Independent · Sound Design

Battlefield 6 Audio Redesign

Independent audio redesign of a Battlefield 6 combat sequence, built in REAPER.

Unofficial personal audio redesign. Not affiliated with DICE or Electronic Arts.

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What I did

  • Player weapon and weapon handling sound design
  • Combat, impacts and destruction
  • Environment and ambience
  • Editing, layering and gameplay sync
  • Mix
  • REAPER groups, automation and custom actions

Combat

Player weapon fire and direct hits sit up front in the mix. Distant combat and destruction sit lower.

Environment

Outdoor sections add distant combat and ambience behind the player weapon and impacts.

Interior

The interior section keeps the player weapon and close impacts up front, with a tighter room response around them.

REAPER session

REAPER session preview.