A comprehensive, pristine firearm foley and movement library by Aftertouch Audio, designed to breathe mechanical life and tactile weight into weapon handling, aiming down sights (ADS), sprinting, holstering, reload sequences, and idle weapon inspections.
Ultrasonic 192 kHz Capture: Recorded at 192 kHz using wide-bandwidth microphones (capturing frequencies past 100 kHz) to allow extreme downward pitch-shifting and time-stretching without phase smearing or digital loss.
Triple-Microphone Spatial Perspectives:
Sanken CO-100k: Captures micro-transients and ultrasonic detail up to 100 kHz for extreme sound design manipulation.
Barehand vs. Combat Glove Articulations: Every grab and magazine reload movement is sampled with both bare hands and heavy tactical combat gloves to match diverse in-game character models.
Dynamic Intensity Scaling: Every shake and rattle is recorded across calibrated dynamic tiers (Soft, Medium, and Hard) for velocity-layered animation playback.
Universal Category System (UCS): Fully cataloged with standardized UCS naming conventions, rich Soundminer metadata, Soundly tags, and descriptive keywording for instant asset retrieval.
Part 1: Weapon Shakes & Rattles:
Single Shakes (Soft, Medium, Hard): Isolated single mechanical jostles, sling taps, and internal receiver shakes for quick footsteps, micro-movement, and ADS transitions.
Rhythmic Shakes (Soft, Medium, Hard): Looping, rhythmic cadence movements designed for continuous walking, tactical jogging, and full sprint cycles.
Random Shakes (Soft, Medium, Hard): Irregular firearm foley clatter and sling jostling to simulate erratic character maneuvers, mantle grabs, and combat rolls.
Weapon Inspections: Gentle, multidirectional rotations and lateral weapon tilts designed specifically for idle animations and FPS inspect keybinds.
Bonus Movements: Toss-and-catch maneuvers, carry handle manipulations, and weapon-draw transitions.
Part 2: Weapon Grabs & Tactile Handling:
Receiver & Body Grabs: Firm weapon mounts and pickups across both bare hands and tactical gloves.
Handguard & Rail Contact: Fast forward-grip adjustments, barrel grips, and Picatinny/M-LOK accessory touches.
FMOD Studio (Multi-instrument & scatter instrument compatible)
Unreal Engine 5 (Sound Cues & MetaSounds ready)
Unity (AudioSource & Playables compatible)
Royalty-Free Clearance: 100% royalty-free for commercial video game development, film/TV audio post, animations, and sound library design.
Recommended Game Audio & Layering Routine:
Building Dynamic ADS (Aim Down Sights) Transitions:
Layer a Single Shake (Soft) with a Stock Grab (Combat Gloves).
Slightly pitch down the 192 kHz Sanken CO-100k channel (-5 to -12 semitones) to introduce physical weight and heavy sub-body resonance without losing high-frequency transient clarity.
Assembling Tactical Reload Sequences:
Combine a Magazine Grab (Empty) for the release/mag-drop phase with a Magazine Grab (Full) matching the exact magazine construction (e.g., Polymer PMAG vs. Steel STANAG).
Blend in a Random Shake (Medium) during the weapon re-indexing phase to sell the physical momentum of the operator's hands.
Locomotion Foley (Walk & Sprint Loops):
Route the Rhythmic Shakes into your game engine's footstep event callbacks.
Randomize pitch (±1.5 semitones) and volume (±1.2 dB) within Wwise or MetaSounds to prevent player ear fatigue during long movement sequences.