Фоновые звуки

Listening to ambient sound during music playback (Ambient Sound Mode)

You can hear ambient sound through the microphones embedded in the left and right units of the headset while enjoying music.

Press the CUSTOM button while the noise canceling function is on.

To change the setting of the Ambient Sound Mode

You can change the settings of the Ambient Sound Mode by connecting the smartphone (with the “Sony | Headphones Connect” app installed) and the headset via Bluetooth connection.

Voice focus: Unwanted noise will be suppressed while announcements or people’s voices are picked up, allowing you to hear them as you listen to music.

To turn off the Ambient Sound Mode

Press the CUSTOM button repeatedly until the Ambient Sound Mode is turned off.

Each time the button is pressed, the function switches as follows and is announced by the voice guidance.

The noise canceling function: OFF/The Ambient Sound Mode: OFF

The noise canceling function: ON

The Ambient Sound Mode: ON

Hint

Ambient Sound Mode settings changed with the “Sony | Headphones Connect” app are stored in the headset. You can enjoy music with the stored settings of the Ambient Sound Mode even when the headset is connected to other devices which do not have the “Sony | Headphones Connect” app installed.

Note

  • Depending on the ambient condition and the type/volume of audio playback, the ambient sound may not be heard even when using the Ambient Sound Mode. Do not use the headset in places where it would be dangerous if you are unable to hear ambient sounds such as on a road with car and bicycle traffic.
  • If the headset is not worn properly, the Ambient Sound Mode may not work correctly. Wear the headset properly.
  • If the CUSTOM button is set as the Google Assistant button, the noise canceling function and Ambient Sound Mode cannot be switched from the headset. In this case, you can change the settings of the noise canceling function and Ambient Sound Mode with the “Sony | Headphones Connect” app.

  • If the CUSTOM button is set as the Amazon Alexa button, the noise canceling function and Ambient Sound Mode cannot be switched from the headset. In this case, you can change the settings of the noise canceling function and Ambient Sound Mode with the “Sony | Headphones Connect” app.

  • Depending on the surrounding environment, wind noise may increase when the Ambient Sound Mode is turned on. In that case, cancel the voice focus with the “Sony | Headphones Connect” app. If the wind noise is still significant, turn off the Ambient Sound Mode.

Add depth and real-world atmosphere to every scene with these 100% FREE ambient background noise tracks!

Of all the “secrets of the trade” found within the filmmaking bag of tricks, there are few tools more handy than the often-overlooked ambient audio background track. Dropping one into your timeline can immediately add a level of rich, real-world atmosphere to your video projects. Additionally, you can use them to cover up audio blemishes like hums, hisses, and pops.

While it will always be best practice to record room tone and ambient audio on location, it’s a step that can easily be overlooked or forgotten. No worries—your pals here at PremiumBeat have got you covered with fifteen 100% FREE ambient background tracks! (SPOILER ALERT: They’re at the bottom of the article.)

Now, let’s look at the hows, whys, whens, wheres, and wows of working with ambient audio.

Inputs

Pitch

Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound’s original pitch.
 Bug: Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable!.

Starts the sound.
Stops a looping sound. Does not stop a non-looping sound: this is intentional, and can be changed with C++. However, a non-looping sound can be stopped by using the Volume input with a value of 0.
Toggles a looping sound between playing and stopped. Behaves like if the sound is unlooped.

Plays the sound at a volume from 0 to 10, where 10 is the loudest.
 Bug: Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.

 Bug: Setting the volume to 0 will cause the sound to pause, rather than play silently.

Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
 Bug: Non-functional.

Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
 Bug: Will bring the sound up to full volume (i.e. 10) before beginning to fade it.

Base:

Adds to the entity’s list of response contexts. Format is .
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won’t work if its simply just changed through this input. There is a strict format that must be followed:

Syntax: 

// Format of changing KeyValues "AddOutput  "
//// Raw text
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text
"OnUser1" "!self:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text
"OnUser1" "!self:ClearParent::0.0:-1"
Removes all contexts from this entity’s list.
Removes this entity from the the movement hierarchy, leaving it free to move independently.
to
Fires the respectiveoutputs; see User Inputs and Outputs.
Removes this entity and any entities parented to it from the world.
Functions the same as , although this entity and any entities parented to it are killed on the same frame, being marginally faster thaninput.
Remove a context from this entity’s list. The name should match the key of an existing context.
Move with this entity. See Entity Hierarchy (parenting).
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
 !FGD
Same as a player invoking +use; no effect in most cases.
 !FGD
Dispatches a response to the entity. See Response and Concept.
 (removed since ) !FGD
Dispatches a special effect from the entity’s origin; see also List of Client Effects. Replaced by the particle system since .
 (in all games since )
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
 (in all games since )

Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
 Bug: In Hammer, using string arguments will corrupt the VMF file’s structure, making the file unviewable for the next Hammer session.

Fix: Remove the string argument manually with a text editor.
 (in all games since ) !FGD
Execute a VScript function in the scope of the receiving entity.
 (in all games since ) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
 (in all games since ) !FGD
Set this entity’s angles.

Underwater ambience[]

This feature is exclusive to Java Edition. 

Not to be confused with the sound produced by flowing water.

Underwater ambience plays while the player’s head is underwater. There are 22 different underwater ambience sounds in total.

They can be heard within a body of water of any size and in any dimension.

Underwater ambience is divided into two groups: «Loop» and «Loop Additions». Both of these play independently of each other while player is underwater. Additionally, «Loop Additions» are divided into 3 more groups.

Its code name is ambient.underwater.<group code name>

Note that Rare Loop Addition’s and Ultra Rare Loop Addition’s rarity is exaggerated in their name. Their names are derived from their in-game code names.

Group Info Code Name
Loop Plays in never-ending loop for as long as player is underwater ambient.underwater.loop
Loop Additions Plays commonly while player is underwater ambient.underwater.loop.additions
Rare Loop Additions Plays uncommonly while player is underwater ambient.underwater.loop.additions.rare
Ultra Rare Loop Additions Plays rarely while player is underwater ambient.underwater.loop.additions.ultra_rare
List
Name Sound Group
Underwater Ambience https://minecraft.fandom.com/wiki/File:Underwater_Ambience.ogg Loop
Bubbles 1 https://minecraft.fandom.com/wiki/File:Bubbles1.ogg Loop Additions
Bubbles 2 https://minecraft.fandom.com/wiki/File:Bubbles2.ogg
Bubbles 3 https://minecraft.fandom.com/wiki/File:Bubbles3.ogg
Bubbles 4 https://minecraft.fandom.com/wiki/File:Bubbles4.ogg
Bubbles 5 https://minecraft.fandom.com/wiki/File:Bubbles5.ogg
Bubbles 6 https://minecraft.fandom.com/wiki/File:Bubbles6.ogg
Water 1 https://minecraft.fandom.com/wiki/File:Water1.ogg
Water 2 https://minecraft.fandom.com/wiki/File:Water2.ogg
Animal 1 https://minecraft.fandom.com/wiki/File:Animal1.ogg Rare Loop Additions
Bass Whale 1 https://minecraft.fandom.com/wiki/File:Bass_Whale1.ogg
Bass Whale 2 https://minecraft.fandom.com/wiki/File:Bass_Whale2.ogg
Crackles 1 https://minecraft.fandom.com/wiki/File:Crackles1.ogg
Crackles 2 https://minecraft.fandom.com/wiki/File:Crackles2.ogg
Driplets 1 https://minecraft.fandom.com/wiki/File:Driplets1.ogg
Driplets 2 https://minecraft.fandom.com/wiki/File:Driplets2.ogg
Earth Crack https://minecraft.fandom.com/wiki/File:Earth_Crack.ogg
Animal 2 https://minecraft.fandom.com/wiki/File:Animal2.ogg Ultra Rare Loop Additions
Dark 1 https://minecraft.fandom.com/wiki/File:Dark1.ogg
Dark 2 https://minecraft.fandom.com/wiki/File:Dark2.ogg
Dark 3 https://minecraft.fandom.com/wiki/File:Dark3.ogg
Dark 4 https://minecraft.fandom.com/wiki/File:Dark4.ogg

Подводные звуки[]

В океане чаще всего слышатся подводные фоновые звуки.

Подводные фоновые звуки проигрываются, когда игрок полностью находится под водой. Всего существует 22 подводных фоновых звука.

Эти звуки можно услышать в водоёме любого размера и в любом измерении.

Подводные фоновые звуки делятся на 2 группы: «Loop» и «Loop Additions». Они проигрываются независимо друг от друга. Кроме того, группа «Loop Additions» делится еще на 3 подгруппы.

Название подводных фоновых звуков в коде игры — ambient.underwater. <название группы в коде игры>

Группа Информация Название в коде игры
Loop Проигрывается бесконечно, пока игрок находится под водой ambient.underwater.loop
Loop Additions Проигрываются, когда игрок находится под водой ambient.underwater.loop.additions
Rare Loop Additions Проигрываются не так часто, когда игрок находится под водой ambient.underwater.loop.additions.rare
Ultra Rare Loop Additions Проигрываются редко, когда игрок находится под водой ambient.underwater.loop.additions.ultra_rare
Название Звук Группа
Underwater Ambience https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Underwater_Ambience.ogg Loop
Bubbles 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles1.ogg Loop Additions
Bubbles 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles2.ogg
Bubbles 3 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles3.ogg
Bubbles 4 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles4.ogg
Bubbles 5 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles5.ogg
Bubbles 6 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bubbles6.ogg
Water 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Water1.ogg
Water 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Water2.ogg
Animal 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Animal1.ogg Rare Loop Additions
Bass Whale 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bass_Whale1.ogg
Bass Whale 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Bass_Whale_2.ogg
Crackles 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Crackles1.ogg
Crackles 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Crackles2.ogg
Driplets 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Driplets1.ogg
Driplets 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Driplets2.ogg
Earth Crack https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Earth_Crack.ogg
Animal 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Animal2.ogg Ultra Rare Loop Additions
Dark 1 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark1.ogg
Dark 2 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark2.ogg
Dark 3 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark3.ogg
Dark 4 https://minecraft.fandom.com/ru/wiki/%D0%A4%D0%B0%D0%B9%D0%BB:Dark4.ogg

WHAT IS IT ABOUT SOUND?

Imagine a time, far back in our human evolutionary timeline, when our sense of hearing developed in response to unexpected sounds and the instinct for survival.

Paying attention to changes in our environment, no matter how small, used to have a strong evolutionary benefit to survival. A crack of a twig could quickly divert your attention to a potential incoming attack or presence of a stranger. However, since most of us are no longer being chased by lions, noticing every sound around us is no longer beneficial, and in many cases can inhibit our ability to focus on what we need to.

Even the smallest, seemingly benign and non-threatening sounds affect us, as our mind works to quickly interpret the meaning of a sound and determine if our response is required.

So if unexpected sounds affect our attention and can distract us from focusing on a task at hand, what’s the answer, silence? Earplugs? Not necessarily.  

Studies show that the effect of static sound, including artificial ambient sound, has the effect of  “…enhancing cognitive functioning, optimizing the ability to concentrate, and increasing overall worker satisfaction.”

Additionally, we often can also focus better when we’re in a community – because we feel safe. The fight or flight response to sound is muted in a communal environment. It’s one of the key principles behind the science of sound that informs co-working space design. WeWork, for example, includes the following in their mission statement: “Community is our catalyst.” The place where you park your laptop isn’t just rented desk space. Rather, it’s “A place you join as an individual, ‘me’, but where you become part of a greater ‘we’.”

On a primal level, the cozy and productive feeling we get in a coworking or coffee shop environment is related to the idea of “safety in numbers.”

And communities have sound. When it’s controlled static sound, it creates a “cocoon” and gives us a sense of consistent, safe surroundings. In this environment we can focus on deep work and produce that great code, blogpost, business plan or whatever matters most to us when we’re working or studying.

Here are some of the best apps built for consistent, non-intrusive sound environments that contribute to greater focus and productivity.

Mood algorithm[]

Mood ambience sounds occur based on a «mood» percent value between 0–100. The mood increases when the player is in a cave or in a dark place, and decreases otherwise. When the mood reaches 100%, one of the sounds plays randomly, resetting the mood to 0% and thus restarting the cycle. The darker it is, and the more non-transparent blocks there are, the quicker the mood increases. in Java Edition, the current mood value appears on the debug screen.

This is the simplified algorithm for computing this value in pseudocode:

updateMood(mood):
    tickDelay = 6000
    maxLightLevel = 15
    block = select a random block in a 17×17×17 block cube centered around the player
    skyLight = block.getSkyLightLevel()

    if (skyLight > 0):
        mood = mood - (skyLight / maxLightLevel) * 0.015
    else:
        blockLight = block.getBlockLightLevel()
        mood = mood - (blockLight - 1) / tickDelay
    
    if (mood ≥ 1.0):
        player.playSpookySound()
        mood = 0.0
    else if (mood < 0):
        mood = 0.0

This method is called once every tick. It selects a random block in a 17×17×17 area centered around the player’s eye position, and alters the mood value accordingly:

  • If the selected block has sky light, it decreases the mood by 1⁄1000 per sky light level.
  • If it has a block light level above 1, it decreases the mood value by (block light level — 1)⁄6000.
  • If the block light level is 0, it increases the mood value by 1⁄6000.

This means that if you are in complete darkness and there are no lit blocks around you, an ambient noise will play every 6000 ticks (5 minutes).

Since non-transparent blocks are considered to have a sky and block light level of 0, the mood value increases especially fast if you’re in a cave.

Flags

 Bug: This flag is broken at engine level for Soundscripts. It will only work when a sound is played with its raw filename.

16: Start Silent

The map will start without this sound playing. Enabled by default.
 Bug: Looping sounds that do not start silent cannot be controlled!

32: Is NOT Looped

Changes how the handles stopping and starting playback. It won’t stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn’t!
 Bug: Having this option ticked while using a looped sound WILL prevent you from controlling it!

Ambient Sound Configuration

The ambient sound configuration screen, shown when first creating an ambient sound, or by double-clicking an existing sound.

Sound Type

Configure the type of sound emitted by this source. Ambient Sounds can either be local which are blocked by any Walls which inhibit perception or global which are always audible within their area regardless of the presence of Walls.

Audio Source

You must choose a path to a valid sound file which plays when Tokens are within the area of effect. Ambient Sounds always repeat on loop, so it is recommended to use a format like webm, wav, or ogg which allows for seamless looping, but other audio file formats are also supported.

X & Y Position

The x/y coordinates for the center of the Ambient Sound area of effect give the precise location of the emitter in a scene. All newly created sounds have these fields automatically filled in based on where in the scene the sound was created. Repositioning the sound in the scene also changes these values automatically.

Sound Radius

The radius of the area of effect for the Ambient Sound, expressed in distance units. For example, if your Scene is configured where each square represents 5ft.

Volume Easing

This option specifies that the volume of the Ambient Sound should automatically reduce as Tokens are further from its origin (but still within the area) and increase in volume when Tokens are closer to the origin of the sound. If this option is disabled, the volume level of the Ambient Sound will be the same everywhere within the affected area.

Maximum Volume

This slider configures the maximum volume level of the Ambient Sound at its point of origin (if easing is applied) or throughout the area (if no easing).

Darkness Activation Range

These fields configure the darkness levels in which the Ambient Sound plays. The default setting of between 0 and 1 results in a sound that is always playing.

Modifying Placed Sounds

After an Ambient Sound has been created, you can edit it later by double clicking on its control icon that is visible when on the Sounds Layer. To move the position of an existing Ambient Sound you can click and drag its icon to move it. You may also use and commands to copy and paste sounds.

Players can control the volume level of playing Ambient Sounds using the global Ambient slider in the Playlists tab of the Sidebar.

Note that Ambient Sounds always loop if a Token is within their area of effect. If you are interested in one-time audio effects which play at a certain time that will be handled by the Event Trigger system, a post-release feature that is not yet added.

Muting Placed Sounds

Once an Ambient Sound has been created, you can mute/un-mute it by right-clicking on the icon for the emission point when on the Sounds Layer.

Previewing Placed Sounds

Once an Ambient Sound has been created, you can toggle the preview audio feature from the Sounds Layer tool bar. While this is toggled your mouse cursor will be treated as an actor on the canvas, allowing you to hear sounds based on where it is in the scene. This is useful for quickly checking how a scene would sound based on current ambient sound placement and settings. Please note that this toggle remains even if you switch to a new layer.

Интересные факты[]

Лицо крипера на спектрограмме звука «Пещера 14».

  • Если посмотреть звук «Пещера 14» с помощью спектрограммы, можно заметить лицо крипера.
  • Вопреки распространённым убеждениям, фоновые звуки не являются индикатором близости сокровищниц, мобов или ценной руды, хотя следование за этими звуками и может привести игрока к ним косвенно, так как фоновые звуки звучат из неосвещённых пещер.
  • Фоновые звуки были созданы C418, кто также написал музыку для Minecraft.
  • Пещерные фоновые звуки могут проигрываться в любом измерении, включая Нижний мир и Край.
  • Пещерные фоновые звуки известны тем, что они пугают людей, так как они звучат довольно волнующе или жутко.
  • Характерные щелчки в фоновых звуках базальтовых дельт скорее всего являются треском счётчика Гейгера — газоразрядного прибора для автоматического подсчёта числа попавших в него ионизирующих частиц.

Nether ambience

Nether ambience plays while the player is in The Nether. Each biome has its own unique ambience. There are 126 different nether ambient sounds in total.

Nether ambience is divided into three groups: «Loop», «Loop Additions», and «Mood», all of which play independently of each other while the player is in the Nether.

The codename for Nether ambience is

Group Info Codename
Loop Plays in never-ending loop for as long as the player is in the biome. ambient.<biome>.loop
Loop Additions Plays commonly while the player is in the biome ambient.<biome>.additions
Mood Plays once at least every 6000 ticks while the player is in the biome, based on the mood algorithm. ambient.<biome>.mood

Overview

Foundry Virtual Tabletop allows for local ambient sound effects which are activated when a player-controlled Token is moved into its area of effect. This can be useful for environmental features like a waterfall or a crackling campfire which your players will be able to hear when their Tokens are nearby.

Create an Ambient Sound using a left-mouse drag workflow on the Sounds Layer.

Ambient Sounds are created by navigating to the Sounds layer of the active Scene by clicking on the musical notes icon in the Scene control palette. While on the Sounds layer, you can create a new Sound by using a left-click and drag workflow to expand the area of effect (you can change it later). Once you are done dragging the Sound Configuration form will appear. You must select a sound file to play in order to complete the creation. The Sound Configuration shown in the following figure and its configuration options are explained below:

Tips for Using Ambient Background Tracks

Often overlooked, audio is one the most important aspects of any project. Image via edwardolive.

Here are five quick tips to keep in mind when working with ambient background tracks like the TOTALLY FREE ambient background tracks at the bottom of this article.

1. Download and Review

Okay, obviously you have to find the tracks, download them, and listen to them. Give them a quick play-through to get an idea of their quality and potential use cases, and make sure the tracks don’t have any noisy blemishes, odd sounds, or audio tags/watermarks. 

2. Find Your Favorite Stretch

Open the files in your video editing software (or audio editor) of choice, and find your favorite stretch. That might be a five-second clip or a fifty-second one, depending on your needs. With your favorite part identified, now it’s time to—

3. Create Your Own Loops

Extend your audio capacity by looping the tracks. Image via Marmolejos.

It’s time to start cutting. If you want to use the background audio over an extended period of time—say, anything over two or three minutes—then you’ll probably want to loop the audio. Using your favorite section, just copy and duplicate that stretch over and over, using cross fades to link everything together.

4. Match to Your Video

Once your background audio is ready to go, be sure to (of course) match it up with your video. Ideally, you’ve already done all your video editing and are at picture lock. You’ll obviously only want your background audio to be heard when appropriate, corresponding to what’s on screen.

5. Adjust Levels and Effects

Finally, once everything is laid out and set, you can go in and make your final level adjustments. Unless a scene or project calls for any background audio to be super noticeable, you really want the audio levels to be quite low, creating a soft hum in the background which simply adds to the ambiance.

You can also try out some other effects—like high-pass or low-pass filters—to make the audio feel either closer by or further away, but most of the time simply adjusting the levels should be fine.

When to Use Ambient Background Audio

The question: When is the “right” time to use an ambient background track? The answer: Most of the time.

When deployed thoughtfully, ambient audio makes an on-screen world deeper, richer, and more true to life. Here are a few content types that can benefit from ambient background tracks:

  • Narrative shorts and features: Ambient background tracks give most scenes and settings a more diverse, dynamic backdrop that, in turn, places your characters (and pulls your audience) into a more fully realized world.
  • Documentary projects: Ambient background tracks for documentary work can be kind of controversial, as you’ll always want to use true audio recorded in the moment when possible. However, there are instances when scene creation is needed, and these tracks can help provide a sense of realism. 
  • Commercial projects: It might surprise you to learn that many commercials (even broadcast ones that you see on TV) use ambient background tracks and audio to quickly root scenes in their specific reality.
  • Corporate projects: Similarly, corporate videos and projects use ambient noises and sound effects to make mundane office settings feel bustling, as though real work is being done in the background.
  • Digital content: Finally, using ambient audio and sound effects is a fast, easy way to make TikToks, Instagram Stories, and other digital creations feel “bigger.”
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