Sample Packs - Moog DFAM
DFAM is a great machine to create kick drums with as it can provide weighty thumps with plenty of low end. However, it can equally produce rich textures courtesy of the device’s tools as well as its patchbay.
DFAM is a great machine to create kick drums with as it can provide weighty thumps with plenty of low end. However, it can equally produce rich textures courtesy of the device’s tools as well as its patchbay.
DFAM is a great machine to create kick drums with as it can provide weighty thumps with plenty of low end. However, it can equally produce rich textures courtesy of the device’s tools as well as its patchbay.
DFAM is a great machine to create kick drums with as it can provide weighty thumps with plenty of low end. However, it can equally produce rich textures courtesy of the device’s tools as well as its patchbay.
Sound Design and Foley Libraries
These recordings were made in a park with a lake in south Berlin. The recordings took place in daytime and you can hear kids with their mothers, people walking, and the local wildlife.
I used a Zoom H4n with a XY capsule on a tripod, aiming to capture
several good spots in these recordings.
There is a rich mixture of urban sounds. birds and human activity.
The samples on this collection were products of a feedback loop. It was comprised of a delay module, a reverb module and a special filter module (Three Sisters). A mixer module is used to create and control the feedback loop.
The filter’s ability to use bandpass filters to create formants is what gives these samples their nasal quality.
These samples are good for making unique voices as well as sweeteners to existing creature sounds.
The sounds for this selection of sounds were created using a a pitch quantiser that was affecting the pitch of a complex VCO module and a LFO all used at high clock speeds.
These sounds are suitable for UI or in-game sounds for games that employ old school / 8-bit aesthetics.
This sound collection was made by patching together eurorack modules to produce sudden, eerie/haunting sounds.
A Clouds module is patched into an ErbeVerb module while some of its parameters are being LFO-modulated. Clouds is triggering a piano note sample that is manipulated by the granular engine.
These sounds lend themselves well to horror settings as stingers or to simply add tension to a scene.
These sounds were created as part of a game I was working on.
I used my shotgun microphone and my tool drawer to record all these sounds in one take, which I edited later.
I was in need of wooden textures and tools shuffling around to use as layers on construction sounds and UI sounds (strategy game).
The sounds of this library were created by using a 2-osc VCO and individual pitch quantisers on each oscilator. The output of the VCO is sent to a Waveshaper to further sculpt the sound.
These hits seem like a good layer for UI and notification sounds in futuristic, technological, scifi games.