909 免版稅 音軌,用於"X"

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A recording of flushing the toilet’s water, followed by a groaning door closing sound. Production stages : this sound was originally recorded by a group of students at university lyon 3. Then it was imported to audacity where few modifications were made. First of all, the record was precisely cut so there are no human voices in the background. Then, the sound was normalized and slightly compressed before applying the noise reduction effect. Last, but not least a constant gain was added at the beginning and lightly fading effect took his place at the end. Son du type x (continu complexe)c’est un groupe nodal des sons saturés avec une hauteur variée, suivis d’un bruit d’une haute hauteur. Le son est cannelé et constant et finisse par le son de la porte qui est métallique et aigul’attaque du son est rapide et forte, plutôt abrupte. Le grain est frémissement et rugueuxet l’allure est naturelle, désordonnée et aléatoire.
作者: Univ Lyon
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02:02
4-channel record of a rolling thunder. The record is slow downed to 0,7-speed. The thunder has now very deep frequencies, which can shake your house, if you have the right equipment to play the file. The 4 channels are recorded in irt-cross technique (microphone distance 25cm) so it is a 360° record. Http://irt-cross. Mozello. Deat the end of the track the rain moves to the front channels. (fade is starting at 1:20 min and is finished at 1:41min)my other track can be used for "intro" followed by this track. See/hear here for the intro option:https://freesound. Org/people/bluedelta/sounds/446753/. The spatial impression is best if headphones are used. Ch1 = flch2 = frch3 = rlch4 = rr. The download-file is a polywav. If you need to split the file (e. G. To make a stereo file), you can use the easy to use"wave agent beta"(free)from sound devices for example. ;-)_________________________________________________________used recording gear:zoom f84 x rode nt1 (without "a" = the black ones).
作者: Bluedelta
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01:12
I recorded this in my living room with mics in an x-pattern on the couch very close together, using a tascam dr-70d and behringer dyynamic microphones with patch cables for optimal volume. I recorded this at maximum gain on the tascam as two stereo files, then conjoined them to a 6-channel audio file properly and mixed the front two channels to a monaural center channel for added effect. The final result is what can be downloaded here. Tghe music in the background is part of the star trek: generations expanded complete score, and is coming from my computer to the rear of the recording, which lasts just over a minute in length, and the music was just background noise for testing purposes only. No copyright infringement was intended. Credit for the music goes to the now late jerry goldsmith and also dennis mccarthy, who is still alive. I hope you like this audio demonstration, and find it useful when considering rigs like the holophone, or comparible 5. 1 surround sound microphones / rigs. I take no credit for this recording, as it was done for demonstration purposes only. Have fun!.
作者: Guardian
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01:28
This racing vehicles recording 2 track. It might be viable for use in racing and driving video games. But over the past few years, games emerged as some of the top-selling products in video and computer gaming. The main focus in such a project would be on generating a score by merging a few sounds in the background of the soundtrack (such as bumping or breaking) with specific vehicle sound effects (such as braking). Loops would be used to affect pre-composed music, using live data to change the mix and instrumental direction (such as the dynamics, texture or timbre), or even the pitch, rhythm or tempo), moreover, the musical soundtrack for racing vehicle gameplay could be stored in a memory card to use in digital sport car sounds unit that convenient sound effects according to the processes, which is essential to participate in the training driver by granting the user with more information. In real life, the driver has more sensory information.
作者: Kurd
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00:04
Td-3-tg recorded with zoom h-1. Td was performing slide through octaves with "slide" button pressed in program, and subsequent cs were played, in octave -1 and 0, and higher c in octave 0 and +1, back and forth. Program takes 7 16th notes and the space between notes takes 9 rests. Tempo of the td-3 was set to maximum and the volume control was set to high amount, to let zoom h-1 with rec level setting to 37, be driven up to -6db. Sound recorded in 96khz and 24bits. Trimmed and saved in flstudio edison, what made sound 32bit. No amplify, no normalisation. "tune" knob of td-3 was set to maximum as well as "cut off", "envelope" and "accent". "resonance" and "decay" was set to one o'clock. "waveform" swicth was set to square. No distortion. Zoom h-1 was plugged by a cable, td-3 output to line in. Cable was named vitalco - 1/8 inch trs to 1/4 ts, male to male, 3m.
作者: Laffik
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04:24
Hello and welcome!. Before creating my game, i've created music. Unfortunately, it turned out that the created music does not match the atmosphere of the game i'm working on in any way. :)if you think that the soundtracks might be useful to you, please use it!. Music is under creative commons 0 license, but i would really appreciate it if you could mention me or my current project (even better!). /////////////////////////////////////////////////////////////////. I am 1 dev working on the game called neither day nor night. Check it out! if you like what you see then please wishlist the game on steam: https://store. Steampowered. Com/app/1167380/neither_day_nor_night. An example of how you might give credit is by putting something like this in the description/credits of your work:"x soundtrack" by carnotaurus team. (and preferably a link to the steam or twitter if possible!). Enjoy, and have a good day. Twitter: https://twitter. Com/carnotaurusteaminstagram: https://www. Instagram. Com/carnotaurusteamyoutube: https://www. Youtube. Com/channel/uc-b4_-y7p1urnbh-1zekj9wreddit: https://www. Reddit. Com/r/neitherdaynornightfacebook: https://www. Facebook. Com/carnotaurus. Team. #neitherdaynornight #ndnn #gamedev #indiedev #indiegame #gamemakerstudio2 #adventure #platformer #action #puzzle #games #gaming.
作者: Carnotaurusteam
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01:03
4-channel hq record of a sudden and heavy thunderstrike (nearly) without rain in the afternoon of a hot summerday. The recording equipment was prepared for recording thunder, so there is no distortion, no compression or (auto)gain reduction done by a limiter in the zoom f8, means the whole dynamic is still there and will be audible by a adequate monitor/audio equipment. ;-)the sound was not edited or otherwise enhanced with effects. This file can be used as a intro followed by my other track (link below), which has soft rain at the beginning, before the thunder comes. . . ;-https://freesound. Org/people/bluedelta/sounds/367222/. The 4 channels are recorded in irt-cross technique (microphone distance 25cm) so it is a 360° (4x90°) record. Http://irt-cross. Mozello. De_________________________________________________________used recording gear:zoom f84 x rode nt1 (without "a" = the black ones). Ch1 = flch2 = frch3 = rlch4 = rr. The download-file is a polywav. If you need to split the file (e. G. To make a stereo file), you can use the easy to use"wave agent beta"(free)from sound devices for example. Https://www. Sounddevices. Com/product/wave-agent/. Comments about this atmo-record are welcome! ;-). . . And you can help others to find this sound easier by (star)rating this track.
作者: Bluedelta
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03:12
I'm attempting to create a controllable thunderstorm for a film, and this is my first legitimate attempt. This recording consists of 4 samples of rain, and another 3 samples of rain+thunder that i recorded one afternoon. Equipment used was the inbuilt mics on a roland r-26, and a sennheiser me66 into a sound devices 702. The clips were recorded at 96khz/24-bit, and they were processed at 48khz/24-bit. For processing, i put the samples into kyma, and crossfaded for texture. The howling wind sound is an analog-style low pass filter's frequency, level, and resonance being controlled by a wacom intuos4 pen/tablet. The rain slowly swells, which was done by changing parameters of a granular reverb. The thunder was also controlled by the wacom tablet, with x, y, and z (pressure) dimensions mapped to making the thunder swell in level, density, and texture. This could have been output in surround, but i don't have that many monitors ;). This style of "rain-synthesis" can also go on indefinitely. Please let me know what you think of the quality of this track; eg, if it sounds real, if the wind sounds ridiculous, too much thunder, etc. Use this sound (wherever) if you want to, or let me know if you'd like an mp3 of this, or for it to last longer. I'd like some credit if you do use it, but it's no big deal. A blog is up explaining the method of creation here:http://www. Kylehughesaudio. Com/2/post/2013/02/tempest. Html.
作者: Tehspaz
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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!.
作者: Unfa
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