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[VIDEO] BOOM SFX USED IN latest "METAL GEAR SOLID 5"

Oct 1, 2015 Credit, News

When we’re home from work and when we’re not designing sounds, recording sounds, listening to sounds, talking about sounds, we’re doing something very useful to relax and recreate. Yes, you’re right – we’re playing video games. While playing video games, there are these moments when you sit there and you’re totally sucked into the game, totally thrilled by the story but all of a sudden you hear something familiar. You reload, play the 2 hours scene again and then you hear it again: Wait a second – that’s one of our sounds! That sound is from the BOOM Library. YAY! These moments are really great as they are a kind of confirmation that our sounds are being used in the biggest and coolest projects.

One of us had that moment two days ago when he finished “Metal Gear Solid 5 – The Phantom Pain”, a truly exceptional game by KONAMI, released early September 2015. You can check out the video below and hear Boom sounds all over the place. A particular scene where you can hear some beautiful whoosh/stinger/impact sounds from our “CINEMATIC TRAILERS” library; skip to 1:39m17s and enjoy.

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More Sounds Than Files - How's That?

Improved workflow

We differentiate between sound FX and sound file. Each sound file can contain multiple variations of a sound (up to 6 variations based on the product).
That way, we assure to provide you with different styles of a single sound in one file instead of multiple files, keeping your database nice and clear and speeding up your workflow as you have multiple variations available by dragging only one file to your audio host software.

One File, Multiple Variations

Less repetitive sound design

Having multiple variations of a single sound effect also guarantees you a less repetitive overall soundscape when using the effect multiple times in a row or over and over again in several projects.

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