Put a sound in a place
You will build a rumbling impact in a big stone room, then place a ping to the right of it. You will learn noise colour, Reverb and Pan.
Start from nothing
Open a blank sound (opens in a new tab)
1. A burst of noise that closes down
- Press + Noise. Set Length to 0.4 and Volume to 0.3.
- Switch on Filter (lowpass), set Cutoff to 3000 and Sweeps to to 200.
- Play. A whoosh of static, like the explosion lesson's first step.
Hear step 1 (opens in a new tab)
2. Change the colour of the noise
Noise comes in colours. White is bright static. Pink is softer and warmer, like rain or wind. Brown is a deep rumble, like thunder or an engine.
- Under Noise, set Colour to brown.
- Play. The same sweep, now with weight. Try pink too, then put it back to brown.
Hear step 2 (opens in a new tab)
3. Put it in a room
Reverb is the wash of echoes a room adds to a sound. A small room is short and tight; a cave or a cathedral is long.
- Switch on Reverb. Set Room length to 1.5.
- Play. The rumble now carries on after it stops, fading away. Look at the layers' count line: the sound is longer than its layer, because it includes the room's tail.
- Amount is how much of the room you hear. Try 0.1 for a hint of air and 1 for a drowned, far-away sound, then leave it at the default.
Hear step 3 (opens in a new tab)
Reverb costs more to play than the other effects. Use it on the sounds that need a place (impacts, magic, voices) and leave it off quick, frequent ones such as footsteps and shots.
4. Place it left and right
Pan moves a layer between the left and right speakers. It is heard on stereo speakers or headphones, and a download becomes a stereo file when any layer is panned.
- Select the noise layer and set Pan to -0.6 (left; the hint beside it says so).
- Press + Tone. Set Pitch to 880, Starts at to 0.3, Length to 0.25, Volume to 0.15 and Pan to 0.6.
- Switch on Reverb on it too, with a Room length of 1.5.
- Wearing headphones, play: a rumble on the left, then a ping that rings out on the right.
Hear the finished scene (opens in a new tab)
Panning is for sounds that come from somewhere. A sound the player causes, such as a jump, usually stays in the middle; a distant explosion or an enemy off to one side gets a pan. In a game you can also pan the whole sound when you play it.