As such, she knows the intricacies and creativity involved in creating sound in all its forms. Based in Sacramento, California, Morss made the jump from sound designing on sets to creating sound effects as a foley artist. gives your ear a break, a breather, and the next terrifying sound seems louder than it really is,” explains sound designer and foley artist Kristina Morss, whose work has been a part of television series Smosh and the upcoming Star Wars: Sith Lords – Legends. “Moments when it's silent before a sound happens really help sell the sound. Silence, when well placed and well used, is an exceptionally effective tool in creating an atmosphere of foreboding. For one, the absence of sound can be terrifying. Fun, right? Also, they and their team often have to create these sounds from scratch, which may or may not involve recording a very angry goose every now and then.īut what does a goose have to do with scary sounds? Well, you might be surprised, when it comes to creating spooky creature sounds, designers pull from the least likely of sources. Their choice of certain sounds can change the entire mood of a video game or scar you for life whenever you hear something similar. Sound designers are in charge of not only creating solitary sound effects that appear in media, but also crafting the mood of a world, a scene, or even just a specific moment. Think of the ReDead from The Legend of Zelda: Ocarina of Time, the gurgling from The Grudge, or just the slow, creaking footsteps of a killer trying to find you. Visuals can be scary, sure, but it’s often the accompanying sound or imagining what something may look like only by hearing it that inspires true fear. It controls the mood, ambiance, and can be the deciding factor between something being kind of creepy and truly terrifying. Sound plays a huge role in horror, be it a video game, movie, television show, or podcast. Maybe in a future update.'Tis the season of scary and spooky sounds: cracking floorboards and rattling windows, torrid screeches and droning moans, whistling wind, and the rumble of fear vibrating in your chest. It sure would be nice to have some control over the more annoying sounds. They are a bit more useful as they herald the dawn for us and remind us of the Curfew of the Damned but they should be given the rest of the night off to run and play along with their zombie brethren. "Bhhhhhwwwaaaaaaahhhhhhhh hoooooooaaaahhhhh!"Īnd then there's the string section from the Zombie Symphony Orchestra shambling along behind them. From the first time I heard those sounds I had a mental image of about thirty or forty male zombies shambling about the wasteland in tattered choir robes with sheet music in hand forever doomed to be practicing their warm-ups like some Sisyphean carolers from hell. The ones that I find annoying and almost comically out of place are the Zombie Tabernacle Choir and their accompanying string section. These are not completely out of place in a post apocalyptic zombie survival game. That one is actually kind of cute, certainly not creepy. A small critter of some kind, a raccoon I think. One that seems to be water running down a large drain pipe, or maybe a toilet flushing. In addition to the normal night sounds there's: A sound like a moaning wind. Most people have found those sounds annoying since they were introduced in (I think) Alpha 16.
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