continuum 4 project. You can visit the thread here:. Http://www. Freesound. Org/forum/dare-the-community/32704/. Here are the sounds used in the break:. Snare: http://www. Freesound. Org/people/ltibbits/sounds/16306/kick boom: http://www. Freesound. Org/people/jobro/sounds/33523/short kick: http://www. Freesound. Org/people/crescendo/sounds/16709/closed hat: http://www. Freesound. Org/people/atomwrath/sounds/11394/rim: http://www. Freesound. Org/people/opm/sounds/2095/open hat: http://www. Freesound. Org/people/tictacshutup/sounds/423/static: http://www. Freesound. Org/people/hello_flowers/sounds/30974/rev crash: http://www. Freesound. Org/people/halleck/sounds/30938/.
Author: Snapper
00:00
00:22
This sample was created solely from instruments downloaded on freesound. Org. Having experimented more, i created another break with lfo band frequencies adjusted to create a white noise type break. I then played them simultaneously and mixed one into the other to create the effect of moving the eq in real time. To fully appreciate this, you need to download and play it seemlessly looped. This is recorded at 90 bpm for the continuum 4 project. You can visit the thread here:. Http://www. Freesound. Org/forum/dare-the-community/32704/. Here are the sounds used in the break:. Snare: http://www. Freesound. Org/people/ltibbits/sounds/16306/kick boom: http://www. Freesound. Org/people/jobro/sounds/33523/short kick: http://www. Freesound. Org/people/crescendo/sounds/16709/closed hat: http://www. Freesound. Org/people/atomwrath/sounds/11394/rim: http://www. Freesound. Org/people/opm/sounds/2095/open hat: http://www. Freesound. Org/people/tictacshutup/sounds/423/static: http://www. Freesound. Org/people/hello_flowers/sounds/30974/rev crash: http://www. Freesound. Org/people/halleck/sounds/30938/.
Author: Snapper
00:00
01:02
As with my other sounds, i prefer quality over quantity. Here is another sound file that i developed over a couple of days. Similar to ss's pulse cannons, this one features a military battle featuring tanks, helicopters, jets, and strafing runs using high caliber chainguns. A lot of explosions and rocket fire is heard as well, and the audio is a bit loud. Sounds edited in audacity, some sounds recorded irl using my dslr camera system, the mixing was done using filmora9. The freesound files used is listed in the sound sources, rest is what i used online and irl. I did this out of boredom while playing shooter games, since i'm working with 3d modeling i'm getting back into making my own sounds for my games. This one is free to use with credit, and with the right editing software you can change the volume if needed. Feel free to let me know if anything needs changing, or if you want a audio commission!. <3. [the quality in freesound's website player doesn't fully show the amount of audio details. It'll clear up and have much more depth when downloaded. ].
Author: Grimmreapersounds
00:00
01:43
A third version of https://www. Freesound. Org/people/gis_sweden/sounds/352940/. Now i let the alm pip slope affect a filter. I play a little sequence made with cvlfo , clock divider, attenuverter, quantiziser. The way i usually do…. But the interesting thing is the cvad (?) voltage controllable envelope generator. But in the case of alm pip slope you just control attack and decay. Seems to be enough. As in the other versions of this sound i connect one lfo to attack and a second lfo to decay. But this time i connect the vcad to control the frequency of a filter. Interesting. I wish i had two more cvlfos… should open up for rhythmical usage. I use no vca or adsr. I have connected the vco straight to the vcf and the vcf to mixer. In the beginning i have the frequency pot at 2 a clock then i gradually move it clock wise and let the vcad take control. 1 minute in the pot is fully clock wise. The vco is playing a sawtooth wave. If you dl and inspect the wave you can see that in the beginning and the end it is a sawtooth wave, but in the middle part the filter affects the wave form.
Author: Gis Sweden
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00:01
This is a collection of "small room reverb" impulse responses that i sampled in a new england home known as butternut lodge, built and owned by actress bette davis back in 1940. It consists of all wooden rooms with many non-parallel surfaces, rugs and furniture and includes 3 round-shaped "silo" rooms! these rooms sound clean and do not have the irritating "ping" of many rectangular rooms. Short history/pictures of butternut (https://www. Airbnb. Com/rooms/24692769?source_impression_id=p3_1659215694_liuasyfxoceab5fn). Although these round shapes (and some of the other very small rooms) could potentially wreak havoc with phase at specific frequencies when summed to mono, i recorded this using the mid/side mic technique; therefore, the "side" channels fully cancel out, leaving a clean monaural reverb signal. These irs are stored as flac files. They can be used directly by any daw without conversion and have the added feature of being id3 tagged with a photo of the room each ir is taken from. After downloading, select view -> large icons in the folder to view the rooms. I sampled each room using a swept sine wave into a jbl flip 6 bluetooth speaker; recorded through a tascam tm-st1 m/s stereo microphone, feeding a tascam dr-07 recorder @ 24-bits 44. 1 khz and deconvolved using reaper. As of this post, i've been using these rooms for about 2 weeks. So far, i've found the "garage" to sound fantastic on drums! the drum sound! also, many of the other smaller rooms have a great effect on guitars, keys, and hand percussion. Each room varies in tone and brightness, so i've found that selecting/tuning the reverb send works well if approached like an eq. Increase the effect send until the instrument "feels" right (then perhaps back off slightly). A close-miked acoustic guitar, for instance, will take on a nice brightness and 3-d quality; not particularly reverberant, just big. At that point, i recommend applying any eq, compression, and bigger-sounding reverb effects. Hopefully you enjoy this. Please let me know how you like it and if you have any suggestions. Cheers!. Ken.
Author: Kenmix
00:00
21:21
This is a failed attempt at sampling a rock drumkit on 6 tracks. The channels are as follows:. 0: oh l1: oh r2: kick3: snare4: room l5: room r. I've captured this into ardour 5. 12 using 3 different audio interfaces:. Behringer umc202hd - overheads (dynamic mics)line 6 pod studio ux2 - kick and snare (condenser + dynamic)zoom h2 - room ambience (built-in xy condenser mics). This file is a 6-channel 24-bit flac file encoded using ffmpeg from the raw wav files exported from the original ardour session. There are several issues with this recording however:. 1. The tracks seem to drift, because the individual audio interface clocks were not in sync. The proper way to record multitrack audio is using a single multichannel audio interface - but i didn't have one. 2. There's either x-runs or some usb transfer issues creating small glitches and dropouts in various tracks her and there. Don't know why did this happen, as we've been tracking the real drummer's performance without these issues. Now - fixing these issues manually would be an insane amount of work, but i hope maybe someone has means to either solve them with programming a special tool, or know a tool that could fix these, and make this recorded session ready to be sliced as a drumkit for say - drumgizmo. There's some really good stuff in here - an i was able to cut and mix some really nice drum samples, that i've been using for years, but it's not ready to be fully sliced for maximum flixibility. The instrument was played by myself - it's a drumset by pearl (don't remember the details), owned by the drummer of a band i recorded this with. The band was called small hint - hence the drumkit name. We were recording an ep, and i used some free time left to capture this as well. The ep was never finished and we disbanded soon after. Regarding fixing the issues - here's what i think needs to be done:. 1. I think each hit would have to be automatically phase-aligned on all 6 channels, to correct for the drift. 2. I think it should be possible to automatically detect clicks by simply watching for a sudden change in amplitude between adjacent samples - marking bad areas and then using something like audacity's repair effect to interpolate the waveforms. I think the glitches have much steeper changes in amplitude than even the drum transients, so it should be possible to differentiate between those automatically. If you found a way to fix at least some of these problems - please let me know!. If you've made some "remixes" on freesound - i'd also love to know that. Apart from that - sample what you can out of this and make some sick drum tracks!.
Author: Unfa
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