I am very new to sound design and have been struggling to create gunfire sounds for my arcade-style shmup which emulates classics in the genre (for example, any Cave game).
I have ripped examples from my inspirations in an attemp to analyze them. I think I have an understanding of how they work. Let me summarize.
When a player presses the fire button a single time, a volley of bullets fires out, one after the other, every few milliseconds, as opposed to a single bullet. This suggests the use of a single staccato kind of sfx on every press (every time a volley starts), rather than repeated plays of an atomic sound.
When analyzing the waveforms from these and other examples from my inspiration games (for example, Espgaluda 2 and DoDonPachi Daifukkatsu), it looks like they often around 0.45s long with a dun-dun-dunnnn pattern, where three atomic sounds play in succession, with the final one being drawn out. For example,
Now that I have some understanding of what's going on in terms of length, number of notes, and general waveform, I am wondering what is next in terms of creating similar sounds myself.
I have downloaded both the REAPER DAW as well as Fruity Loops DAW and have been tinkering around for a few hours, but given I am brand new to sound design, I don't have a real sense of what to do next to create similar sounds as in my examples.
Fruity Loops comes w/ a ton of prefab instruments and it's easy enough to put them in the Channel Rack and create patterns and stuff, but that's about all I know how to do, and none of the instruments I've seen sound quite right.
Can anyone give me advice on how to procede? For example, how to create a proper instrument, organize notes, and/or layer additional effects to achieve similar results as my examples?