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Just Sound Effects Water In Motion WAV

WAV | 24-bit / 96/192 kHz – 9,69 GB

潜入水声设计的世界
通过 WATER IN MOTION 探索水上音频的多功能世界,WATER IN MOTION 是一个声音库,旨在为声音设计师和游戏音频专业人士提供广泛的水声。 该库为您提供了开箱即用的工具来创建您自己的音效和设计水上拟音场景。

我们将音质和多功能性放在首位,以最高精度捕捉水声的每一个细节。 结果是一组极其干净的水声录音,可让您根据自己的特定需求塑造声音特征! 每个声音都是用单声道中央麦克风(MKH 8050 或 Sanken co-100k)和一对匹配的森海塞尔 MKH 8040 立体声录制的(注意:只有自然声音和设计工具没有单声道文件)。

该库分为两个主要部分:录音和设计工具。 RECORDING 文件夹包含您需要的每一种水声,从简单的气泡到咆哮的瀑布、雨水、海浪、大量日常声音、实验性水声录音、各种运动以及微小到巨大的水花。 DESIGNED TOOLS 部分带有大量预先设计的水声,从大水花、液体嗖嗖声、魔法咒语元素和变形声音到水下环境和短纹理。

里面有什么

丰富的元数据
组织良好的声音库可改善您的工作流程并节省大量时间。 这就是为什么我们的音效根据通用类别系统进行分类并嵌入了丰富的描述性元数据。

UCS旨在统一音效分类、统一文件名结构和更易于维护音效库。

 

DIVE INTO THE WORLD OF WATER SOUND DESIGN
Discover the versatile world of aquatic audio with WATER IN MOTION, a sound library designed to provide sound designers and game audio professionals with an extensive array of water sounds. This library equips you with the tools to create your very own sound effects and design water foley scenes right out of the box.

Putting sound quality and versatility at the forefront we captured every detail of the water sounds with highest precision. The result is a collection of extremely clean sounding water recordings that let you shape the sonic character to your specific needs! Every sound was recorded with a mono center microphone (MKH 8050 or Sanken co-100k) and a matched stereo pair of MKH 8040s by Sennheiser (note: only the nature-sounds and the designed tools have no mono file).

The library is split into two main sections: RECORDINGS and DESIGNED TOOLS. The RECORDING folder has every water sound you need ranging from simple bubbles to roaring waterfalls, rain, ocean waves, tons of everyday sounds, experimental water recordings, various movements and tiny to huge splashes. The DESIGNED TOOLS section comes with a vast array of pre-designed water sounds from big splashes, liquid whooshes, magic spell elements and morphing sounds to underwater ambiences and short textures.

RICH METADATA
Well-organized sound libraries improve your workflow and save a lot of time. That’s why our sound effects are categorized according to the Universal Category System and embedded with rich descriptive metadata.

The UCS aims at a consistent categorization of sound effects, a uniform file name structure and easier maintenance of a sound effects library.

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