Question about doing Foley.

Okay thanks. For now I will show everyone a copy with my own Foley, then after I will hire a pro to change it all.

That is an excellent way to go. Keep in mind that some of the comments you might get can be fixed with a good sound edit. Not just the "sound" parts but a transition that seems rough might well be smooth with the right sound edit, things that seem spooky enough, believable, etc may all be helped with the right sounds. So before you make a lot of picture changes after screening it you may want to have a sound person look at it and see if any of the things you were planning on fixing they have suggestions for.
 
Okay thanks. Some of the sounds have been difficult for me to create. Such as a wall being totally destroyed, and having no resources to replicate such a sound. Are there any good sound effects libraries online that are free or not too pricey? I have been looking, and trying to see what I can find so far. Thanks.
 
A huge range of advice here. In the sound studio here, we've one fairly live room, and another quite dead - which gives a nice tight, almost 'outside' sound. which one depends on what we need. Personally, I like a recording with as few reflections as possible. Plug-ins wise, sampled real spaces seem to produce the most realistic results - and many of these plug-ins don't mention 'impulse Response' even though that's what they are. My favourites give you control over early reflections which seem to be the key to setting the size of the room, before you play with the amount or type of reverb. My limited experience with gunshots (here in the UK guns being very difficult to have access to, with even starting pistols being banned now) led me to an outside army style range on pretty flat land - but the results were marred by a very low, but obvious echo from a hard sided barn a way away - I used the material, but had to edit the material to prevent the reflection coming back. Since then, it's been strictly gunshot effects from CD!
 
A wall being totally destroyed by what, and over what period?

I don't think you'll find that under W sub D. That's a sfx you build up in pre-recorded layers, depending on the visuals.
Slow stuff down, double it up, eq it etc.

Start with a favourite beer :)

Cheers.
 
The wall breaking is just guys breaking in through with blunt weapons, and I need it for about 1.5 minutes.
 
Okay thanks. Some of the sounds have been difficult for me to create. Such as a wall being totally destroyed, and having no resources to replicate such a sound. Are there any good sound effects libraries online that are free or not too pricey? I have been looking, and trying to see what I can find so far. Thanks.

What's important here ? How it sounds or how it looks like ? ... yes exactly...

It's trial and error... take some stones outside and throw thep on the ground.... on sand...on some grass...

take some small rocks and crunch them....
 
The wall breaking is just guys breaking in through with blunt weapons, and I need it for about 1.5 minutes.

The "Just guys breaking through..." points out a problem with perception you need to move beyond. It implies that you will find "that" sound someplace. Not going to happen.

Yu need to break down the shot. From the description you will need impacts (what on what??? you didn't say). Wall debris (what kind?), what is it landing on? If you don't have voices already you should also probably have some grunts etc. Assuming what you shot doesn't sound close to what you want you also probably need to Foley the footsteps and toll handling.

Basically to start look for anything that moves and give each a sound. After you have covered all the specifics you can go with the less distinct sounds like the wall collapse (if it does) etc.

You need to do the breakdown so you will know what sounds you are looking for. The more detail you add in the more "realistic" it will sound.
 
The "Just guys breaking through..." points out a problem with perception you need to move beyond. It implies that you will find "that" sound someplace. Not going to happen.

Yu need to break down the shot. From the description you will need impacts (what on what??? you didn't say). Wall debris (what kind?), what is it landing on? If you don't have voices already you should also probably have some grunts etc. Assuming what you shot doesn't sound close to what you want you also probably need to Foley the footsteps and toll handling.

Basically to start look for anything that moves and give each a sound. After you have covered all the specifics you can go with the less distinct sounds like the wall collapse (if it does) etc.

You need to do the breakdown so you will know what sounds you are looking for. The more detail you add in the more "realistic" it will sound.

Well put! I've realized this too. Breaking the sound your look for into layers and finding a sound for those layers also gives you more control.
 
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