1917 sound Asbjoern Andersen


1917 is one of the most anticipated films to come out this holiday season, thanks to the incredible film reviews, and the behind the scenes coverage of how the film was shot to look like one continuous take. Here, we talk with sound supervisor Oliver Tarney about how the visuals impacted his approach to the sound and how he created the film’s immersive, authentic WWI sound.
Interview by Jennifer Walden, photos courtesy of Universal Pictures
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1917 - Official Trailer [HD]


Director Sam Mendes and cinematographer Roger Deakins chose to shoot WWI film 1917 — in theaters Christmas Day — in a series of complex long takes that, with light editing, feel like one continuous shot. The story follows two British soldiers, Schofield (George MacKay) and Blake (Dean-Charles Chapman), as they traverse the trenches of No Man’s Land in order to deliver a message warning of an upcoming ambush.

The direction for the visuals provides a feeling of immediacy — like the audience is running alongside these characters, immersed in their experience. This created unique challenges on the sound side — both for composer Thomas Newman and for two-time Oscar nominated supervising sound editor Oliver Tarney.

Here, Tarney talks about how he created quiet moments where the audience can take a breath, how he used loop group actors and real soldiers to build up the space around Schofield and Blake, how Foley was used to pull the audience into the experience, and how their attention to period detail (from weapons to words) makes this WWI story feel authentic.

From left: 1917 Sound supervisor Oliver Tarney and sound designer Michael Fentum

From left: 1917 Sound supervisor Oliver Tarney and sound designer Michael Fentum

Above all else, [Sam Mendes] wanted to make sure that our creative focus would be on enhancing the original performances he captured on-set.

When did you get involved with the sound on 1917? What were some of Director Sam Mendes’ initial concerns or areas to focus on sound-wise?

Oliver Tarney (OT): I first met our Director nearly a year before filming began. The story was always going to be the most important thing to Sam. Above all else, he wanted to make sure that our creative focus would be on enhancing the original performances he captured on-set.

 

Aesthetically, what was your approach to sound on 1917? The continuous-shot approach creates this feeling of immediacy. How did you enhance that with sound?

Once the film went to post, sound and music were the only tools that could have any effect on the rhythm and pace.

OT: The continuous-shot approach meant that we never cut away to a different location, so we didn’t have that as a device to change the tempo or energy. Once the film went to post, sound and music were the only tools that could have any effect on the rhythm and pace. This is a very dynamic film, with the big set pieces playing as you might expect, but we had to design the scenes in between to engage sonically in a more subtle way than you might normally. If we’d kept the intensity up all the way through there would’ve been the risk of overload. It was a fine balance of keeping the energy up, and allowing time to recover from the big events.



1917 - In Select Theaters Christmas (Extended Featurette) [HD]


Get a great, 11-minute look behind the scenes of the making on the film in this featurette

In terms of the weapons and explosions, how did you want these to make the audience feel and how were you able to elicit that feeling using sound?

We didn’t want to process the recordings too much so there’s a raw and unsophisticated honesty to these sounds.

OT: The lead performances were so natural it would have felt incongruous to have had overtly Hollywood sounding weapons. We were fortunate enough to secure recording sessions with original WW1 guns and planes. We didn’t want to process the recordings too much so there’s a raw and unsophisticated honesty to these sounds. It helps to remind us this was a unique era – the turning point between men lining up at either side of a field to fight and the efficient, industrialized battles of modern warfare. In 1917, it was still a case of young, inexperienced men being sent into No Man’s Land with just a rifle and bayonet. This vulnerability is in stark contrast to the huge power and weight of the artillery shells.

[tweet_box]Behind 1917’s Incredibly Immersive Sound[/tweet_box]

What about bullet-bys? How were you able to get the most out of these sounds in Dolby Atmos?

OT: Given the continuous-shot approach, we wanted to keep anchored to the lead characters so we found it better to keep things front focused, but there are a few sequences that took advantage of the wider Atmos stage. The biplanes passing over No Man’s Land, and the flares burning over the town were definitely enhanced in Atmos.
 

We had time to try some worldizing too, such as the song that Schofield hears towards the end of the film. We set up a speaker and microphones at various distances in the woods to capture the natural reflections of the vocal bouncing off the trees.

How important was it to the director that the weapons were era appropriate? And did you do any field recordings of weapons, or vehicles?

OT: The production team were incredibly helpful on that front. Sam was keen for everything to be accurate, and we had recording sessions for all the weapons used, along with the British and German biplanes.

We had time to try some worldizing too, such as the song that Schofield hears towards the end of the film. We set up a speaker and microphones at various distances in the woods to capture the natural reflections of the vocal bouncing off the trees. Those recordings worked great in the final mix blended with the original song.

1917 sound design

 

How were you able to use loop group to maximum effect in 1917?

OT: To try to maintain a sense of authenticity, we decided to split the loop group between actors and real soldiers. The actors would provide the artistic flourish, and the soldiers could provide the procedural military realism that we were looking for. We even had some medics record the triage scene at the end of the film — the rhythm and orderly fashion they did this with was perfect.

To try to maintain a sense of authenticity, we decided to split the loop group between actors and real soldiers.

The session was held outside, and recorded with a wide 5.0 mic array. This gave the recordings a great natural acoustic that matches so well into production. The 5.0 crowd tracks added an ‘in amongst the action’ feeling that a normal stereo recording often struggles to achieve.

The Sound of 1917 – Audio Interview:

Soundworks interview: As a large-scale historical film, 1917 creates an intense and realistic soundscape of World War I. In this episode, we talk with the sound team, nominated for Best Sound Editing and Best Sound Mixing, about the challenges and fun experiences that arose from this film. In part 1, we talk with ADR and dialogue supervisor Rachael Tate about blending the unique amount of sound coverage into the film, trying to work with minimum ADR, and making sure that even background chatter is historically realistic. In part 2, production sound mixer Stuart Wilson shares challenges with mic placements, the importance of on-set sound for creating realistic tension, and the trust and communication among the production.

In the months before the session, we researched WW1 culture: the jargon, the military terminologies and procedures, ranks, drills, battles, poems, songs, jokes, press clippings, letters — as much as we could find. We then wrote lines, ideas, key words, situations, and full conversations; these were then referenced in the session so that the performers were free to perform but also draw on these materials, producing accurate and believable recordings.

 

1917 behind the sound

When things are full-on all the time, they lose their impact. How were you able to build in sonic breaks for the audience?

We approached certain sequences with a vignette type quality, choosing unobtrusive sounds for ambiences so the audience would have a chance to recover from a large event whilst still keeping the foreground details focusing on the lead characters.

OT: We approached certain sequences with a vignette type quality, choosing unobtrusive sounds for ambiences so the audience would have a chance to recover from a large event whilst still keeping the foreground details focusing on the lead characters. A good example of this is after the mine collapse, the next few sections have a stripped backed ambience. We’re learning about the relationship between Schofield and Blake, almost oblivious to the deserted environment they are traveling through. Even the hobnail boot Foley is blended with a much mellower alternative. The intensity is taken right down; then we start building up detail and tension again as they approach the farmhouse, ready for the next event to happen.


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Rachael Tate (dialogue and ADR supervisor) kept working on surgically removing the crew feet until the boom mic tracks became useable. Being able to use the boom really helped link the characters to the terrain they were in.

Did you have to do a lot of ADR? What were your challenges in working with the production dialogue in post?

OT: The camera crew feet captured on mic was the main challenge. Stuart Wilson (production sound mixer) did an amazing job given the circumstances, and his lav mics were incredibly well recorded. The only problem was they played on their own so we were missing some of the real world, off-axis variation that boom mics give you. Throughout the process, Rachael Tate (dialogue and ADR supervisor) kept working on surgically removing the crew feet until the boom mic tracks became useable. Being able to use the boom really helped link the characters to the terrain they were in. Other than the occasional line change, there are minimal ADR cues in the film — a remarkable achievement by Stuart and Rachael given the way it was filmed.

1917 film audio

Did Foley play a significant role in 1917? What were some of the most important sounds that Foley covered?

OT: Foley was hugely important to the film. With the camera moving almost always, and the large backgrounds in-shot, the Foley anchors you to the main characters at all times.

Stuart [Wilson] would stay in touch throughout the shoot and would give me a heads up if the production was finishing up at a location. The first work we did on the project was visit the trench that opens the film. Michael Fentum (sound designer) and I spent the day getting wild-track Foley in the mud and clay.

The first work we did on the project was visit the trench that opens the film. Michael Fentum (sound designer) and I spent the day getting wild-track Foley in the mud and clay.

When there’s so much visual detail, as there is in the first trench, it made a massive difference to make sure the focus was always on our two leads as they made their way through. We did the same with the chalk trench at the end of the film.

I really like blending wild-tracks shot on location with Foley shot in a studio. To me, that’s the best of both words — a mix of the weight, natural variations, and reflections you get with wild-tracks combined with the accuracy and nuance that Foley artists Andrea King and Sue Harding achieved with their performances on the Foley stage.

1917 film sound

How was working on 1917 a unique experience for you?

OT: Given the nature of the film, the whole project was different from anything we’d worked on before. It’s always exciting to be given a new challenge, and we’re incredibly grateful to Sam [Mendes] to have been invited to join him on this journey.

A big thanks to Oliver Tarney for the story behind the sound for 1917 – and to Jennifer Walden for the interview!

 

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    Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

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    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
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    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

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    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

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    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

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    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
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    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
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    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHz, Elements Enhanced is your toolkit for elemental sonic storytelling.

  • Ignite your creativity with The Low Frequency Designed bundle from 344 Audio.

    Transform your projects by adding sweeteners and additional depth, to designing natural disasters, explosions, creature sounds, sci-fi drones, vehicle effects, and more. This library empowers sound designers by offering a variety of low-frequency effects that bring richness, depth, and body to any mix, sparking creativity and elevating your projects. Subsonic sounds can be notoriously difficult to record and edit, but our expert audio team has handled all the heavy lifting for you, delivering pristine, ready-to-use files. Beyond film post-production and game sound, this collection is also incredibly useful for music producers and composers seeking to enhance their tracks with powerful low-end elements.

    This sound library contains over 1,500 sounds embedded in UCS metadata. P.S. Don’t forget to turn down your speakers, the audio preview may cause neighbor complaints.


   

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