Outdoor Impulse Responses

사운드 디자인

Creating believable acoustics for artificial spaces is always challenging, especially when it comes to outdoor locations. We struggle setting any dry sources outside, since the reverb and echoes are so diverse and chaotic that it is nearly impossible to create any real sounding outdoor space with just algorithmic reverbs and delays. Yet setting the source physically outside can greatly contribute to making any outdoor scene much more credible.

Field, Narrow, Small Hills, Mics in Forest (50.354415,6.645377)

Because the outdoors is very important for all media, not only games, we wanted to find the solution. We set out to create an outdoor impulse response library, capturing all the fine nuances that make reverb an acoustic experience; not disturbing the audience but pulling them even deeper into the setting.

IROutdoor-forest

Impulse response recording methods have come a long way. There are several ways to record impulse responses: impulses (or bangs), sweeps, and sequential noise. As sweeps are the most common way to record impulse responses these days, we experimented with them to record outdoor responses as well. However unfortunately even after hauling up speakers into remote mountain areas in the deep snow, we discovered that it doesn’t really work outdoors mainly for two reasons. First you need a lot (!) of amplifying power to translate sweeps over a large distance to get a good signal-to-noise ratio. Secondly, outdoors you might not have a period of time without any disturbing noises long enough to fire up the whole sweep plus a reverb tail that could easily drag out for over ten seconds.

Field, Wide, Small Hills and Forest (50.351109,6.640162)

We did a lot of testing and with a bunch of erroneous calculations of sweeps-to-impulses, we ended up using the base principle of recording a bang. We had the same issue here: a bang is not just a bang. Some are louder, some quieter (think blasting artillery versus popping balloons). Some have a very strong character leading to a specific frequency response and potentially even envelope of frequencies that need to be avoided.

o12

o9

In the end we used a 9mm pistol. After analyzing the shots, there was some FFT processing to get it as neutral as possible. However, recording at larger distances like we did proved to be the best solution.

Since you need very quiet spots to record these IRs in order to be flexible, we needed to record during winter. It needed to be below freezing, so there would be no sounds of water dripping from melting ice or other random background noises. Of course, also all the animals are a lot quieter during winter and there are less people walking their dogs or hiking around. Denoising is something that needs to be avoided, since it creates artefacts that are too audible in this regard. The freezing temperatures also bring their own specific character into the reverberation: if it is too snowy, the acoustics dampen to an unusable amount (basically no reverb at all). If the surfaces are too hard, the reverberation is somehow harsh and not pleasing. It took quite a bit of travelling, hiking, and waiting for the right weather to be able to capture the impulse responses we wanted. All together we worked about 7 months on this collection, two months of testing and location scouting, four months of traveling and recording and one month to post-process those recordings into usable and flexible IRs.

As we were aiming for long and natural tails and not that much for early reflections we captured impulses from up to 100 meters away. At some locations it simply was not possible to get any more distance between the impulse source and the microphone, on some it surprisingly did simply sound better and more useful having less distance, resulting in a minimum distance of 4 meters. Most of them are 30 or 50 meters. This also results in a rather long impulse response, which vary between two and ten seconds.

o7

Some best practices: using the impulse responses on close-mic recordings do work, however it is more realistic if some runtime processing is applied if the dry source sound should be distant. This can help to create a more immersive experience rather than simply using the impulse responses at 100% wet. Use high- and low-cuts to simulate some distance prior to the impulse response reverb. For obvious visual sound obstacles in your game environment, such as walls, vehicles and other bigger objects which reflect sound, you should set delay lines prior to the impulse response reverb to place sound sources into the room more realistically. Using Wwise Reflect is an awesome solution to do that in runtime and those reflections should be routed through or mixed into the Convolution Reverb. Specifically for rifles, it makes sense to feed only spikes or short snap sounds into the convolution reverb instead of a fully designed gun shot, which mostly already features a lot of backed-in early reflections and tails. Make sure though to pre-process these spikes and EQ them according to the firearm. That makes it far more realistic and usable.

In this Wwise Convolution Package you will get 69 of our best outdoor impulse responses, ranging from urban and industrial settings over fields to dense forests, mountains and canyons. Following are some demos of how these sound in action.

We are eagerly looking forward to hearing these in action so if you like, let us know when you used them. Feedback and comments are always welcome of course, so do not hesitate to contact us. We hope we created a set of impulse responses that your projects benefit from and make it even more acoustically convincing. 

Subscribe

BOOM Library Outdoor Impulse Responses can be used with the Wwise Convolution Reverb plug-in.

Listen to a few examples:

 
DogBark_Hillside50m_DRY_30_Mix_100_Mix.wav
Voice_Female_Hillside50m_DRY_30_Mix_100_Mix.wav
Voice_Male_Hillside50m_DRY_30_Mix_100_Mix.wav
Drums_Hillside50m_DRY_30_Mix_100_Mix.wav
Field_Small_Holler_with_Forest_50m_Female_Drum_Male_Dog.wav
Urban_Few_Houses_50m_Female_Drum_Male_Dog.wav
Field_Surrounded_by_Trees_10m_Female_Drum_Male_Dog.wav
 
Mountains_50m_Female_Drum_Male_Dog.wav
Large_Mountains_Strong_Echo_50m_Female_Drum_Male_Dog.wav
Hills_Small_Creek_Forest_50m_Female_Drum_Male_Dog.wav
Forest_Small_Trees_20m_Female_Drum_Male_Dog.wav
Urban_Narrow_Street_Open_Front_30m_Female_Drum_Male_Dog.wav
Valley_Wide_Forest_50m_Female_Drum_Male_Dog.wav
 

 

 

BOOM Library

BOOM Library

The BOOM Library was founded in 2010 by award winning audio guys from Dynamedion, the biggest European game audio studio based in Mainz, Germany. BOOM Library prides itself on providing high end, ultimate sound effects for all media and audio professionals. Our products have this specific edge you will not find anywhere else. Our mission is to provide top notch sound effects, source recordings and software tools in high definition.

Youtube

Soundcloud

 @boomlibrary

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

Wwise와 REAPER의 연결: Part 2 - ReaOpen

ReaOpen은 오디오 파일을 선택하고 원래의 REAPER 프로젝트를 쉽게 열 수 있는 무료의 가벼운 프로그램입니다. Windows와 Mac 모두에서 실행되며 Wwise,...

7.4.2020 - 작성자: 니콜라 루키치 (NIKOLA LUKIĆ)

사운드 디자이너가 PureData + Heavy를 사용하여 DSP 플러그인을 개발하는 법 - 제 1부

많은 사운드 디자이너들이 오디오 플러그인 개발을 오디오 프로그래머의 '흑마법' 영역이라 생각합니다. 보통 코딩 기술뿐만 아니라 수학, 물리학, 디지털 신호 처리 등 사운드...

17.11.2020 - 작성자: 천종 호우 (Chenzhong Hou)

새로운 Impacter 플러그인 알아보기

개요 Impacter(임팩터)는 기존의 SoundSeed Impact 플러그인을 영감으로 하는 새로운 음원 플러그인입니다. 이 플러그인은 '타격음' 사운드 파일을 저작 도구로...

20.5.2021 - 작성자: 라이언 돈 (RYAN DONE)

Wwise에서 음악 설계 템플릿을 사용하여 독보적인 사운드 디자인을 만들어내는 방법

Foxface Rabbitfish(폭스페이스 레빗피시)의 작곡가 겸 오디오 디렉터인 가이 휘트모어(Guy Whitmore)는 2019 Wwise 상호작용 음악 심포지움에서 현대...

24.11.2021 - 작성자: 가이 휘트모어 (Guy Whitmore)

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 3부: 사운드 디자인

텔 미 와이(Tell Me Why)의 오디오 팀에게는 독특하면서도 인상 깊은 서사적 시퀀스를 향상시킬 수 있는 기회가 많았습니다. 저희 시네마틱 및 크리에이티브 디렉터는 영상에 꼭...

19.7.2022 - 작성자: 매튜 피오렌티니 (Mathieu Fiorentini)

상호작용 음악: '여러분이 직접 선택하는 모험' 스타일의 발라드

2018년 크라우드 펀딩 캠페인을 성공적으로 마친 inXile Entertainment(인엑사일 엔터테인먼트)는 '웨이스트 랜드 3(Wasteland 3)' 게임의 본격적인 제작에...

23.5.2023 - 작성자: Alexander Brandon (알렉산더 브랜드)

다른 글

Wwise와 REAPER의 연결: Part 2 - ReaOpen

ReaOpen은 오디오 파일을 선택하고 원래의 REAPER 프로젝트를 쉽게 열 수 있는 무료의 가벼운 프로그램입니다. Windows와 Mac 모두에서 실행되며 Wwise,...

사운드 디자이너가 PureData + Heavy를 사용하여 DSP 플러그인을 개발하는 법 - 제 1부

많은 사운드 디자이너들이 오디오 플러그인 개발을 오디오 프로그래머의 '흑마법' 영역이라 생각합니다. 보통 코딩 기술뿐만 아니라 수학, 물리학, 디지털 신호 처리 등 사운드...

새로운 Impacter 플러그인 알아보기

개요 Impacter(임팩터)는 기존의 SoundSeed Impact 플러그인을 영감으로 하는 새로운 음원 플러그인입니다. 이 플러그인은 '타격음' 사운드 파일을 저작 도구로...