381 Royalty-Free Audio Tracks for "Layers"

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Futuristic organic effect,sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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Futuristic organic effect,sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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Futuristic organic effect,sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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Futuristic organic effect,sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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Futuristic organic effect,sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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A semi-automatic rifle, pitched down 3 semi-tones. Made in bitwig, i used 10 different recorded gunshot layers that have been eq'ed and multiband compressed to form a new gun sound. Subbass was synthesized for the super low end. The process i use is to select frequencies using high pass and lowpass filters from a recording for the lows, mids and highs. This forms a "layered sound".
Author: Superphat
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I really needed something that sounded like a group of horses galloping in the distance and couldn't find anything. So i busted out my zoom h6 and set it on my futon comforter and then just tapped my fingertips on the surface right next to the stereo mics. Then i put that track in premiere and made four layers, all offset to get different rhythm and i thought it turned out pretty good so wanted to share it.
Author: C V
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This is a transformation of the original recording https://freesound. Org/people/pinehadmz/sounds/369501/. For week 10 "musical piece" assignment for the audio signal processing for music applications online class. There are three layers, panned in stereo. Each syllable of each layer was randomly pitch shifted to a note in the minor scale using the harmonic plus stochastic model. Each harmonic track was thickened with extra harmonics during the synthesis process too to make it extra weird.
Author: Pinehadmz
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This is a synthesized hi-hat groove. It is basically an on two layers sequenced noise-patch. One layer to create the "closed hat" effect and another one to create the "open hat" effect. I've applied some waveshaping to add sharpness to the sound and put some reverb on top of that. If you like this sound, you'll probably also like my tunes on soundcloud: http://soundcloud. Com/beverlyhillsboy cheers!.
Author: Kasa
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Sound design elements. Effects recorded from the field of the zoom h6 recorder,and microphone oktava mk-012-01,and then processed. Sound composed of several layers, and then processed with different effect plug-ins in: cakewalk by bandlab, pro tools first. I use software to produce effects:ableton livecakewalk by bandlabreaktor 6vcv rack 0. 6. 0pro tools firstaudio editor wavosaur.
Author: Audiopapkin
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I went for a more realistic gun sound without the hollywood subbass and a lot cleaner than my previous work. Made in ableton live, i just layered an ak47, an m16, an enfield rifle and an acoustic kick drum together with eq and used parallel compression to gel them together. Transient designers were used on the layers to make them snap harder. A bolt slide forward sample and a bolt slide back sample were added to give some mechanical feels to the gunshot. Enjoy.
Author: Superphat
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Layered out of an sks, ak47, uzi and a snare drum with a metallic texture. A short decayed 808 kick drum is occupying the sub frequencies. A bolt mechanic layer added before and after the shot transient. Two echo/reverbs were added for the stereo width. Shell eject layer added. All layers grouped together and lightly compressed and saturated. Made in ableton live. Enjoy.
Author: Superphat
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I made this texture by using an audio from cpark12 https://freesound. Org/people/cpark12/for this texture i made the audio a slow motion and added layers of it so it would sound more profund. Made for the second part of a homework i also uploaded here, if you wanna check it out, its birds or whales. . . ?im not a pro in any way, but i do like to explore, so i hope you enjoy it as well :).
Author: Amandakopper
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Need a linear spectrogram to render the (circular) logo properly,( freesound's spectrogram scale is logarithmic, so image is distorted here. . . Https://cdn. Freesound. Org/displays/651/651015_1015240_spec_l. Jpg). See. . . Https://blog. Freesound. Org/?p=1438&. . . Https://soundlogo. Wikimedia. Org/. The competition specifies mix of at least 2 sounds. . ". . . Your sound logo should comprise at least two overlapping layers, textures, or sounds. "maybe this [cc0] sonification of the logo could be one of them.
Author: Timbre
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Scary music i made in garageband for something called victors crypt. It's bombastic and creepy in a way with layers of instruments on top. Could be suited for anything scary and excited i think. Feel free to use it as long as you give me the credit for it/write me as composer. And subscribe to and watch my channel :). Be cool and subscribe to victors crypt on youtube. Https://www. Youtube. Com/channel/uca8o46_wrqzehsdzuwfq3rq. Throw horns, dance & hail satan!.
Author: Victor Natas
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sound-walk#1 oslo's harbour promenade. Sound collage with concrete sounds and overlapping layers based on field recording along the oslo harbour promenade (october 12 & november 7 2017). Recorded sites are frognerkilen, frognerstranda, kongen marina, aker brygge - the harbour promenade western part. The soundscapes are part of the doctoral study at the faculty of landscape and society. Norwegian university of life sciences nmbu. The study explore the urban intertidal and urban sea areas. The soundscapes are recorded and edited by elin t. Sørensen, visual artist/landscape architect. Mixed and mastering by cato langnes, sound engineer/producer at notam.
Author: Elinso
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This sound was created artificially. In general, it consists of four main layers. 1. The sound of noise overboard (created from white noise). 2. The sound of clanking of the inner skin synchronously with the sound of wheels (created from white noise). 3. Metallic noise. Created from the sound of bolts shaken in a metal can. 4. Actually the sound of wheels (created from ten sounds of various metal and percussion). A rather complicated equalization was applied, and filtering in several stages. Also, the sum of the sounds is processed by the convolutional reverb.
Author: Newlocknew
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I created this using fl studio and serum. **note: if you plan to make money with my creations, do email me at djdomenian@gmail. Com**. If this is going to be used in a non-profit fashion, please drop a link below of your project below! i'd love to hear it!!. Please credit both of my names, jay prowaves a. K. A. Domenian as a "contributing sound designer & artist". Thank you all! i hope that you enjoy my sounds! <3!.
Author: Domenian
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High above our heads and the less pleasant layers of car traffic, budgies tweet and chirp and chitter. Nestling in the crowns of pine trees in various parks across the eu capital, they add a subtropical flavor to brussels' diverse soundscape. Just as most of the city's inhabitants, the ring-necked, alexandrine and quaker parrots came from a different place. Having escaped a zoo exhibit many years ago, they've been eking out a living, adapting to the tempered climate and found themselves a new home. As urban animals they contribute to brussels' exceptional cosmopolitan vibe. (recorded in the park of forest).
Author: Soundgestalten
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Dont ask why this is named like that lol, made using a lot of layers but the fundamental of the snare is synthesized, distorted the first miliseconds of the sample to make an snappy transient and make it cut throught the mix. For the process i used analog modelled plugins such as exciters, tube saturators, preamps, coloring eqs, and compressors alongside with some digital modelled plugins such as camelcrusher, transient shaper and sliceeq both by kilohearts, the compressor mjucjr ny klanghelm to amplify the waveform of the sample and finally a clipshifter plugin, which i love it, to limit the snare aggresively.
Author: Panxozerok
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This is a compilation of freesound files. It is intended as background atmospheric sound. I find it stands by itself, so i am uploading it as is, though i added more layers to it as "scary night complete". Loops, cycling from calm night through a windy, brief storm. Really ought to be longer, but. . . Formed from:171984__kyster__massive-hail-and-two-deep-thunderbolts-2012-11-02191934__klankbeeld__creacking-oak-6bft-short-130418-0023405__neilg__rainonleaves-june2006245824__1ratatosk1__nightscapes-asplund-ett-min253535__kvgarlic__windblownleavesskitteringacrossasphaltoct31st2014267551__yoyodaman234__thunder2267550__yoyodaman234__thunder3267549__yoyodaman234__thunder4272322__klankbeeld__wind-in-willow-02-contact-mic-150426-064462488__sagetyrtle__1103octobernight83985__inchadney__owls. The two main tracks are 62488__sagetyrtle__1103octobernight (a lovely autumnal evening) and 272322__klankbeeld__wind-in-willow-02-contact-mic-150426-0644 (which i stretched in audacity for the underlying groaning as well as using as is).
Author: Lxx
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sound walk#2 along oslo's harbour promenade [wav 16 bits 44,1 khz. 00:05:38. 56,9 mb]sound collage with concrete sounds and layers based on a field recording along the oslo harbour promenade (november 9 & 11 2017. Recorded sites are oslo town hall square, vippetangen, the opera, sørenga, lohavn, kongshavn - the harbour promenade eastern part. The soundscape is a work-in-progress, and part of a doctoral study at the faculty of landscape and society, norwegian university of life sciences nmbu. The study explore the urban intertidal and oslo's urban sea areas. The soundscapes are recorded and edited by elin t. Sørensen, visual artist/landscape architect. Mixed and mastering by cato langnes, sound engineer/producer at notam.
Author: Elinso
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This piece is a sound-sculpture of a weather effect commonly called the beast from the east in the uk. It is based on a longer piece by me called frozen kaos. This was constructed by me using only copywrite free sources of sounds, musical(ish) pieces and natural sounds. All of these were assembled and processed using the free software package audacity™. Most samples have been filtered, pitched, and manipulated vastly to make the basic foundation. On that base all the rest of the sounds were layer (over 200 different layers -- manipulated, mixed down, rebuilt, remixed, manipulated). I mostly work be happenstance and never take notes -- often what comes about is as much by chance as by design.
Author: Tom Mason
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This is a percussion beats made at tempo 124. It spans 8 bars and is ready to be looped in your daw. This is a sound i've found in my old foxdot projects, it has a really cool "ocean" or "wave" noise-like sound that repeats at the right then left of stereo, in the end of each 4-bar segement. It layers multiple kicks and snares, with one of the sounds being stretched, that produce this "wave" sound. It can be evaluated in foxdot with the following code to replicate this result. D1 >> play(p[" [--]o h: -"]. Layer("mirror"),dur=pdur(5,8), rate=expvar([0. 09,2],8),sample=2, pan=sinvar([-1,1],16),amplify=0. 5).
Author: Mbpl
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This is the second version without the mechanical bolt. Maybe can be used for bolt action rifles. Made this is ableton live, it is multilayered with the top end of a 9mm and the low/mid range of an ak47. Another carbine sound is faded in after the transients to give more sustain. Two reverbs fade in and out creating a smooth transition and blend. A little white noise is added for subtle sheen and air. All the layers were grouped together into a single band compressor and ran through serum fx distortion and then into a krush distortion plugin for added fatness. A blending reverb was used to glue the sounds into the same space and ran into a final transient designer which is adding a little more snap and punch and clipping the excess transients off. Enjoy.
Author: Superphat
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Made in ableton live this time, it is a multilayered loop consisting of recordings of an ak47, a 30 caliber 1918, and an m60 machine gun to make a rediculous powerful sound. A very short clicky kick drum with the high end reduced is added before the initial gunshot to make it punch more, otherwise it would sound weaker. There are two mechanical bolt sounds, one covering the upper mid range, and the other covering the extreme highs. Shell ejections and two reverb tails were mixed in at the end with some simple automated panning to make it move around the stereo field. The tempo slowly decreases to simulate barrel heating. Lots of processing. The layers were eq'ed, then ran into a software amp that is gently distorting the low and mid range. Then smashed together with ott multiband upward/downward compression to bring out the details. A maximizer was used to bring up the loudness some. Enjoy.
Author: Superphat
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Hey!. I've made this for a friend's project. But the project is now stalled, so i decided to release my work to the world. The sound is created with multiple layers of zynaddsubfx digital synthesizer. Sequenced and rendered using lmms. This was my first serious attempt at creating high-quality game sounds. I've spend quite some time refining and adding detail to the sounds, so they are rich and convincing. I hope this is a production at top level, that could be used in a commercial motion picture. Have i reached my goal?. If you want to use them, you'll need to edit it by yourself :). There are several different firing sounds, laser beams, discharge, sounds of plasma projectiles hitting a wall etc. . . Have fun and don't forget to give me a credit and link to this page!.
Author: Unfa
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This is an upload for a sample request (http://www. Freesound. Org/forum/sample-requests/32975/ ) for a person who wanted a haunting melody with some layers in the key of g# / ab. I am not a melody guy, so i don't know if i've got the notes right or if the piece may even fit the description of what the guy wants, but here it is!. Edit (mar 2018): no need to ask if you need to give me credit. Up to you. Just continue your amazing work with sounds & music. ;). Specs: 80bpm, 48000 hz, 24 bit, wav format, (i think it is in the key of g# / ab), original file name - haunting tone in g# abinstruments used (all found in reason 5 soundbank; all virtual): "a" piano, grand piano, pizzicato strings, violin, a random ghost layer synthesized in maelstrom graintable synthesizer, double basseffects used: a little equalization here and there; a little bit of delay on the pizzicato strings; volume automation.
Author: Afleetingspeck
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This helicopter sound design was created at fl studio, in the sytrus synthesizer. The sound consists of four layers. 1. Sine wave frequency of 44 hz. Simulates the low frequency noise of propeller blades. 2. White noise passed through the svf filter. Simulates the noise of propeller blades. 3. Saw wave. Simulates the sound of an engine. 4. The sine wave. Imitates a high-frequency whistle of the engine. Various modulations are applied to all waves through the envelopes of the synthesizer. Next, the signal on the mixer channel is processed by a multi-band exciter and equalizer. Then a signal was sent to two channels with delay processing. One of them imitates reflections. In the lower-middle frequency range. On the second in the upper-middle frequency range. As you approach the sound source, the volume parameters of the direct and reflected signals are automated, low pass filter, pan width and equalization of direct sound. The helicopter performs strange maneuvers, as if making constant circles during the approach to the listener. I did not seek to create the veracity of these maneuvers.
Author: Newlocknew
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I was just going through my sounds, when i decided "hey. . . I'm gonna release this. " so here you all go! i'm really proud of how this turned out. This, as you can tell, is a deep eerie ambience loop. It can be used for anything you want. I like to leave things up to the imagination of the audience. How it was made:. Software used:-fl studio 20-harmor-harmless-fruity parametric eq 2-valhallaroom. So basically what i did was get a low pitch sawtooth waveform, put it through some effects like harmonization, a low pass filter with high resonance, a phaser, and a load of distortion. The main synth is made with harmor. (yes, this is all one synth. It just has a lot of dynamics. ) i then processed it with some eqing. What made this sound what it is would be the reverb. I put 2 layers of valhallaroom on the synth. One has a very short decay time, and gives it texture. The other gives it the atmosphere. To add some more depth, for the final touch, i layered a sub-bass underneath it. Which is just a low sine-wave with reverb on it, which i used harmless to make. I hope you enjoy this!.
Author: Resaural
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Made in ableton live. A slow firing heavy weapon. 19 layers were used to create this one. Eq was used to select different frequencies from various weapon samples and compressed together for the inital transient or pop. Time based fade in/out layering was used for the sustain and reverb tails so they fit nicely together. The single shot that was layered together was then printed as a new audio sample. I created a loop and pitched every shot by a few cents or 1 semitone to add variation. Each sample was then manually shifted on the timeline forward or backward by milliseconds to give a more realistic feel in timing rather than sound robotic. Each shot was sidechained to duck down in volume when a new shot triggers for more clarity. Mechanical trigger and bolt movement samples were add in before/after the initial transient of the shot. Shell hit floor samples were used for added detail. I felt the shots lacked a good sub bass so an eq was used to filter out the sub and replaced with a rapidly decaying 808 kick drums sub. Once the loop was formed, all shots were then grouped together and processed with a transient designer into a clipper, a compressor, a maximizer, ott multiband, gluing reverb, stereo spread and then into a final limiter. Enjoy.
Author: Superphat
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