Created in collaboration with Sweet Justice Sound, Richard Devine, and SoundMorph, we spent the time to ensure quality and usefulness of this unique collection. Half designed and Half source recordings, Mechanism gives you a toolbox to be inspired by.
Mechanism features more than 300+ files (plus buy now and get a bonus 400 best of sounds from our Robotic Lifeforms library) for a total of 2.8GB of 24bit/96khz .WAV files, all meticulously embedded with Soundminer & Basehead metadata.
Steampunk rusty doors and levers
Source recorded by Richard Devine
+ 400 “best of” sounds from our Robotic Lifeforms library
Total Size of Samples
Total Number of Files
Format and Resolution
.WAV, 96k/24bit resolution
Soundminer and Basehead
Single user license, royalty-free - for a multi-user license, click here
SoundMorph is a leading creator of state-of-the-art sound libraries and software, with a focus on computer-based audio production for sound designers and musicians.Founded in 2013 with headquarters in Montreal, Canada, SoundMorph was conceived on the idea of creating audio products that embrace the evolution of sound. We believe, like any medium, sound evolves with time, and therefore new sounds are needed for new times. We strive to create products that push the boundaries of audio production to open up new horizons, while still striking a perfect balance between usability and design.
Jason is the key founder of SoundMorph and currently runs the day to day operations, creative direction, and sound design department. Jason has been actively working in sound design for games, film and television for the last 16 years. He has been an integral part of sound teams at Electronic Arts working on such titles as the award-winning Mass Effect 2, and was also recently contracted as a sound designer for Epic Games for custom weapons sound design.
Yan is a versatile and talented software programmer & sound designer. He studied Computer Technology and also have a bachelor’s degree in Classical Music. Skilled in programming with Reaktor, Kyma, & Max/MSP. His goal is to create interesting new software tools for sound designers and musicians. He has worked at Electronic Arts and as a lead sound designer in video games for the past 10 years.