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The layers in the collection combine to create a composite track. They are nested, so it is possible to render the entire sound from this track. In all of the Sci-Fi Weapons projects, the composite track is named Shots.
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Tracks of a Sci-Fi Weapon subproject, which are arranged as layers that combine to produce the sound of the specific weapon. The tracks are assigned colors on a per-layer basis and these track names and colors are used similarly across all the Sci-Fi Weapon subprojects. Some weapons have three Shot Composite Tracks - Shot Start Composite, Shot Loop Comp, and Shot Stop Composite. Shown here is a Shot Start Composite set. The Loop and Stop have similar sets of track layers. |
The Shot Start/Loop/Stop Composite tracks are at the top of the hierarchy and are the composite output of the sets of layers of Shot Start/Loop/Stop. All composite tracks are colored white in all collections. If you need a complete mix of the weapon shot that includes a loop composite, then a render of the Main Mix for the duration of the three combined Composites is needed.
The Body layer is the main shot character. It helps to generate size, type, and function. Additionally, it can be used as a standard distance sound effect on its own. All Basic Layer tracks use yellow custom colors, alternating between light and dark shades.
The Mechanic layer features the mechanical movements of the trigger and any other moving parts within the weapon during the shot. When rendered separately, it can be added with random loudness, timing, and pitch to create more overall variety. All Weight Layer 2 tracks use blue custom colors, alternating between light and dark shades.
The Transient layer is the closest and most aggressive part of the sound. For a close perspective, you can change the timing to alter the overall weapon sound character. All Details Layer 3 tracks use orange custom colors, alternating between light and dark shades.
The term “Punch” refers to a low kick, like a bass drum. It is a natural sound and depending on the timing, it can simulate the recoil punching into the shooter's body. All Weight Layer Tracks use red custom colors, alternating between light and dark shades.
The Tail layer affects the perception of the size of a shot sound relative to the space in which the shot occurs. For instance, a short and loud tail gives the impression that the shot occupies a lot of space in a small room. You can manipulate the decay according to the use case or replace it by using reverb, for example. All Custom Layer 5 tracks use aqua custom colors, alternating between light and dark shades.
The Synthetic layer contains elements derived from sound synthesis and contributes to the artistic design, adding a different dimension to weapons. All Custom Layer tracks use the purple custom colors alternating between light and dark shades.
The Foley Composite tracks found in the Weapons subprojects relate to the reloads. They are a combination of layers that constitute a mix of the Start and End of a reload sound.
Because the speed of animations of reloads often varies in games, the reloads are designed and split into Layer 1 Start and Layer 2 End. The reloads are conveniently set up as three distinct regions and rendered as three sounds: Composite, Start, and End.
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