What is Soundsnap?

Soundsnap is the best platform to find and share free sound effects and loops- legally. It is a collection of original sounds made or recorded by its users, and not songs or sound FX found on commercial libraries or sample CD's.

It was originally started by a small group of sound people from all over the world. Our common belief is that sounds and samples should be free for everyone to use in their projects, commercial or not.

Our users are a diverse mix of sound designers, sound artists, web game developers, filmmakers and music producers. Hobbyists and home video makers are welcome too.

What Soundsnap is NOT:

  • An alternative to Myspace, Limewire or BitTorrent.
  • A place to upload your band's songs or your favourite mp3's. Soundsnap is only for sound effects and loops.
  • A place you can upload or find sounds from commercial libraries. All sounds here are original- made or recorded by its users.

We encourage everyone to upload high quality sound FX and samples, helping us make every kind of sound available on Soundsnap.

We are looking for feedback from the community to constantly improve, and we depend on our users for that. So please feel free to leave a recommendation or feedback in the special section of our forum.

I hope you enjoy your time here and Happy Snapping!

Tasos Frantzolas
Soundsnap Founder

madilicious's picture
Posts: 92
Joined: 2007-07-01

Dear All,

John Broomhall who is organising the Conference has kindly asked me to make the following announcement. Apologies for the last minute post -he has just found out about Soundsnap; It is about the Develop Conference & Expo, which takes place in Brighton, UK from July 24-26 2007, and includes an Audio day. This is going to be an amazing event if you happen to be around Brighton next week, and I highly recommend it...

You are warmly invited to join industry friends and colleagues for an Audio
day that promises a wide-ranging set of sessions of interest to freelancers
and in-housers alike - bring your producers and designers too!

The programme includes speakers Richard Jacques, Rik Ede, Dave Ranyard, Ben
McCullough, Rob Bridgett and the audio team from Bizarre.

develop07

Audio Track Thursday 26th July 2007

Music For The Masses -

A "Next Gen" Music Composition & Production Masterclass

Speaker:

Richard Jacques (Lead Composer/Creative Director, Richard Jacques Studios)

Session Description:

This session provides a rare opportunity to hear renowned games composer,
Jacques, discuss his recent work on a number of leading videogame titles -
covering initial approach, production process and implementation.

Specific topics will include:

* What defines "Next Gen" music?
* Composing 'big screen' music for the small screen
* Recording, production and mixing techniques
* The use of interactive and adaptive music techniques for videogame
scores

Takeaway:

Delegates will take away invaluable hints, tips and tricks on the business,
creative and technical aspects of composing and producing cutting edge music
scores for AAA videogame titles.

The Freelance Economy -

SCEE's Guide To Audio Contracting

Speaker:

Dave Ranyard (Creative Services Manager, Sony Computer Entertainment Europe)

Session Description:

Providing extremely valuable insights to both audio contractors and in-house
commissioners of externally produced work, Ranyard, who oversees SCEE's
entire audio content provision, will discuss the blow-by-blow of how Sony
works with freelancers and what they should do to get noticed.

Specific topics will include:

* The structure of deals including rights issues
* Expectations of creativity and the production process
* What makes a good showreel
* The kind of projects currently upcoming
* What's different about contracting in games as opposed to other
media

Takeaway:

Delegates will take away a clearer understanding of how the freelancer
economy is operating and how to present themselves to, and work with a large
videogames publisher.

Surrounded -

A "Next Gen" Multi-Channel Sound Masterclass

Speaker:

Rik Ede (Managing Director & Surround Sound Consultant, Gamesound Ltd)

Session Description:

A must-see for anyone with an interest in promoting Hi Definition audio to
complement the new generation of HD graphics. This session will explode the
myths and reinforce the facts about 7.1 surround sound, covering some of the
key aspects of design, production and execution required to provide a 'full
fat' surround solution for videogame projects, whilst avoiding potential
pitfalls.

Specific topics will include:

* 7.1 speaker and room set-up
* Creative use of all of the speakers to create an enhanced
entertainment experience
* Hints & tips on mixing music in surround
* The critical importance of testing in different surround modes

Takeaway:

Delegates will take away practical real-world best-practice information on
how to enhance their titles with a comprehensive 'next-gen' approach to
surround sound.

Sound Is Part Of The Cake -

Not Just The Icing

Speaker:

Ben McCullough (Audio Manager, Rebellion Derby)

Session Description:

In a thought-provoking session, McCullough will examine the application of
conventional narrative-related sound design techniques to pure gameplay
situations. He will discuss his approach to 'getting inside the player's
head' as well as examining how changes in the raw gameplay itself will
affect the emotional state of the player - proposing that it is these
factors that should inform the design of a flexible sound palette to state,
reinforce and juxtapose those emotional changes.

Specific topics will include:

* How pictures and sound are inseparable in good films compared with a
lack of equality and interdependency in some games
* Michel Chion's "Audio Visual Contract" and what games can learn from
good film examples where audio reflects changes in the narrative and
emotional tone.
* Applying this to games - how to anticipate the player's emotional
state under certain gameplay conditions and change and/or augment the sonic
palette accordingly - including in relation to the raw gameplay itself.

Takeaway:

Delegates will take away a deeper appreciation of the true meaning of the
term 'sound design' in relation to games, and be inspired to follow through
some fresh creative ideas into their own game audio productions.

Welcome To Our World 2007 -

Game Audio Development - An Independent Developer's Perspective

Speakers:

The Bizarre Creations Audio Team

(moderated by Audio Manager, Nick Wiswell)

Session Description:

The Bizarre Creations audio team will discuss the potential pitfalls to be
avoided and the easily-won successes to be claimed whilst working on their
current titles, Project Gotham Racing 4 and The Club - games with very
different demands of a shared core tech.

Specific topics will include:

* Planning, design & prototyping

* Scheduling & budgeting

* Cross platform audio engine and development tools

* Differing approaches to Sound Design and Implementation for
different games

* Thinking the unthinkable - the power of ideas

Takeaway:

Delegates will take away valuable insights and practical tips on how to
develop high quality audio concurrently for multiple games across multiple
formats, without compromising - or going stir-crazy.

Dynamic Range: A Study of Software DSP & Run-Time Mixing

Speaker:

Rob Bridgett (Sound Director, Swordfish Studios)

Session Description:

With reference to his work on Scarface: The World Is Yours Bridgett will
examine the absence of subtlety and silence in the audio of many recent
videogames, manifested by a lack of dynamic range, over-compression of sound
and music assets, and leaving little potential for narrative tension and
release.

Specific topics will include:

* Production practices in which sound, music and dialogue have been
consistently over-compressed at the individual asset level
* Interactive mixing and post-production as a valuable area where
dynamics can be artistically controlled via such real-time DSP effects and
run-time snapshot mixers to dynamically shape and prioritize the overall
sound in an interactive environment

Takeaway:

Delegates will take away a greater understanding of how run-time mixing can
re-define the dynamic range of game audio.

Conference's URL:
http://www.develop-conference.com/

mail to: john@johnbroomhall.co.uk

+44 (0)7768 181600

Audio Director & Consultant

Business . Technical . Creative

Columnist - Develop Magazine

BAFTA Video Games Committee

Chair - BAFTA Game Audio & Music Awards

Skillset Games Forum

Edinburgh Interactive Entertainment Festival Steering Committee

IGDA Choice Awards Advisory Board

Develop Conference Advisory Board

--

"There is no bigger arrogance than reprobating as inexistent anything we cannot conceptualize" Michel Eyquem de Montaigne.