Blend the sounds with your project’s acoustics by using assets clear of reverberation, absorption, and equipment transformations.
We remove the reverb resonance from the recordings of our sounds.
The process can be directly compared with the process of removing directional light from textures in computer graphics.
Think of it for a moment. When you record a sound, together with the actual source sound, the microphone also captures all the reflections that was generated from the surfaces around the recording space.
Then, you import that sound in your project. For example in Unity, you insert it with a sound emitter that is then placed in the level of your game, and if we are talking about a film project, then you place the sound in a track on your project’s timeline.
The next step, if you already haven’t done this, is to create a virtual reverb effect that will give the character you need in your level, or scene, depending on what kind of project you have.
And here’s the catch!
If your sound already contains reverb in it, then you are actually breaking the natural character of your scene. Not to mention that using different sounds from different vendors and recording setups, you are really messing up with the coherence of you scene and sounds.
Actually, it’s a trade secret from expert professionals, to always use sounds with no reverb information baked, or to first dereverberate the sounds and then import them in the project, so the virtual acoustics designed in your scenes, together with all the sounds, have a consistency that is perceived as consistent.
If you have trouble understanding the concept here, you can read about how the same thing happens with computer graphics and specifically textures that are captured by cameras and have the light and shadows baked. Similar processes are used in high quality graphics production pipelines, to remove the lights and shadows, and output a neutral texture that then, when applies on the model and virtually lighted, it produces the correct reflections and shadows from any angle you view it from the viewpoint.
Well, the same applies in sound.
So, when you use any SoundFellas sound, you can rest assured that when you move a sound source around your scene, and you apply or pass it through reverb filters and virtual acoustics simulators, you will get the correct behavior that the listener’s ear was expecting to get.
Everything that has to do with acoustics and plays an important role will sound perfectly true.
Use any sounds from a SoundFellas audio asset pack that displays our Dereverberation logo, and gain an immediate advantage when:
- Changing the distance from the listener / camera.
- Moving the sound around.
- Placing the sound in another room with different reverb settings.
- Layering sounds together in the same scene.
- Using the same sounds in different scenes (the footsteps of your character moving from one room to another, shouldn’t sound the same).
Or in more advanced projects and simulations:
- Listening to the sound through portals like building doors, corridors and openings.
- Using reverb and sound occlusion for highly realistic experiences.
- Use sound emitter with directionality properties to guide the listener with detail.
- Using filters to pass sound through surfaces to craft complex game levels and movie scenes.
Products that feature Dereverberation
Combine de-reverberated loops, noise prints and isolated sound elements, to create infinite variations of dynamic sonic environments that render accurately on any channel configuration.
Enrich your projects with impactful sound effects, optimized and ready to drag-and-drop into your projects, featuring multiple types and several variations for each event.