Video summary
How To Make Combat Sound Effects From Scratch
Main summary
Key takeaways
Main ideas / concepts
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Combat sound effects in games are “built from scratch.” Sound designers recreate each element of a fight sound (swing, impact, bones, etc.) as layered components rather than relying on a single realistic recording.
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Over-the-top audio improves immersion and perceived power. Games often exaggerate punch impact so it feels larger-than-life; using a realistic punch sample can sound weak or lose “weight.”
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Sound design as a step-by-step process (layering). The workflow breaks a punch into small, manageable components (like a recipe), then rebuilds the final punch by layering those pieces together.
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Frequency-range coverage is critical for punch “presence.” The punch should span a broad frequency spectrum; if something feels missing, adjust focus in specific frequency bands.
Detailed methodology / instructions
1) Start with a concept: break the target sound into components
When designing a new punch sound, break it into small chunks/components:
- Arm swing
- Material impact (what is struck / contact surface)
- Bones breaking
- “Oomph” (the low-end weight/intensity; referenced as a key character)
2) Collect sources and plan recording materials
Gather household items and some grocery items to record natural materials. Example items used:
- Jacket — for fast arm/swing movement (shirt extension sound)
- Metal pipe — adds weight to the swing
- Celery — for smaller “clean break” bone-like cracks
- Walnuts — for bone-like breaking together
- Peppers — for the main punch/impact sound
Test layers mentioned:
- Lettuce — for initial transient / low impact
- A thigh slap with an open hand — for high-end slapping sounds
3) Before recording: ensure proper frequency coverage
The finished punch should cover roughly:
- Below 20 Hz to 20 kHz
If something is missing, target these ranges:
- Missing “chest pounding impact” → focus around 20–200 Hz
- Missing “fullness/body” → focus around 200–4,000 Hz
- Missing “sharp attack” → focus around 4,000–20 kHz
4) Build the punch sound from layers
A) Arm swing layer
Record:
- Fast jacket movement to capture shirt extension
- Metal pipe swing to add extra weight
Apply minor processing:
- EQ to remove some lower frequencies
B) Material impact layer (first punch body)
Create an impact using lettuce:
- Punch the lettuce
- Cut most of the sample, keeping primarily the initial transient
- Slightly boost low end to create low impact
C) High-end slap / attack layer
Record a high-frequency element by:
- Slapping the thigh with an open hand
- Running the result through distortion
- Adding it to increase attack / slap presence
D) Main “star of the show” punch (oomph / impact character)
Punch a pepper in the hand for the main sound.
Enhance it by:
- Duplicating the sample
- Pitching the duplicate down by one octave to add weight
Note: this creates a good one-shot punch but may still lack intensity.
E) Bones breaking layer
Layer in bone-like cracks:
- Celery
- Crack the top parts (smaller → more clean break)
- Walnuts
- Break walnuts together for a complementary bone-like break
Combine these to add “bones” realism/texture (still stylized).
F) Final processing to add grit and weight (“oomph” completion)
Add texture and low-end body:
- Texture:
- Parallel distortion on the high end
- Automate the mix knob so distortion increases only during the transient
- Result: extra grit without muddying the whole sound
- Low-end body:
- Add a low resonant bump around ~80 Hz to increase “oomph”
5) Place the sound in the environment with reverb
- Add reverb to position the punch in a “world” / space.
- Reverb choice is subjective (“simple matter of taste”).
Example settings used:
- An outdoor forest impulse
- 2.5 second decay
- Mixed in around 18 (as stated by the creator)
6) Review the full layered result
Listen to all layers together to confirm the punch includes:
- Swing + impact + bone texture + oomph + space/reverb
7) Provide starting-point reference assets
The creator promises a list of go-to source recordings for:
- Combat
- Gore
- Fighting sounds (to help others get started)
Speakers / sources featured
- Tyler — creator and presenter (“hi this is tyler with after touch audio”); demonstrates the sound-design process.
- After Touch Audio — referenced as the creator’s channel/brand.