Dj Break Sound Effect

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Najla Ondik

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Aug 3, 2024, 6:11:45 PM8/3/24
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Each sound effect has a name assigned to it in Minecraft Java Edition (PC/Mac). The game will play these sound effects when different things happen in the game such as breaking a block or throwing a potion. You can also choose to play these sound files or stop them from playing whenever you want using game commands such as /playsound or /stopsound.

Hello everyone, I'm creating a video in which a person puts on a broken headphone. I already have some sounds collected, but I can't seem to find a way to make them sound broken. You know, with cracks and hitches. If anyone's played the game Detroit: Become Human, perhaps you remember the scene where Markus puts in his new hearing system and the broken sound goes like ZWEEEEEEP... EEP.... krkrkrrkrkrPSSSSSSHHHHH---WOOAAAAHSH! I have no idea where to start when creating that kind of sound. (video: =mLKA60b0BKs at 8:00.)

Maybe this kind of stuff is impossible to make with Adobe Audition, but I whenever I type in "how to make audio sound broken" on Google, it only shows me how to FIX audio, which I absolutely do not need.

In principle this is simple, but in practice it's hard work until you get used to it. Your starting point is Effects>Generate>Noise, or Tones (or probably both), and you can then edit bits out of what you create, and then use Audition's other effects, of which there are many, to modify these bits into the form you want. You will have to do a lot of experimenting, but it can be rewarding. If you want to create broken voices to go with the squeaks, etc then the Distortion effect in Special will help. The sky's the limit, really...

Been playing a lot of Halo CE lately and you know what I noticed, you always know what your shields are doing, swap to warframe and if I'm playing mag or any frame with more shields than health it's barely noticeable unless your eyes are glued to the top-right of your screen at all times.

Something like this would be immensely helpful - In halo there's an exceptionally clear shield depletion sound and another as it recharges. More importantly they always sound on top of other random effects, it helps that they're clear and memorable. Warframe has these effects but they're not distinct, compared to Halo where the shield effects are downright iconic and unique compared to other sounds in the game.

Someone's going to reply and say "that's incredibly annoying" to which I say... good. It's a half second long sound effect that tells you to pay attention and look at your shields. It absolutely has to grab your attention. I couldn't find perfect examples so let me also say that I've tuned it out quite often during my halo playthroughs - if I'm on easy and ploughing through stuff for no particular reason I don't notice it but when I need it oh boy is it there.

Honestly, most of the time I lose shields, I rarely notice I actually did until either I know I'm losing health or I'm directly looking at my health bar. The current one is fine, as it does its job, but it's pretty weak in terms of an alert. Almost sounds like someone is punching me in the shoulder, not getting rid of a layer of protection.

The health and shield location is a bit out of the way in Warframe, other third person games have the health of your character in the middle of your screen so you don't have to look away. Looking down or to the side is a more natural quick look instead of looking up and to the right. Luckily shield gating is stopping the problem of one shot deaths, but the shield breaking could still use a unique sound. Warframe has plenty of good audio so I could see this happening.

Oh yeah but only a tad and during actual gameplay they don't sound as obnoxious - if you haven't played halo you'll have to trust me on that. I wouldn't want a direct copy anyway, my point is that it has to be completely distinct from the rest of the sounds in the game, the current one isn't.

Or like Mass Effect, in which when your shields break, there's a small but distinct sound of glass breaking/cracking (in andromeda atleast). Unfortunately i cant find the sound anywhere, so i cant show it to you (or listen?)

I find it hard to miss the warning when my shields go down. The visual covers the entire screen. I run Rolling Guard in place of Vitality, Adaptation or other survivability mods on many builds, and I might have just trained myself to notice. If DE decides to implement a more noticeable sound/visual when our shield gate is down, I hope it's an option to use what we have now. I don't want anything close what was in the linked videos.

Wow, you want an alarm playing the whole time your shields are down? Yuk. I think the current FX are plenty to inform you of your shield state, and there are plenty of visual cues as well as the initial break notification.

So I am currently busy doing the sound design on a student film which has a character snapping another character's neck with her hands. Thus far I have cut in a sound effect that I found of someone taking a bite out of celery. The sound effect hasn't worked perfectly, a pitch change to the sound helped a little, but it's still not right. Chicken bones have not worked for me either. Can anybody tell me a good idea to create this sound, or tell me where I can go to find it, I will be very grateful?

It's interesting that the idea of celery foley for bone snapping has become so ingrained in people's minds. Many films and TV shows have used this approach, but it cannot be the end-all be-all sound; they key is layering.

How you create the sound design depends on the way the scene was shot, the amount of effort being exerted, the drama of the scene, etc. That being said, a few general comments about this type of sound:

Think of the physical layers in the actual action eg flesh & skin ripping, cartilage twisting, spine twisting & then breaking - cut layers for each action with careful sync so the action quickly develops to follow the onscreen action & pacing...

It depends how overt it needs to be, but for breaking internal bones try wrapping objects in towelling eg the celery as one element, wrapped in a light towell & twisted can produce interesting 'internal' breakage sounds that are different to EQing... grab the free VEGETABLE VIOLENCE sounds from and experiment - maybe towelled celery + pumpkin + a little bit of orange?

it might seem a bit silly but for me worked combination of layers: old chocolate! (you know, the one you used to find at your grandma's with this white-ish stuff on the top of it), tiny branches and tuned finger snapping. Unfortunately, I couldn't find the final sound, but I'll try to look again back home.

I haven't yet figured out the exact circumstances, but I believe it's related to mining blocks. Thus far, I've only have no sound feedback from that action. When I'm using a tool to mine something (and I believe all times it has occurred, I have been holding down the mine action button for some time?), I'll sometimes stop hearing the sound feedback of said action. It's only momentary, and then sound returns after a second or two. I'm not sure if this is the "fix", but typically I'll stop the action and move, and then the sound has returned. It's possible that's coincidental and it would have returned either way though (it's only happened a few times thus far so I haven't had much chance to test the circumstances).

This isn't so much of a support thread (though if staff feels it is better as one, it could be moved) since I believe it's something to do with 1.20.1 (?) due to it never occurring before then, and I was mostly curious on just asking if anyone else had noticed this in 1.20?

Thank you for the suggestion.

Grr, I'm trying to avoid F3 in my hardcore world though, but yes, I'll do that if it occurs again to see if that is a possible issue. It happened once again since making this post when I was digging out some stone for a small underground room last night. And it actually persisted for some time (I stopped mining and tried to start again to see if sound returned right away, but it did not). It wasn't until I tried placing a log perhaps ten or so seconds after the lack of block breaking sound that the sounds started playing as expected again.

I also noticed this happened a bit earlier, too, so I'm now wondering if it's just a sound thing, or if the lack of sound is an effect cascading from another cause. This picture is about five to ten seconds after I stopped doing anything. About five seconds later, it went away.



Or maybe that's a totally unrelated one off.

It's perhaps worth noting I have that option on for directional sound (I started using it in 1.19 when it was added), so I also have the thought in the back of my mind that maybe the sound is "playing" but the game thinks I can't hear it, and this issue is related to that? Regardless, the issue started after I updated to 1.20.1 for my hardcore world. None of my other worlds (still in 1.19) have any issues like this.

I couldn't find anything on the bug tracker except for this old (and still unresolved) bug report regarding the limit on how many sounds can play simultaneously, which is due to the sound library (OpenAL) that the game uses:

MC-1538 Sound glitches when too many sounds are supposed to play

Also, what else you have around you that may be producing sounds, e.g. passive mob farms? A few comments mention situations where the breaking sound fails to occur, or overrides another sound (even one which is much louder):
It could still be improved by combining sounds together, bypassing OpenAL etc.. Or the most common sound could get less priority, that way the effects of this issue would be basically unnoticeable. So for example if you have 300 chickens around and mine a block, the block mining would get higher priority and 43 of the chickens would make no sound.

in 19w14b you can reproduce it by putting 3 working beacons and a lot of mobs nearby and start a melon farm and sometimes when you farm the melons they won't play the breaking sound

Just an addition, if a creeper explodes in an ice spikes biome (snow blocks are the ground), the explosion sound doesn't play. Only the snow breaking sound plays.
Interestingly, another comment says that the real limit is 28 (the 1.6.4 source suggests that 256 is the limit, at least, each time a new sound is added it assigns it an ID which is incremented by one, rolling over to 0 after reaching 255), making it that much easier to hit, especially if newer versions typically have more sources making sound:
This can be fixed by increasing the count of "normal" channels in the Paulscode's Sound Libary. The default count is 28, so 28 normal (non-streaming) sounds can be played at the same time. If you call "SoundSystemConfig.setNumberNormalChannels(int)" with a value like 128, 128 normal sounds can be played in parallel. Choosing a high enough number fixes this issue.

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