Hi everyone,
Pleased to announce the release of the Cyberpunk City Sound Pack by Valkyrie Sound!
Now with a permanent price drop to $74.99!
Full details below, as found on the product page.
If you have any questions, require any support, or have any feedback please post on the product page, here, or send me a private message.
Take care,
Ash @ Valkyrie Sound
Description
Demo Room Overview
Demo Track
Cyberpunk City Scene
Footsteps and Foley Scene
Assets (
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625 sound waves
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629 sound cues + 30 demonstrator sound cues
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Interactive Demo Map includes parts you can lift out and drop into your own project
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20 demonstrator blueprints
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Total of 32 demonstrator attenuation settings, sound classes, sound mixes, physical materials, and reverbs
(Just a moment...)) for character footsteps and Foley; human, alien, and droid vocalizations; weapons; vehicles; interactives and consumables; ambients and weather; user interface.
Usefulness and Useability
Every sound is useful and fully useable for maximum control and performance efficiency. Demonstrator blueprints in the Demo Map will help you get strong audio environments without heavily impacting performance.
Valkyrie’s philosophy is that everything should be easy to use. The pack contains a Demo Map showing you how to manipulate sounds individually and collectively, layering sounds for weather and engine effects, scheduling sounds for weapons, ordering footsteps using the Animation Blueprint.
625 unique sound waves forming 629 sound cues, 30 demonstrator sound cues, and 20 demonstrator blueprints: a comprehensive toolbox
Custom blueprints demonstrating how to use sounds e.g. transitioning between interior and exterior spaces. These can be tweaked and placed in your own project.
Includes looping and one-off assets for weather effects and ambient city sounds. These will add depth to your environments and makes this sound pack a comprehensive toolbox to populate a cyberpunk or sci-fi themed city with sounds.
Includes demo map showing ways to implement sounds
Blueprints are fully notated so you can reproduce effects, use them as templates, or use them as a stepping stone to something else.
Clear file structure based on type - ambients, animals, character (with subfolders for footsteps, Foley, non-speaking voices, and speaking voices), consumables, weapon impacts, interactables, misc, vehicles, and weapons.
Vocalisation options for humans, aliens, holograms, and droids
167 unique sound waves for male / female humans and aliens, and droids! Combine to create the illusion of a unique language or use the concatenator node to build your own phrases! Randomised syllables neatly sidesteps the need for localised dialogue without needing to resort to a text-only option - ideal if your budget won’t stretch that far.
Comprehensive Foley assets
67 unique cues for nylon, leather, metallics, mechanicals (e.g. droids, cyborgs), denim, holograms, and medical bots! Samples for walking, running, and stealth. See the Demo Map’s ThirdPerson_Anim blueprint on setting up and triggering samples for surface types and calling different movement sounds based on character speed.
Technical Details
Features:
Number of Audio Waves: 625
Number of Audio Cues: 629 + 30 demonstrator sound cues
Sample rate / bit rate: 44.1 kHz, 16 bit Stereo WAV
Do sounds loop?: Ambient, weather, and vehicle engine sounds loop. Demonstrators will show you how to set up looping for things like speech and pointers for configuring fully automatic weapons
Supported Development Platforms: Built and tested on Windows 10. All sounds use Epic’s default sample and bit rates. Demonstrator blueprints use no platform-specific nodes.
Supported Target Build Platforms: Target build is for all platforms but tested **only **on Windows 10.
Documentation: The included documentation describes the file structure used (what you’ll find where), a comprehensive list of all 629 sound cues, summary of each demonstrator area in the Demo Map, and an overview of the file naming convention.
Important Notes: Sounds are mixed based on their actual loudness rather than their loudness as related to each other. This means sounds have consistent volumes within and between types. This should make it easier to set up sounds in your project. Happy to provide support and answer questions on mixing sounds if required.
**Additional Notes: **Edited and mixed in Cubase Pro 8.