Matt Gault

Matt Gault

Sound designer @ProbablyMonsters and @SkewSound, General audio dork, West Aussie living in the U.S 🔊

Email: [email protected]
Twitter: @MattGault_Sound

Halo Infinite Sound Redesign

Halo Infinite Sound Redesign

DEATHLOOP - Sound Redesign

DEATHLOOP - Sound Redesign

Rise of TMNT Sound Redesign

Rise of TMNT Sound Redesign

Пікірлер

  • @lunareclipsemusic
    @lunareclipsemusic3 күн бұрын

    this is sick! well done

  • @hyocheolahn4751
    @hyocheolahn47518 күн бұрын

    Soooo good

  • @seamus7d
    @seamus7d11 күн бұрын

    i actually hate guns that sound so fake

  • @toobox1774
    @toobox177417 күн бұрын

    gg

  • @hamster_explorer9642
    @hamster_explorer964225 күн бұрын

    The knife sounds are SO on point! I love the techy feel!

  • @peoduction6068
    @peoduction6068Ай бұрын

    Mmmm nice

  • @VGB2
    @VGB2Ай бұрын

    What are the names of the weapons displayed in the video? I don't quite understand. Can you tell me the model? Thank you.

  • @user-kd6rf5wi1x
    @user-kd6rf5wi1xАй бұрын

    булочька с сосиською чай бутерброд

  • @toobox1774
    @toobox1774Ай бұрын

    Don’t stop 💪

  • @ulyssesatsea
    @ulyssesatsea2 ай бұрын

    Geez, thanks for making this. It was in fact super helpful as well as detailed. I'm not trying to make a realistic gun per say but all of the knowledge translates to figure out the foundations of this type of design.

  • @mangaas
    @mangaas2 ай бұрын

    If you want to get in the weeds of mixing a little bit more the "tail" in outdoor environments, if you make the stereo image wider in the later end of it as it dies out, you really mimic the soundscape of big open areas. The furthest reverb hits you last, and comes from the furthest areas all around you. You can just fade in a separate channel with the same "tail" already with wider stereo imaging, or if your software lets you automate it, and you can just use automation to swing it to the "Wide" end as the reverb dies out. If there are structures around in the video, like a building to your left, you can then cut out the reverb on the left side early, as the nearby reverb hits you first, and the further reverb is occluded because of the structure. Not sure what software you're using if thats something that's easy to do. *edit, nevermind, just realized you're a sound engineer, and this is your day job. I thought you were a KZreadr talking about gun sounds for videos.

  • @kaimorales
    @kaimorales2 ай бұрын

    this is actually super good holy

  • @Tunova
    @Tunova2 ай бұрын

    Am trying to make a huge sound pack for gta v to make all sounds as realistic as possible. But knowing how certain guns sound like is hard since it’s usually too loud to be recorded. Do you have any tips?

  • @mattgault2899
    @mattgault28992 ай бұрын

    So I would suggest some weapon libraries from the recordist or BOOM. The construction kits especially have professional recordings of real weapons which could be helpful. Unfortunately like you said without the right location and equipment it can be hard to get a clean recording. Another note is most weapons have a very similar sound if it’s completely realistic so you may need to do some light design work to differentiate them regardless. Hope this helps!

  • @greenguydubstep
    @greenguydubstep3 ай бұрын

    time to make tearout dubstep with this

  • @Viper-l666l
    @Viper-l666l3 ай бұрын

    🤤🤤🤤🤤🤤

  • @Cartridge1987
    @Cartridge19873 ай бұрын

    Amazing, well done

  • @jes3d
    @jes3d3 ай бұрын

    love this lol

  • @amaanrehman277
    @amaanrehman2774 ай бұрын

    2019 sound design was perfect

  • @massaBeard
    @massaBeard5 ай бұрын

    Hey Matt, I'm making a battle royale and need more realistic weapon sounds. Are you open to discussing a potential job?

  • @kappapisigma1
    @kappapisigma16 ай бұрын

    Firing sound is good, but I always love the description of the bolt screaming as it ignites the air it passes through.

  • @THEYEAR2143
    @THEYEAR21436 ай бұрын

    Great workflow and sound quality ! What would the sound programmer need to intergrade loops/triggers for the weapon sounds in the game ? What do you need your rendered samples to look like ? Thanks

  • @mattgault2899
    @mattgault28996 ай бұрын

    Cheers mate and great questions! 1. To integrate the shots, most of the time the programmer (or even designer) would usually use Middleware. Thats a program like Wwise or FMOD that we use to essentially tell the game engine what to do, you can absolutely use the in engine audio systems but generally middleware is just a lot more helpful. So for example playing a single gunshot sound for each shot through Wwise could look like this: - All variations of a single shot are put in a 'Random Container'. (A container that will randomly play one of its sounds when called). - That random container is put into a ‘Shoot’ event. (Events are what the game engine uses when needed). - In the game engine that event can be set up to be called by many different ways. Like triggering the event when a ‘shoot’ animation' plays. (via animation tagging), triggering the event when the ammo counter changes or triggering the event when a muzzle flash/projectile is spawned etc. You can also do additional things like culling voices so they don't get overpowering and messing with volume and pitch randomization, effects etc. There are some better ways than others all depending on what you want and how the game itself is constructed. Different distances would be different events and only get called when the gunfire is certain distances away. As for gunshot loops its mostly the same as above but there are usually 2 events: Loop Start - The start event could have like a shot or mech one off sound and the start of the loop itself, this can be triggered for instance like when the fire button is pressed. Loop Stop - The loop stop will have a one off like the last shot or the tail of the shot as well as the call to stop the loop, which can be called when the fire button is released for example. 2. Ideally the rendered samples have the exact right amount of space before starting that you want, like if the gun fires the frame after the fire button is pressed you'd also want your sample to start immediately and not have any space before hand. (As it will play from the start of the sample, not the start of any audio, which can also be changed and edited/faded in Wwise anyways). Mono, Stereo, Quad whatever you want just as long as they are consistent and make sure to leave space after in the render in case of reverb or effect tails, don't want any sudden cut outs or pops/clicks! This is a big oversimplification of course haha, this is more the process and basic idea to get it to play correctly. There is so much more you can do in Wwise in terms of real time effects, volume and distance manipulation, layers and so much more! Hopefully this was helpful and made some sort of sense!

  • @THEYEAR2143
    @THEYEAR21436 ай бұрын

    @@mattgault2899 Thank you so much for the detailed answer!

  • @jolehernan
    @jolehernan6 ай бұрын

    It's awesome but.. I feel it more like the redesign of the sounds of X-Men mutant academy 2. Was an awesome game

  • @joe.black-mortem.angelos
    @joe.black-mortem.angelos7 ай бұрын

    Impressive

  • @JackWse
    @JackWse7 ай бұрын

    A common mistake with sub machine guns and Smaller rifles is that they would sound quieter when in reality they often sound louder, especially when compared to longer barrel or larger counterparts of the similar caliber.. this is because the gas escaping at the end is much higher, it's a lot more wasted gas essentially In a much higher volume coming out of the barrel.. It's one of the reasons the MP5 doesn't get a lot of Justice in terms of its actual sound profie, and pistols usually get completely scrapped In video games, when they're actually often on par than their rifle counterparts. I think the only game where I've seen the MP 5 get a proper sound treatment Was rainbow 6 3 raven shield, But pretty much everyone got a proper sound treatment in that game.. well Until the third expansion, where they clearly had a different sound team working on the weapons and it was like a Nightingale difference when you looked at the expansion guns.

  • @DiversionDude
    @DiversionDude7 ай бұрын

    Absolutely nailed it

  • @chrisnka1988
    @chrisnka19887 ай бұрын

    Offworld industries needs you to go through their Starship Troopers: Extermination weapon sounds and fix them up. Awesome video.

  • @kharmatic9394
    @kharmatic93947 ай бұрын

    incredible

  • @antonyd9130
    @antonyd91307 ай бұрын

    Awesome!

  • @PieroMinayaRojas
    @PieroMinayaRojas7 ай бұрын

    Just a quick explaining of how the mw 2019 sounds were made (the video explanation is close). So the mw 2019 weapons use layers. For the most part, they use a lfe layer (like the kick), then the base fire layer (usually designed as plr or bang), then a mech layer (weapon moving parts), then an "atmo" layer (usually a few milliseconds after the other layers) and then a reflection layer (like the tail, usually a few more milliseconds later like an echo effect, it's more noticeable in weapons like snipers and ars). Most of these layers are usually shared between weapons, like the atmo and reflection layers. Also in the original source files, the atmosphere and reflection layers are loud, but in game their volume is lowered. Some weapons also have a first fire or hammer layer. Some other weapons have an special/distinct layer, like the model 680 and spr, it's like a bassy version of the base fire layer (not confuse it with the lfe layer), probably to make the weapon more distinct. And for the suppressed version of the gunshots, they usually use the same mech layer and only change the base fire, atmo and reflection layer, although in the x16 they use a different mech layer for the suppressed gunshots. Also there's different layers for hip firing and ads, as well as third person gunshots (for near, mid, far and distant).

  • @Ireland1098
    @Ireland10987 ай бұрын

    Soo cool

  • @rajusnd3318
    @rajusnd33187 ай бұрын

    What a Greater Work - Will You Share Tutorial Of this Each Design Mainly the synth Process - If it happens that would be great ------❤

  • @Bboosted
    @Bboosted8 ай бұрын

    i wish this was an actual mod

  • @XBlazePS3
    @XBlazePS38 ай бұрын

    really cool but for the punches you can reuse the MKX punch sounds those were pretty good

  • @I-AM-LXL-
    @I-AM-LXL-8 ай бұрын

    Very detailed tutorial video! Looking forward to more works like this!

  • @bpsounddesign
    @bpsounddesign8 ай бұрын

    Awesome stuff Matt! Love the idea of having overlapping layers to make it feel natural, that was the main issue I was having with machine gun sounds. Helped massively!

  • @zenerstorm95
    @zenerstorm958 ай бұрын

    Yeah, i love this. I don't know what it is with them using the same sound effect for literally everything

  • @CopperLoveAndKisses
    @CopperLoveAndKisses8 ай бұрын

    Netherrealm, hire this guy. Fucking now.

  • @VladislowSound
    @VladislowSound8 ай бұрын

    Man, it's really good! I love how you did the sound of rocks coming back into its body, feels guttural and like a puzzle being assembled.

  • @KuletXCore
    @KuletXCore8 ай бұрын

    We need more of these with all Kharacters, and we need some slow motion bone cracking sound effects on the X-Ray portions. instantly SUBSCRIBED because of this!

  • @ranked3726
    @ranked37268 ай бұрын

    this is the most insane sound i ever heared o.o Good job! We need more breakdowns

  • @faxx_8848
    @faxx_88488 ай бұрын

    3:55 software name?

  • @mattgault2899
    @mattgault28998 ай бұрын

    That’s my DAW of choice Reaper! (With the Hydra theme/skin)

  • @faxx_8848
    @faxx_88488 ай бұрын

    @@mattgault2899 thank u :D

  • @NEAProds.GameCentralHub
    @NEAProds.GameCentralHub6 ай бұрын

    Are there any alternative software to make the Gun sound effects? I have also downloaded the sound effects that had all the different parts of guns, and see if it can be done in other software such as audacity. It's for my own projects too by the way. I want to learn as much as possible. @@mattgault2899

  • @Phantom-wh3nl
    @Phantom-wh3nl8 ай бұрын

    How y do what:/?

  • @howie.dewittt
    @howie.dewittt8 ай бұрын

    That sound that Sektor makes when he jumps is CRAZY. Around 0:11. A minor detail that went a long way

  • @maskymate8086
    @maskymate80869 ай бұрын

    I think it beats the actual sfx by a long mile, but the flesh contact while realistic I think can use some bone crushing or some " slapping " sound for more crispy hit indication. Great work!

  • @Joshrouss
    @Joshrouss9 ай бұрын

    I came in expecting to be unimpressed but that was really good

  • @venomsnakessidepiece
    @venomsnakessidepiece9 ай бұрын

    but did you crack watermelons and use random fruit?

  • @TotallyTheradicalleft
    @TotallyTheradicalleft9 ай бұрын

    When is NRS gonna hire you?

  • @mediakira6621
    @mediakira66219 ай бұрын

    Not bad. It’s better than this “drop bass “ sound thing they seem to be doing for every Attack like fire and stuff every since mk11 and this new one

  • @tsunamix0147
    @tsunamix01479 ай бұрын

    Two things I absolutely love; Fallout 4 mods and music production tutorials/breakdowns, and it’s all in one video

  • @thethiny
    @thethiny9 ай бұрын

    I don't like this. It is well made and makes it so realistic, which is why I don't like it. Good job? 😂