June 27th, 2011

I made this long ago and can't remember how, but it might be based on a reversed slinky sound. It actually sounds more synthetic than real. The idea it conveys is that a "blaster" shot of some sort is arriving at a nearby target from a distance.


  • avatar
    zimbot 8 years, 1 month ago

    Thanks. You will probably want to envelope down the ambient after-sound (especially the LF portion, which makes it sound like it was recorded in a small room, which it may or may not have been). In fact, I would recommend using only the first 1/5 or 1/4 of this, and fade it out to nothing from the peak to the end. Upon listing and looking more closely, I think I must have taken a slinky sound, and prefixed it with a shortened, enveloped, and reversed version, but I left the original tail in place. The sound of that tail would not be appropriate for settings outside the confines of close walls, IMHO. But YMMV. I never really expected anyone to find this useful, but freesound is full of surprises. :-)

  • avatar
    Shewtmeup 8 years, 1 month ago

    I'm actually writing a game that needs a solid "shot" sounds that is neither over or underwhelming. I think this is perfect. Great sound!


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