Get FREE Sound Effects

BOOM Library Logo White

SOUND DESIGN MATTERS

  • Login/Register

Flag DE
Germany
  • Afghanistan
  • Åland Islands
  • Albania
  • Algeria
  • American Samoa
  • Andorra
  • Angola
  • Anguilla
  • Antarctica
  • Antigua and Barbuda
  • Argentina
  • Armenia
  • Aruba
  • Australia
  • Austria
  • Azerbaijan
  • Bahamas
  • Bahrain
  • Bangladesh
  • Barbados
  • Belarus
  • Belau
  • Belgium
  • Belize
  • Benin
  • Bermuda
  • Bhutan
  • Bolivia
  • Bonaire, Saint Eustatius and Saba
  • Bosnia and Herzegovina
  • Botswana
  • Bouvet Island
  • Brazil
  • British Indian Ocean Territory
  • Brunei
  • Bulgaria
  • Burkina Faso
  • Burundi
  • Cambodia
  • Cameroon
  • Canada
  • Cape Verde
  • Cayman Islands
  • Central African Republic
  • Chad
  • Chile
  • China
  • Christmas Island
  • Cocos (Keeling) Islands
  • Colombia
  • Comoros
  • Congo (Brazzaville)
  • Congo (Kinshasa)
  • Cook Islands
  • Costa Rica
  • Croatia
  • Cuba
  • Curaçao
  • Cyprus
  • Czech Republic
  • Denmark
  • Djibouti
  • Dominica
  • Dominican Republic
  • Ecuador
  • Egypt
  • El Salvador
  • Equatorial Guinea
  • Eritrea
  • Estonia
  • Eswatini
  • Ethiopia
  • Falkland Islands
  • Faroe Islands
  • Fiji
  • Finland
  • France
  • French Guiana
  • French Polynesia
  • French Southern Territories
  • Gabon
  • Gambia
  • Georgia
  • Germany
  • Ghana
  • Gibraltar
  • Greece
  • Greenland
  • Grenada
  • Guadeloupe
  • Guam
  • Guatemala
  • Guernsey
  • Guinea
  • Guinea-Bissau
  • Guyana
  • Haiti
  • Heard Island and McDonald Islands
  • Honduras
  • Hong Kong
  • Hungary
  • Iceland
  • India
  • Indonesia
  • Iran
  • Iraq
  • Ireland
  • Isle of Man
  • Israel
  • Italy
  • Ivory Coast
  • Jamaica
  • Japan
  • Jersey
  • Jordan
  • Kazakhstan
  • Kenya
  • Kiribati
  • Kuwait
  • Kyrgyzstan
  • Laos
  • Latvia
  • Lebanon
  • Lesotho
  • Liberia
  • Libya
  • Liechtenstein
  • Lithuania
  • Luxembourg
  • Macao
  • Madagascar
  • Malawi
  • Malaysia
  • Maldives
  • Mali
  • Malta
  • Marshall Islands
  • Martinique
  • Mauritania
  • Mauritius
  • Mayotte
  • Mexico
  • Micronesia
  • Moldova
  • Monaco
  • Mongolia
  • Montenegro
  • Montserrat
  • Morocco
  • Mozambique
  • Myanmar
  • Namibia
  • Nauru
  • Nepal
  • Netherlands
  • New Caledonia
  • New Zealand
  • Nicaragua
  • Niger
  • Nigeria
  • Niue
  • Norfolk Island
  • North Korea
  • North Macedonia
  • Northern Mariana Islands
  • Norway
  • Oman
  • Pakistan
  • Palestinian Territory
  • Panama
  • Papua New Guinea
  • Paraguay
  • Peru
  • Philippines
  • Pitcairn
  • Poland
  • Portugal
  • Puerto Rico
  • Qatar
  • Reunion
  • Romania
  • Russia
  • Rwanda
  • São Tomé and Príncipe
  • Saint Barthélemy
  • Saint Helena
  • Saint Kitts and Nevis
  • Saint Lucia
  • Saint Martin (Dutch part)
  • Saint Martin (French part)
  • Saint Pierre and Miquelon
  • Saint Vincent and the Grenadines
  • Samoa
  • San Marino
  • Saudi Arabia
  • Senegal
  • Serbia
  • Seychelles
  • Sierra Leone
  • Singapore
  • Slovakia
  • Slovenia
  • Solomon Islands
  • Somalia
  • South Africa
  • South Georgia/Sandwich Islands
  • South Korea
  • South Sudan
  • Spain
  • Sri Lanka
  • Sudan
  • Suriname
  • Svalbard and Jan Mayen
  • Sweden
  • Switzerland
  • Syria
  • Taiwan
  • Tajikistan
  • Tanzania
  • Thailand
  • Timor-Leste
  • Togo
  • Tokelau
  • Tonga
  • Trinidad and Tobago
  • Tunisia
  • Turkey
  • Turkmenistan
  • Turks and Caicos Islands
  • Tuvalu
  • Uganda
  • Ukraine
  • United Arab Emirates
  • United Kingdom (UK)
  • United States (US)
  • United States (US) Minor Outlying Islands
  • Uruguay
  • Uzbekistan
  • Vanuatu
  • Vatican
  • Venezuela
  • Vietnam
  • Virgin Islands (British)
  • Virgin Islands (US)
  • Wallis and Futuna
  • Western Sahara
  • Yemen
  • Zambia
  • Zimbabwe

0
  • Products
    • All Products
    • BOOM ONE – General Library
    • Signature Series – Theme-based
    • BOOM Software & Plug-Ins
    • Quiet Planet® – Nature Ambiences
  • Blog
  • Credits
    • Trackrecord
    • Clients
    • Testimonials
  • Support
    • FAQ
    • Tutorials
    • Educational Discount
    • Loader
    • Contact
    • Terms & Conditions
    • Product Registration

Generic filters
Exact matches only
Search in title
Search in content
Search in excerpt

David Philipp On Creating The ‘Violent Combat’ Library

Sep 30, 2025 New Release

When we at BOOM Library build a new combat library, it has to deliver. These are not background textures. They are the sounds that sit right on the surface of a mix, defining how brutal, believable or stylised a fight feels. VIOLENT COMBAT, led by project Lead David Philipp, is the latest in BOOM’s catalogue, designed not to replace the long-serving CLOSE COMBAT but to sit alongside it as a new set of tools for professionals.

Philipp is no stranger to the demands of audio for top games, movies, and TV. As studio head at Formosa Interactive in London, his credits include God of War Ragnarök, Avatar: Frontiers of Pandora, Suicide Squad and Helldivers 2. With fifteen years in games sound, he knows what it takes for a single punch transient or a cloth tear to carry dramatic weight. And like many libraries in BOOM’s line, VIOLENT COMBAT grew out of a very practical need.

“You never have enough fight sounds,” Philipp explains. “They get used constantly, and not just in combat scenes. We use them to sweeten gunshots, give creature vocals bite, add body to vehicles or toughen up footsteps. Having more options means faster decisions in the heat of production.”

From Close Combat to Violent Combat

CLOSE COMBAT has been in circulation for more than a decade. It became a staple because it worked, delivering big, usable hits in hundreds of triple AAA games and Hollywood movies. CLOSE COMBAT is a classic and with VIOLENT COMBAT the goal was to make use of the grown experience, a ton of high end equipment to pick from and rooms that offer enough flexibility to change a boomy sound to a crisp one.

“Back then we were on Sound Devices recorders with their unforgivingly punchy analogue limiters which added to the character of close combat,” Philipp recalls. “Now we’re running rigs with more transient detail and 32-bit float, and with much more flexibility in polar patterns for VIOLENT COMBAT we were able to experiment a lot. And with what we as a team have learned over time, we know how to position, how to manage dynamics, how to capture impact in the recording. Instead of covering the classic basics, we aimed for sources that enable us to define new styles and different details.”

Recording with weight

For VIOLENT COMBAT, the team pushed into more experimental setups. Contact mics and resonating chambers became central. One example involved placing a heavy punching bag on a cardboard box fitted with contact mics and a resonator. The bag delivered the transient, while the box vibrated in sympathy, producing weight and low-end resonance. A wooden cupboard was used in the same way, ugly to look at but surprisingly effective.

“These kinds of chambers are great for creating body. You get something you can’t fake with EQ or compression. It is physical resonance, and it reacts differently depending on how you excite it. That variety gives you a more organic palette.”

The physical sessions

Recording was not a passive process. Everyone on the BOOM team had to step in front of the mics. Days were spent punching, kicking, tearing cloth and forcing whooshes. It was physical, exhausting work.

“By the end of a session you were sweaty and bruised. We didn’t bring in actors, it was us. And you can hear that effort. There is a difference when the person recording the sound is also putting their body into it. The energy transfers into the performance.”

Weeks of iteration followed. Getting the right balance between contact mic resonance and a traditional MS setup for a single punch sound took three weeks of trial and error. Gore recordings required another fortnight of experimentation, not to mention the aftermath.

Gore and the clean-up

No fight library is complete without gore, but it is one of the most difficult elements to capture convincingly. The team spent days smashing fruit and vegetables to get the right textures. The recordings were strong, the studio environment less so.

“The sound is the easy part,” Philipp says. “The hard part is the smell afterwards. You are in a room that stinks of rotting fruit, and you have to keep going. Shielding the microphones was also a big challenge. We had juices flying in every direction, so windshields and barriers were essential. People don’t think about that side of it. You spend as much time protecting the gear as you do recording.

We probably spent more on cleaning materials than on some of the equipment. After every session it was mops and buckets.

Favorite discoveries

Asked about highlights, Philipp points to one deceptively simple trick. “Monkey nuts wrapped in leather. It damps the sound just enough to feel like bone cracking under flesh. It is subtle, but when you drop it under a face hit, the realism jumps.”

There were lighter moments too. “When you are recording  a piece of fruit in the studio, it can feel ridiculous. You catch your reflection in the glass, sweating and swinging a melon, and it is almost comedy. But then you hear the playback and it is perfect. That is the joy of this work.”

Designed with intent

On the Designed side, the aim was to go beyond a generalised set of impacts. The library is divided into four categories: Martial Arts for stylised, kung fu-like precision, Over The Top for exaggerated, cinematic drama, Grounded for realistic, documentary-style hits, and Gory for when nothing less than gruesome will do.

“The idea was not to give people more of the same but to give them clear stylistic options. If you want a sharp, stylised crack, it is there. If you want something messy and real, that is there too. You can move quickly to the sound that matches the project without trawling through unrelated material.”

Building a modern arsenal

For working sound designers, the usefulness of VIOLENT COMBAT lies in how far the sounds stretch. A punch transient can sell a gunshot. A tear can become part of a creature vocal. A thump can anchor a vehicle collision. These recordings are versatile, and in production terms that translates to speed and reliability.

For those who already own CLOSE COMBAT, Philipp is clear. VIOLENT COMBAT is not a refresh. It is a continuation with sharper recordings, more structured design and a broader stylistic reach. Used together, the two libraries provide an extensive toolkit that covers both classic BOOM punch and modern, detail-rich recording.

“You need sounds that hold up everywhere. That is what we set out to deliver. And the best part for users is this: you get all of the punch, gore and grit without having to mop the studio floor afterwards. We already did that for you.”

David Philipp

Sound Designer
20 %

Violent Combat

From: €119,00 From: €95,20
Add to cart

The Interview

The Demos

Read More
Buy Now
filmgame audiosnowSound Designsound effectsswedenwinter
5 Iconic Violent Combat Scenes In Movies & TV – And The Sound Behind ThemPrevious post
BOOM Library Sound Effects
LEGAL
CONTACT
ABOUT
PRIVACY
NEWSLETTER
SSL SECURED PAYMENT OPTIONS
©2024 by BOOM Library GmbH
All Rights Reserved
All prices are net prices, additional VAT (7%) may apply. The products are only available for commercial customers.
More Sounds Than Files - How's That?

Improved workflow

We differentiate between sound FX and sound file. Each sound file can contain multiple variations of a sound (up to 6 variations based on the product).
That way, we assure to provide you with different styles of a single sound in one file instead of multiple files, keeping your database nice and clear and speeding up your workflow as you have multiple variations available by dragging only one file to your audio host software.

One File, Multiple Variations

Less repetitive sound design

Having multiple variations of a single sound effect also guarantees you a less repetitive overall soundscape when using the effect multiple times in a row or over and over again in several projects.

BOOM Library Logo Black Round

Your benefits of joining the BOOM Library Newsletter:

Monthly FREE SOUNDS delivered directly to your inbox (commercial use allowed)
Be the very first to know about brand new BOOM Library sound FX
Never miss
a BOOM Library introductory discount
Be the first to know about new job openings in the audio industry

By clicking the blue button, your email address will be added to our newsletter list and you will receive emails with free sounds as well as emails with the latest news and product releases. Each email contains an unsubscribe link so you can opt-out from this list at any time. Read more about how we take care of your personal data in our Privacy Policy.