Video summary
Water Magic Sound Design Tutorial
Main summary
Key takeaways
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)
-
Underwater sound
- Start with pink noise burst
- Apply low-pass filter + lots of reverb
-
Steam
- Treated as essentially noise
-
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
-
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)
-
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
- Similar concept to a clap:
Combining into a “water spell” (spell structure)
A magical spell sound is divided into three major parts:
- Initial sound (spell being created / build-up)
- Hold sound (sustained element)
- 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
- two transient layers:
- 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
- Split into three sections:
-
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)