Quote:
Originally Posted by
zerocrossing
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I’m working on a sci-fi themed game and there’s a moment where you’re transported. I don’t want an identical effect, but the general art direction of the game is very chunky 70s sci-fi, and we’re definitely making nods to classic Star Trek. So, I want to try and get as close as possible to the original, but then keep going and make it unique as well. I’ve got lots of software, including modular, but also hardware synths. I’ve got great weapon and general ship sounds to a place where I like them, but the transporter effect eludes me. It’s such a great sound, especially when you consider what they had to work with at the time. Help!

Andy Farnell's book, Designing Sound (
https://mitpress.mit.edu/books/designing-sound) has a transporter sound as one of its practical exercises. The book is highly recommended and walks you through sound design, from analysis to implementation (in PureData), for a number of examples in its final section. The rest of the book is an excellent text book for Sound Design, with an emphasis on procedural implementation for video games (although the theory and methods could apply to pretty much any sound design)
According to the book, the original sound is either a brushed cymbal or an aeolian harp, sent through a vocoder with the filters spaced in a whole tone scale.
Regards,
John