Shop sound effects from real shops, and from the ones in games. Corner shops to big supermarkets, with tills, trolleys, self-checkout announcements, fridges humming and customers chatting at the counter, some of it recorded with no shop radio playing. Busy, ordinary places. Then the game shop: coins stacked and slid across a counter, and item and upgrade sounds for fantasy card games.
British markets and shops come alive through authentic sound effects, featuring trolleys, multilingual chatter, tills, and footsteps, all captured in music-free indoor and outdoor locations throughout England.
A fantasy sound effects library for deck-building games, with content covering card actions, magic spells, combat, items, UI, and character progression.
This library contains a diverse selection of ambience sound effects, provided as royalty-free, UCS compliant audio files with metadata, suitable for TV, film, documentaries, and video games.
Diverse sound effects collection featuring unique recordings, from sleeping habits to car washes, captured through experimental techniques and superposition arrays over several years of field expeditions.
Natural ambiences and sound effects captured across northern England, featuring 124 recordings of canals, markets, traffic, and room tones spanning 328 minutes of high-quality audio.
Urban environments and iconic locations across Manhattan come alive through detailed sound effects, featuring bustling streets, stations, and parks captured in pristine 5.1 surround audio.
From bustling cities to tranquil forests, this extensive collection features 117 meticulously edited ambient sound effects, recorded at 24bit/96kHz across diverse indoor and outdoor locations.
Inside Norway's bustling Gardermoen Airport, authentic PA announcements and ambient sound effects in both Norwegian and English capture the atmosphere of Scandinavia's second-busiest aviation hub.
A shop interior lives on small, busy detail, like the till or a Trolley rolling down the aisle. Lots of trolleys. The retail libraries catch all of that in small and large shops, with self-checkout announcements and fridges for a modern Supermarket, and the market recordings take it outside, with chatter in several languages and traffic. Room tones from the same towns help when the camera stays behind the counter. On the game side, the coin handling skips the shiny chimes for stacks and slides, which suits a grounded merchant screen.