I’ve always been a gamer, starting with games on the Wii and moving on to mobile games and games like Minecraft. Over quarantine, I became obsessed with the newly released tactical shooter game Valorant, and so decided to make a sound effect pack for a first-person shooter video game.
Pistol:
The first sound I decided to make was the pistol, which is iconic since every person gets the pistol in the game. To create a pistol sound, I decided to model it off of a 9mm pistol: https://www.youtube.com/watch?v=HwxeLrWymrI. This sound was actually a hard one to make since it was the first one that I attempted. I wanted to have a “pow” sort of sound but didn’t know how to get that nice pop of the shot. So, I stuck a sample of a pistol shot into audacity and analyzed the frequencies and the different parts.
I noticed that there were three parts that made up the gunshot sound, which seemed to have different frequencies. So, I used a filter on white noise for each of the parts and combined them together. To get the parts to play in sequence, I used the fork operation. The first attempt didn’t sound very great, so I made a new version that used reverb and added a kick to the beginning of the shot to provided a sense of power.
Lasergun:
The lasergun sound was not hard to do. I knew that I wanted to make a “Peeew Peeew Peeew” sound, and that was clearly modulation with a decreasing frequency. So, I did frequency modulation by having a line envelope going from 1400 to 100 as the frequency. For the generator, I chose to use a Saw wave because that sounded the most electronic. In the end, my lasergun sound reminded me of the old Galaga game laser.
Footsteps:
Footsteps being an important part of any 3D game where people move in the world, I decided to create this sound next. This was something surprisingly hard to do. I initially wanted to create the stereotypical footsteps that you hear when you think of footsteps in a haunted house (here: https://youtu.be/9g7uukgq0Fc?t=40). However, that is something insanely hard to do since the noise isn’t regular. While trying to create that, I used brown noise with a lowpass filter along with a percussive envelope. However, that didn’t at all sound like what I was going for. Instead, it sounded like stepping in snow, so I fine-tuned it a bit and made snow footstep sounds first.
Snow:
*Disclaimer, I’ve lived in Southern California and don’t really step in snow, so if this sounds off ooPs
Next, since there are often desert environments in games, I worked on creating footsteps in sand based on this video (https://www.youtube.com/watch?v=Lg2zxeSF7WM). This is when I came to a key realization. Each footstep isn’t a single sound but has two distinct parts. The first sound is made when your heel hits the ground and makes a thump, and the second closely follows and is when the front part of your foot flaps and hits the ground (you can verify this, try walking). Using this new insight, I shaped white noise to first start off with a lower frequency percussive sound, and after that put a larger frequency range with a customized envelope to better imitate the fluidity of sand.
Finally, I decided to try and create the clean wooden floor sound that I was going for in the beginning. To do that, I took a similar approach as how I created the pistol sound, in which I listened to each sound separately and compared it to my own. My closest rendition of the footsteps sounded more like someone stomping on a wooden plank.
Jump:
Jumping is an important part of FPS games to get over different terrain and to dodge projectiles. The sound that I went for is different from the regular 8-bit jump that we had an example for in class. Instead, I went for a more realistic jump. There were two parts to this: jumping off of the ground, and landing back on the ground. While designing the lifting-off portion, I knew that the sound had to rapidly decrease in volume and also be quiet since there isn’t much movement against the ground when jumping (since it’s more about the leg coiling up which doesn’t make noise). Also, I applied a Low-pass filter to the noise so that it would decrease in the max frequency since less of the foot/shoe is in contact with the ground to make high pressure/frequency noise.
For the sound when landing on the ground, it was relatively straightforward, since it was just a thump sound, which I accomplished by having low frequency sounds shaped by a percussive envelope.
Shotgun:
The shotgun is a classic weapon in any game with guns, and I decided to make a shotgun with buckshot (since slugs aren’t very common in shooter games), and to do that, my goal was to somehow simulate all the pellets being shot out and flying through the air. To do that, I decided to have a lot of pistol shots played slightly delayed from each other. My rationale was that staggering the sounds would provide the punch feeling when shooting a shotgun. To play the sound staggered, I took inspiration from the “river” sound effect that we went over in class. Instead of using .collect though, I just used .do and played 6 pistol sound effects next to each other. Also, I moved the kick to the beginning outside of the .do loop since the shotgun should have one initial “thumpy” blast.
I have to warn you, the shotgun sound is a bit shocking and frightening when you first hear it, so be prepared. When I played this sound to my sister with headphones, you could see when the sound played from the way she jolted, but I mean if you are shot at by a shotgun in-game it is quite frightening.
Fire:
Fire is a common element of games since it directly represents damage. The first fire sound that I made is the typical one that will be used in games, with just the sound of moving air cause by the fire. I created it using Brown Noise as the base, and amplitude modulated it with LFNoise 1.
This first sound can be used for molotov cocktail burning, a flamethrower, or also maybe a wizard’s fiery hands.
The second fire sound that I created is the sound of a wooden fire, where wooden logs are burning. Even though this may be less important in a shooter game, I find it to be the sound effect I am the proudest of. For this sound, I took inspiration from the fire sound effect that we went over in class. I wasn’t really satisfied with it, since the popping and cracking sounds sounded really digital and dead. After listening to a lot of fireplace sounds on youtube, I classified the sounds into 4 parts: a drone, some sizzling, a crackle, and a popping sound. The drone is the wind sound, the sizzling is boiling moisture, the popping is like wood and twigs snapping, while the crackle is with a larger air bubble that bursts and makes a loud crack. The most difficult part of this sound was figuring out how to make the popping and the crackling be random. Taking inspiration from the fire sound effect we went over in class, I researched the Dust and EnvGen classes, which allow random triggers to be generated and be used to activate a percussive envelope. I set the rate of crackles to be about once every 5 seconds, and the rate of pops to be about 5 times every second to make a really active fire.
*looking back, the pops sound a bit too percussive…
Dash:
Dashing is one of the most common abilities in games, and my goal was to create a dashing sound highlighting the air moving while having a pitch shift to show speed (since there is the doppler effect). To do this, I layered three sounds on top of each other: an exclusively high pitched wind noise, an exclusively low pitched wind noise, and a frequency modulated sine wave with white noise multiplied by a decreasing line envelope as the parameter to have the “woosh” effect.
Sniper:
What’s a shooter game without a sniper rifle? I decided to model my sniper rifle sound based on this 50-caliber sniper rifle: https://www.youtube.com/watch?v=BB9Oqf2sBZ4. There’s a few parts to this sound: the boom, the chamber moving, and the bullet casing hitting the ground (which I added for fun). For the boom, I took the explosion example we went over in class and adjusted it a bit. For the chamber moving (the clanging sound), I used a bandpass filter on white noise to hone in on a metal resonant frequency. Finally, for the casing coming out, I used an echo effect on a sine oscillator to imitate the casing hitting the ground and bouncing. I also added a kick sound in the beginning to highlight the boom of the weapon.
Rifle:
For this sound, I wanted to imitate the sound of an AK-47 (https://www.youtube.com/watch?v=BU-r0ElUru8). The sound mechanic for this gun is similar to the sniper, so I just got rid of the shell drop sound, and adjusted the explosion to be way shorter. Additionally, I adjusted the tuned frequencies of the sounds to get it to sound right. I also reduced the kick sound since it isn’t as strong as a sniper’s. Also, actually after making this sound, I figured out how to use a for loop to play sounds, and applied it to the previous sounds to have them play automated.
Reload:
Finally, if there are guns, there is bound to be reloading. There are a few parts to the reload that I was able to figure out from this video: https://www.youtube.com/watch?v=oqFmQYNBwcw: clip out, mag in, then sliding the bolt to get another round in the chamber. When finishing this sound, it took a bit of tweaking the different sound combinations to get something convincing.
Reload:
Gunshots+reload:
Reflection:
After creating all these sounds for a shooter video game, the greatest takeaway is that synthesizing sound effects from scratch is quite tedious and frustrating at times. Some sound like a lasergun or wind can definitely be synthesized with no problem, they are simple by nature. However, for other sounds like footsteps or an explosion, because they are so complicated and intricate, it may be better to just record them or create them artificially through foley methods. Nonetheless, I am glad to have been able to synthesize the sounds that I did, and if suppose I ever make a first-person shooter game, I’ll already have most of the sounds I need.