Interviews Soundrangers-600x320

Published on March 15th, 2011 | by PSE

Soundrangers Interview — “We are total audio geeks.”

audio geeks.”  To curb some curios­ity about the inner psy­che of the Rangers of Sound, we asked them some ques­tions about their new library, appro­pri­ately called  the Soundrangers Sound Effects Hard Drive Library.  Vol­ume 1.

Q:   Tell us how you became a sound effects recordist.

After years in the trenches doing sound design with the tra­di­tional sound libraries, we were spend­ing an exor­bi­tant amount of time manip­u­lat­ing these sound effects that were orig­i­nally recorded and edited for tra­di­tional lin­ear media (film, TV) in order to use them in the inter­ac­tive projects we were work­ing on. We started find­ing it eas­ier, and the qual­ity was bet­ter, to record and develop our own sounds.

Some­thing we dis­cov­ered along the way was that sounds devel­oped for inter­ac­tive projects also work great in lin­ear appli­ca­tions, while sounds from tra­di­tional libraries don’t always work in inter­ac­tive applications.

With video games you need sounds that are very pre­cisely designed and edited. This design aes­thetic allows those same sounds to eas­ily plug-and-play into any project.

Q: Why did you choose Soundrangers as the library name?

It’s not just the name of the com­pany it’s our job descrip­tion. We are Sound Rangers. We spend a lot of our time either out search­ing for inter­est­ing sounds or cre­at­ing them in the stu­dio. All we need is the uni­form. Maybe an orange jump­suit with built in micro­phone pock­ets! We are total audio geeks. It’s a way of life.

Q:    What do you think, content-wise, is the mus­cle of your library?

It’s the first library built from the ground up for inter­ac­tive media. Video game devel­op­ers will under­stand this. For reg­u­lar users this trans­lates into a plug-and-play design aes­thetic. This means all the sounds are tightly edited into indi­vid­ual sounds so there is no need to find the sound you need within a larger audio file, then edit it out. Also, all back­ground sounds, ambi­ences, and envi­ron­ments are already edited into loops. No need to edit out annoy­ing sounds that jump out of back­ground ambi­ences every time it comes around. Just

drop them into your build and you are good to go.

Another strength is the vari­a­tions of the sounds. Where it makes sense, sounds have sev­eral match­ing vari­a­tions. This makes it eas­ier to cre­ate sound design with a nat­ural feel in sit­u­a­tions where mul­ti­ple ver­sions of the same action is hap­pen­ing, such as com­bat or envi­ron­men­tal one-shots, etc. This is also help­ful when you are using these sounds as build­ing blocks to assem­ble your own unique cre­ations that require many instances of the same sound, with­out using the same sound.

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