Working With The Sound Of Thunder A Sample Library

If you are chasing that specific rumbling impact or transitional hit, the Sound Of Thunder A pack is probably already sitting in your Downloads folder somewhere, untouched because nobody wrote a proper manual for it. I have been using it for roughly four years across game audio and soundtrack work, and the thing nobody tells you is that it was never really designed to be played raw. Out of the box, most of those transients hit so hard they eat up your headroom before you have even started mixing. I learned that the hard way on a project where I slapped the kick preset straight into the bus, peaked the master at about 3.2 dB, and had to redo three days of mixing because everything was clipped. Download it from the publisher's site or wherever your distributor hosts it, unzip the folder, and you will see a directory structure that looks a little outdated. There are subfolders labeled by category like Kicks, Impacts, Rises, and Textures. Each folder contains WAV files at 24-bit, usually 48 kHz, which is standard now but the organization inside the folders is not always logical. I keep a separate folder on my main drive where I dump the WAVs I actually use regularly so I am not scrolling through 200 files every session. Import the files into your DAW by dragging them into a blank audio track or loading them into a sampler like Battery, EXS24, or Sampler if you are in Ableton. If you are doing this in Kontakt, load the multi if one is provided. There usually is one, but honestly it is more trouble than it is worth. The presets in the Kontakt multi assume a lot about your keymapping and velocity layering that probably does not match your workflow. Just load the individual WAVs into your sampler of choice.

Here is the part most people skip. Go through the pack and label each file with its approximate pitch and tempo before you build anything. I use a simple spreadsheet with columns for file name, key, BPM equivalent, and intended use. It takes about 45 minutes for a full 2 GB pack, and it saves me hours later when I am three weeks into a project trying to remember whether that snare hit was pitched down a minor third or a whole step.

The Actual Sound And How To Make It Work

The Sound Of Thunder A library leans heavy on low-frequency energy and long tails. That is its strength and its biggest problem. When you route one of these hits through your mix, it dominates everything around it unless you carve space first. I usually start with a high-pass filter around 20 to 30 Hz to remove the infrasonic mud that the sample generator leaves behind. Then I cut a narrow band around 200 to 250 Hz depending on the instrument and how much low-mid clutter my other tracks are creating. This is not a suggestion. If you do not do this, your mix will sound swollen and indistinct after the first chorus. Compression on these samples works better when you use a slow attack and a medium release. Fast attacks on the Impact presets destroy the transient and leave you with just a squashed thud. Try setting your attack to around 20 to 40 milliseconds and your release to 100 to 150 milliseconds. Ratio between 3:1 and 4:1. Get about 3 to 5 dB of gain reduction on the loudest hits and let the tail breathe. If you are running this through a bus with other percussion, parallel compression on a separate aux track can add weight without killing the dynamics. Pitch shifting is where this pack really shows its age. The samples were generated from physical sources and some of them sound stretched when you move them more than three semitones up or down. I learned this when I tried to pitch a Rise preset up a perfect fifth for a cinematic build and it started sounding like underwater rubber. The workaround is layering. Instead of pitching one sample drastically, use two samples at different original pitches and blend them together. The interference between the two creates a richer harmonic content that masks the digital stretching artifact.

Get the Full Details

A Sound Of Thunder-Short Story: Annotated Edition by Ray Bradbury | Goodreads
A Sound Of Thunder-Short Story: Annotated Edition by Ray Bradbury | Goodreads

Common Mistakes People Make

One mistake I see constantly is treating these samples as final products. They are not finished sounds. They are starting points. The designers left room in the frequency spectrum for you to add your own character, but most people just slap reverb on top and call it done. Add some saturation before the reverb. A tape saturation plugin or a gentle tube distortion stage will round off the harsh high-end transients and give the sample more harmonic content to work with. I usually run it through a decapitator-style plugin at about 20 percent mix on the auxiliary send before sending to any space effects. Another issue is ignoring the phase relationship when you layer multiple Sound Of Thunder A samples together. If you stack a Kick with an Impact and both have significant low-end content, they will cancel each other out at certain frequencies depending on their phase alignment. Flip the polarity on one of them and listen. Often the combined result is tighter and louder than either sample alone. This takes about ten seconds and fixes more bad mixes than any EQ move I know. Do not automate the volume of these samples across your entire track. I used to do this all the time, trying to make a single hit evolve over twelve bars. It sounds unnatural and draws attention to the sample rather than the composition. Instead, layer different samples at different points in your arrangement. Use a subtle texture hit at bar one, a medium impact at bar five, and a full transient at bar nine. The evolution comes from arrangement, not from making one sample do too much work.

What This Pack Cannot Do

Be honest with yourself about what this library is and is not. It is not a realistic drum kit replacement. The transients are too colored and processed for that. It is not a subtle ambient textural tool either, despite the Texture folder. These are aggressive, cinematic sounds built for impact and attention. If you need organic acoustic instruments or background pad sounds, this is the wrong pack. Spend your money on something else and use Sound Of Thunder A only for the moments that need to hit hard. The other limitation is consistency. Some folders in the pack sound polished and professional. Others sound like rough iterations that made it into the final release. The Rises folder in particular has several files that share nearly identical processing chains, which means you will end up using the same sound twice in the same project if you are not careful. Keep your spreadsheet updated and cross-reference what you have already used. If you need something cleaner and more consistent for general purpose use, I would also keep the Impact or Boom libraries on hand as supplements. They are easier to integrate into mainstream mixes and do not fight with your other elements quite as aggressively. Sound Of Thunder A is best used sparingly, maybe two or three hits per track, maximum. More than that and your mix becomes a competition between ten different overloaded samples.

There is no official documentation beyond the readme file that comes with the download, and the publisher's website has not been updated in a while. Most of what you will learn comes from trial and error and talking to other people who have worked with it. The community around it is small but the people who use it regularly tend to be honest about what works and what does not. Join a few production forums and ask specifically about how you handled the high-end harshness. You will get real answers. When you find the right combination of high-pass filtering, saturation, and smart layering, Sound Of Thunder A can give your projects a punch that is hard to replicate with synthetic drums alone. It will not solve a bad arrangement or save a weak mix. But for the right moment at the right volume, it does exactly what it promises. Nothing more. Nothing less.

a sound of thunder - Liam Hill
a sound of thunder - Liam Hill