I use a technique I first really liked found in the game Half Life 2, specifically with the pistol. What made it unique was it's muted / gated initial plosive, followed by a baked in verb tail, augmented by verb based on location.
What are your thoughts on what we did in the library? And have any of you used this technique with your own sounds?
I saw on your site that sounds are recorded at 44.1kHz 16 bits, most other libraries are in 96kHz 24 Bits... It's a huge difference when you are doing sound design, especially when you use pitch and time stretch effects.
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Well the demo sound file on soundcloud is a bit disappointing, in that it mostly contains someone talking about things I care little about. There's barely 10 actual sounds from the pack you hear, and that's not enough to decide to drop the $75 dollars for it.
That aside, I do know exactly the pistol sound you're talking about from Half Life 2, and even all those years ago it was very noticeable the difference between that and what other shooters had. I can definitely hear the influence, and it might be a nice thing to add to a collection for variation's sake.
I think you should be able to hit play and listen to samples and read the description while listening. I listened on an iPhone and I immediately skip the dialogue but when I do that I find myself landing on more explanations when I probably just skipped a quick sample. If your gonna keep the dialogue set up markers (which you can write descriptions on) on sound cloud so the listener has the option to jump right to the sound or can also listen to the discription if they wanted too, but my personal opinion.. it's not necessary. I also think the price is way too high for the quality of effect, also most mixers are prolly gonna wanna throw their own verb on especially guns, I get why you baked it in but I know mixers that hate that. I'd offer a dry version of each one as well, but for alot cheaper.