Video summary

Water Magic Sound Design Tutorial

Main summary

Key takeaways

Educational

Main ideas / lessons

  • Water magic sound design relies on good source material, especially water recordings and a curated library of water-related sounds.
  • You can improve recordings significantly with a few practical recording techniques (how close your mic is, what you use to protect it, and what tools help underwater capture).
  • Water “spells” are often built from layers and shaped using processing choices that don’t need to be overly complex if the source is strong.
  • Transforming water sounds effectively uses tools like vocoders, envelope followers, reverb, filter modulation, and spatial/texture effects.
  • To sell fantasy water effects, add vocal efforts (character vocal gestures) and optionally extra RPG/fantasy texture layers.
  • A synthesis approach can recreate water-like sounds by leveraging how water behaves acoustically (e.g., low frequencies and reverberant wash), and by combining multiple synthesized components into a spell structure.
  • A practical workflow for mixing a spell centers on session organization, grouping layers, automation, and mixing by group using timing/eq/panning/volume, then assembling via VCAs.

Concepts and methodology (detailed)

1) Source materials to collect (sample types)

Build a large library of water and water-adjacent sounds, including:

  • Underwater movement / “underwater movements”
  • Object submersions
  • Object immersions
  • Water sloshes in different containers
  • Splashes with impacts
  • Splashes without impacts
  • Rivers flowing at differing intensities
  • Waterfalls crashing at different intensities
  • Waves at different intensities
  • Water bubbling
  • Water drops
  • Swimming movements

Additional character/SFX elements:

  • Geothermals
  • Geysers
  • Cannonballs
  • Dripping
  • Synthetic textures

2) Recording water: tips and best practices

If you want to improve recordings beyond “gorilla recording,” use these tips:

  • Use sandbags / dirt bags to stabilize and protect your microphone.
  • Place microphones closer to the water, because:
    • Farther mics capture less high-end energy.
    • High-end is important for finished “water spells.”
  • Prefer hydrophones for underwater water sample capture.
    • They’re described as affordable enough to be “100% worth picking one up.”

Object-based variations (different whooshes):

  • Place different objects into the water at different depths.
  • Expect whoosh character to change with depth:
    • Deeper placement → fuller whoosh with more low-end
  • When sampling water whooshes, experiment broadly; character depends heavily on how/where you generate the sound.

3) Processing and transformation: how to shape water recordings

  • If your source material is good, you don’t need lots of complex processing.
  • For extra shaping:
    • Use vocoders and envelope followers to transform water recordings.
    • One favorite technique: create underwater samples using vocoder/envelope approaches.

Advanced workflow (tool: Envy): A program called Envy (described as a “super vocoder”) can:

  • Steal spectral imprints and amplitude envelopes from sounds like whooshes, explosions, and other sources
  • Apply those imprints/envelopes onto water recordings
  • Also control pitch and grain/game (as mentioned in subtitles; likely “grain”/“pitch”-style controls)

Reverb (multiple roles):

  • Traditionally a spatial effect
  • Also a washing texture tool:
    • Increase sample length
    • Create pads
    • Help form underwater texture layers

4) Texture enhancements to sell “magic water”

  • Add vocal efforts when the character performs the action.
    • The goal: a vocal gesture makes effects feel higher-budget / more lived-in.

Collect generic vocal effort categories:

  • Attacks
  • Celebrations
  • Build-ups
  • Laughing

Optional extension:

  • For more RPG elements, layer in “magical textures” (referenced as another video/resource).

5) Synthesis methodology: creating water-based sounds from scratch

Averith presents a synthesis strategy based on acoustics and noise behavior.

Key audio principles noted

  • Water behavior for sound design:
    • Water doesn’t carry high frequencies well
    • Water does carry low frequencies well
  • Therefore, “underwater” synthesis should typically:
    • Low-pass the signal
    • Add lots of reverb for long decay / underwater wash

Synthesizing five water-based sounds (core method)

  1. Underwater sound

    • Start with pink noise burst
    • Apply low-pass filter + lots of reverb
  2. Steam

    • Treated as essentially noise
  3. Water drip (filter crossfade idea)

    • Use a low-pass filter to crossfade between underwater and steam noise
    • Also use a resonant low-pass approach to produce a drip-like sound
  4. Rain

    • Rain = noise made of many tiny splashes + whooshes
    • Use two noise channels:
      • Brown noise (duller)
      • Particle noise generator (e.g., granulated white noise; example given: plates granulating white noise)
  5. Large splash

    • Similar concept to a clap:
      • Clap = rapid series of decaying noise bursts
    • Use noise + rapid burst behavior
    • Also:
      • Filter motion between underwater and steam/wash
      • Granulate that wash similar to the rain patch

Combining into a “water spell” (spell structure)

A magical spell sound is divided into three major parts:

  1. Initial sound (spell being created / build-up)
  2. Hold sound (sustained element)
  3. Impact sound (hitting something)

Example mapping:

  • Build-up: water drip crossfade (underwater → steam noise)
  • Impact: underwater hit noise + a splash element
  • Hold: the rain patch

The approach is described as “relatively simple,” but expandable creatively.

6) Practical production workflow: organizing and mixing an AOE water bomb

Session organization / routing

Organize the session by creating separate groups and VCA tracks, including:

  • Voice cast
  • Launch
  • BGs (backgrounds)

Include mono and stereo tracks per layer (aside from voices) to focus on one element at a time.

Layering choices per group

  • Voice cast

    • Uses generic female shouts
    • Mix consistency via compression
    • Some EQ for fit
  • Casting sound

    • Avoid too many “liquidy” sounds to prevent overlap with the launch layer
    • Prioritize assets inspired by “magical textures”:
      • noise bursts
      • bells
  • Launch layer

    • Emphasize water elements
    • Use multiple frequency ranges for:
      • whooshes
      • rivers
      • bubbles
    • Automation:
      • stereo widener automation
      • panning automation when spell expands away from the character
    • Add an extra synthetic riser to convey building power
  • Impact layer

    • Split into three sections:
      • two transient layers:
        • one dry
        • one wet
      • plus a tail
    • Mixing trick credited to “siren”:
      • create more punch by fading in and delaying samples that don’t need transient information
      • tail samples are faded in and begin immediately after the transient finishes
  • Backgrounds (BGs)

    • Add a BG section “because you can’t not have bgs”
    • Basic EQ on everything:
      • cut low end where not needed
      • cut high end where not needed

Mixing approach

  • Mix voices using timing/EQ/panning/volume:
    • Add Enforcer instances for extra punch where needed
  • Final reverb mentioned:
    • Altiverb “forest reverb preset” for casting/launch mixing
  • Overall process:
    • Mix each group individually until each layer sounds good solo
    • Then use VCA faders to mix the entire spell together

Speakers / sources featured (as identified in subtitles)

  • Tyler — “tyler with aftertouch audio” (primary instructor)
  • Averith — synthesis segment presenter (“synthesizing water noises…”)
  • Everest Taiga — credited in subtitles as speaking for synthesis (“hi my name is everest taiga…”)
  • Sirens — referenced as the source of a mixing trick (“a trick i learned from siren…”)
  • Envy — software/plugin referenced (vocoding/envelope imprinting tool)
  • Altiverb — reverb plugin referenced (forest reverb preset)
  • Enforcer — processing plugin referenced (extra punch for voices)

Original video