Limited Source Sound Redesign Challenge | Sojourn Overwatch 2
Dylan King Dylan King
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 Published On Aug 26, 2024

reels + contact: https://www.xylvnking.com

Really interesting challenge. Shoutout to all the discord mods and Nicholas Yochum for putting it together and blessing us with the source audio :]

My main approach was to create my own palette from the sounds using a few methods:

1. Spectral Denoise - this brings out any tonality in the sound which I then used as source to drive other chains.

2. Granular resample in phase plant to generate some more constant higher energy/power versions of the source sounds. Mostly distortion and dynamics processing and randomized LFOs.

3. Unfiltered Audios SpecOps plugin contributed a lot towards the tonality of the top end. I used it to add noise/grit back into the denoised source but in a more consistent and interesting way.

4. A TON of time stretching and pitch shifting and resampling. Sometimes half a dozen iterations, especially for the low mids/bass parts.

Thanks for watchin :]

PS I forgot to talk about the death sound but I wanted it to be jarring/obvious and wide, because it's meant to be able to poke through a super dense audio mix in the middle of gameplay.

PS PS I edit the daw audio in post just to bring up the volume of any quiet sounds, so sometimes it may seem like I have a lot of loud sounds as i go through the breakdown but they're actually often much quieter and just brought up for the video so you can hear what I'm doing :D

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00:00 Intro
02:17 Palette creation
12:17 Main ability breakdown
39:20 Play of the game breakdown

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