The_Witcher_sound-10 Asbjoern Andersen


Despite the hype around Tiger King, Netflix's The Witcher is still their most-watched show, pulling in viewers from 76 million households in its first month compared to Tiger King's 64 million. Here, we go behind the fantastical sound of The Witcher with sound supervisors Matthew Collinge and Danny Sheehan of Phaze UK.
Interview by Jennifer Walden, photos courtesy of Netflix
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There will always be room for content that includes sword fights, magic, and dragons. Game of Thrones departure left us starving for that fantasy world and Netflix was right there with a platter full of The Witcher for us to feast upon. We’ve traded Cersei for Ciri.

Like GoT, The Witcher stories started off in print. But the latter jumped to interactive content first, establishing itself as a beloved and award-winning game series. Fans of Geralt of Rivia were eager to see him on the small screen in a new way. And that, too, contributed to the series’ immediate success.

With a loyal fanbase already lined up, Netflix needed to deliver the goods in a big way… which they did. Each episode of The Witcher is like a mini-movie, and audiences expect as much thanks to the GoT golden standard.

Supervising sound editor Danny Sheehan attests, “Each episode was as busy as a small action film, really. Matt [Collinge] and I have worked on some big, complicated-sounding action feature films, like Kingsman and X-men, which have the advantage of a budget for a big sound team to deliver. Episode 8’s final set piece was very ambitious for this size show and every department worked hard to achieve as much scale as possible.”

Sheehan and co-supervising sound editor Matthew Collinge at Phaze UK Ltd. talk about their team’s approach to designing the sounds of magic, monsters, and melee, recording location Foley, and cleaning up challenging production dialogue.



THE WITCHER | MAIN TRAILER | NETFLIX


THE WITCHER | MAIN TRAILER | NETFLIX
 

Your first sound editing credit was Lock, Stock, and Two Smoking Barrels?! What a way to start off a film sound career!!

Matthew Collinge (MC): It was a stroke of luck; in the summer of ’97 Matthew Vaughn and Guy Ritchie brought the film to Magmasters — the studio Danny (Sheehan) and I were working at. I’m pretty sure they didn’t have any distribution at the time, so it really was a case of them trying to get the film finished. I got thrown on it with Danny when we were both pretty naive. I’d only done sound design on commercials and I kind of took that to my approach on the film in terms of breaking down the scenes. The style of the film definitely helped that.

 

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Let’s look at The Witcher. Before it was a TV series, it was a game series. Did the sound of the games influence your direction for the TV series?

MC: We did some research on the game and it was in our minds, but series creator Lauren Schmidt was quite clear that she wanted us to forge our own path with the sound of the project.

 

What was your biggest challenge for dialogue on The Witcher?

Danny Sheehan (DS): The biggest challenge for me and the dialogue team, Matt Davies and Oskar Von Unge was the sound being recorded on set. The dialogue was recorded really well with nice microphones, placement of radio mics, etc., but the sets themselves were extremely noisy. A lot of the series was filmed in Budapest and for some scenes the set ups were very complicated.

After hearing some of the early rushes I set up some conversations with the Netflix post team, production manager, and VFX departments to try and give them as much feedback to improve the excessive noise floor coming from lighting, gas from fires, noise movement on very populated sets with extras, and so on to try and minimize what we were potentially going to have to ADR later in post.

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They worked extremely hard throughout the series to resolve these issues but because a lot of the actors’ performances were very low level/intimate as a style it still left us with some huge challenges, our biggest being Henry Cavill (as Geralt).

Henry spent a lot of time perfecting the voice of Geralt and they wanted to retain that. Everyone loved his performance on-set so they wanted to keep it and not re-create or change it in ADR.

But, because he was speaking so softly, all of the problems I just mentioned including traffic and so on were heightened. Having to push the levels so much around his dialogue brought all of the noise to the foreground. So our biggest challenge was to find ways to suppress all that noise, clean it out, so that we could use as much of those original production tracks as possible for Geralt.

Throughout the series as a whole, we had to create a super clean dialogue track that could sit in with the atmospheres from the effects team to give The Continent its unique sound.

 

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Because these sets were so noisy, did you find yourself gravitating toward the lav mics more?

DS: It was a combination of the lav and boom.

A few years back, it was always problematic to use both microphones at the same time because if they are not correctly aligned then there would be phasing issues. So you would try and use one or the other. Typical problems would be booms sounding slightly too wide on their own or radio mics feeling a bit stark/unnatural sounding on their own.

We had tediously been using an older version of this plug-in called Auto-Align Post (from Sound Radix) but it has upgraded itself recently and now its Phase alignment process is quick and very accurate. So this allowed us to clean the boom mics up and sit the radio mics into these throughout the mix, giving us complete control over everything.

For noise restoration, our go-to is the latest iZotope RX plug-in. It’s very popular in the post sound industry and, in my opinion, it does the best heavy lifting and has some very impressive tools.

Once we have done a first pass with iZotope we would then run a combination of Cedar DNS and FabFilter Pro-MB for multi-band work on the level of wider-band background noises. These run virtually in our Pro Tools session so we have control of how much or little background we use throughout the mix when the audio elements from the sound effects team and music team arrive on the mix stage.

So working the dialogue into the mix was a combination of all these things and editing. Years ago, we’d have had to resort to ADR more often but with the tools we have now — used in the correct way — we can really achieve quite a lot.

 

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Aesthetically, what was your approach to the magic sounds in The Witcher, like the conjuring, the portals and even the voice that Ciri (Freya Allan) hears? Can you share a few of your favorite magic-based sounds, and explain what went into creating them?
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MC: For a lot of the magic elements, we didn’t want to be too synthy/electronic. The portals obviously transported the characters to different locations — as in Episode 4 “Banquets, Bastards and Burials” where Yennefer (Anya Chalotra) and Queen Kalis (Isobel Laidler) jump through several portals to escape an assassin. The idea was to use the natural sounds of the locations they were going to and twist them.

DS: The voice that Ciri hears is a mixture of voice artist performances and sound design. After spotting the episodes we were given free rein to come up with some ideas and for the vocal elements this gave us the opportunity to collaborate more closely between the dialogue and effects teams. We discussed what we thought the sound should be and created a few ideas. We would play these for Lauren and the team and get feedback, bouncing ideas around until we created a sound that everyone liked.

Behind the sound of the Witcher 3: Wild Hunt game:

Many of us first heard about the world of The Witcher via CD PROJEKT RED’s popular game series of the same name. Get the story behind the sound for the game series in the video below, and don’t miss our massively in-depth interview on the sound for the Grand, Wild World of The Witcher 3 here



The Witcher 3: Wild Hunt || Creating the sound


Go behind the sound of The Witcher 3: Wild Hunt above – and read our in-depth interview on the game’s sound here


What were some of the processing tools you used for the sound design?

MC: It depended on the editor. We had some very talented sound designers on this: Rob Prynne, Martin Cantwell and Rob Turner. They have their favorite tools.

Rob Prynne uses the Kyma from Symbolic Sound a lot. It’s a standalone processing unit that has a really unique sound to it. He’ll often use a custom patch based on the “CrossFilter” module within Kyma (that was created by Pete Johnston). It’s like a convolution reverb but with random changes to the length and pitch of the impulse response computed in real-time. It gives a really interesting movement to the sound.
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Martin Cantwell likes to use Reaktor by Native Instruments. There are some similarities with the Kyma in the way you use modules to build a sound or treatment. There are also a lot of 3rd party instruments that people have written for it. One he used for Geralt’s sword is “Whoosh” by Tonsturm. He took these nice metal rings from a heavy girder and some recordings of an I-beam being hit by a hammer and then twisted them with Whoosh. So Geralt’s sword ended up with a metallic movement that made it stand apart in the mix.

Rob Turner mostly used Eventide plug-ins for vocal processing on this project. For the Djinn voice in Episode 5, he used a combination of UltraTap for reversed delays and H910 for pitch processing.

For granular effects, he used Max for Live in Ableton and Reaktor patches. It was pretty new at the time but he also experimented with Soundminer’s Radium sampler. It’s a quick way for layering up design elements into something bigger or more complex, while being able to play it through the Soundminer plug-in rack.

 


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At the end of Episode 3 into the opening of Episode 4, Ciri hears mysterious voices that lead her into the forest. Can you tell me about the design of that scene?

DS: The voices calling to Ciri are an Elder language that was pieced together and created by David Peterson for The Witcher series. Lauren would write lines that she wanted and then David would create phonetic scripts and MP3 clips of him performing the lines.

Matt Davies (dialogue/ADR editor) then recorded these in ADR sessions with voice artists in varied performed whispered and straight tones. These were then multi-layered and edited with a rhythm to give a gradual rise to the clarity of hearing “Ciri” by the end within the call.

Once Matt had edited these, they were handed over to Rob Prynne who added some more design using delays, Zynaptiq Wormhole, and the Kyma Crossfilter to make them even more effective.

 

The_Witcher_sound-12

How did you create the sounds of the Striga? What went into her sound, and into her fight with Geralt?

MC: We had started off with monkey, seal and elephant sounds manipulated with The Cargo Cult’s Envy, but Lauren wanted the Striga to have a vulnerability to her so we felt we needed to get some human performance to the sound.

Lauren wanted the Striga to have a vulnerability to her so we felt we needed to get some human performance to the sound.

Becky Wright was the voice artist we settled on. We did a couple of sessions with her performing to picture. She really put so much into it and the performance was the bedrock of that sound.

We added back in some of the animal sounds at points to embellish it, then fed in some Black Op Distortion (an Avid plug-in based on a guitar distortion pedal) to give her a bit more of an edge.

 

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What went into the sound of Yennefer’s physical transformation?

DS: That was a cool sequence. The design in this scene was fairly simple and the energy and emotion came from underplayed music and a big part from Anya Chalotra’s on-set performance. The intensity of her screaming was all live from her original production recordings. On past projects, I found a lot of actors find it hard to give that much voice in their performance but she was really going for it. She made it so believable, like she was really in pain.

 

What went into the sound of the Djinn fight involving Geralt and Yennefer?

MC: That was Rob Turner. He used a lot of wind sounds with varying levels of distortion. He also used his own voice for a vocal performance, which he recorded using an AKG C414 processed with his Eventide plug-ins.

The challenge was to get as much movement as he could with those sounds, to keep them interesting and dynamic. It’s a long sequence so the challenge was to make the build measured but still exciting.

 

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Let’s look at some of the creatures in this series. There were some interesting ones, like that bug creature in Episode 4 that looked like a praying mantis and a spider mixed…

MC: The Roach Hound! That was one of our favorite ones!!

It was a tough sound to nail and Rob Prynne agonized over it. He used some pig screams along with some distorted exotic bird recordings. We also incorporated some vocals from Kevin Howarth — a great voice artist. Then there was an FM synth in Reaktor called Lifeforms that produced the clicks and lends the sound that creepy insect feel. Rob also used Envy (from The Cargo Cult) to add extra weight and detail to the Foley feet and he used a Kyma patch by Christian Vogel for formant shifting to add some more expressiveness.

 

How did you handle the sound of the Dragon?

MC: Lauren didn’t want the Dragon to sound too threatening or aggressive so we tried to be restrained with the sound. We used crocodile snorts interspersed with the voice actor’s lines.

DS: The Dragon speaks telepathically and needed a signature sound to portray this communication; it had to sound different from the other telepathic treatment on other episodes.

Lauren wanted the character Borch’s human element of the Dragon to be prominent. Matt Davies had the actor record numerous versions of the same lines, all performed slightly differently: some natural, one that was gravelly, one that was monstery, some at varied levels of a whisper and so on, which he multi-layered.

The Dragon speaks telepathically and needed a signature sound to portray this communication

In the sound mix, we used the Atmos surround field to spread the voices into all the speakers to position it all around and make it immersive. They play at different levels along with the natural animal breaths and snorts, working with a fine balance to keep intelligibility so you’re still able to understand the content but having it very effective too. It took quite a lot of time in the mix to find the right balance and we found ourselves increasing the amount of treatment on the voice on one play through and then pulling it back for the next. It was a tough balance but everyone was happy with what we ended up with.

 

[tweet_box]Behind The Witcher’s Wild Sound[/tweet_box]

What were some of your favorite tools for vocal processing? And can you share some examples of how you used them?

MC: For the voice treatments, rather than treat the source material we tended to do a treatment on a re-record of the lines — in sync but whispered or with a slightly different delivery. Rob Prynne would use the Kyma quite a lot for those treatments as well as Zynaptiq and Valhalla plug-ins and the Soundtoys delay. Sometimes we’d formant shift things first; RX was really good for that. Rob Turner mostly used Eventide plug-ins.

But the real key was getting good source material in the first place, getting technically good, interesting recordings and then doing the treatment.

But the real key was getting good source material in the first place, getting technically good, interesting recordings and then doing the treatment. We did a lot of recording with the Sanken CO-100k to get high resolution recordings which held up well through all the processing.

For the Roach Hound and Striga we had separate vocal recording sessions with Kevin Howarth and Becky Wright, respectively. The rest of the vocal work was done in regular loop group sessions with dialogue editors Matt Davies and Oskar Von Unge. They’d have each actor come to the mic and do their version; this gave us options and was good for developing ideas in the session.

 

How about the skeleton zombies that Geralt fights in the beginning of Episode 8? What went into creating sound for that scene?

MC: That was done by Martin Cantwell. He distorted the crowd recordings and added lots of gore and bone cracks!

 

What went into the tripping sequence in Episode 7, when they’re mixing herbs? How did you handle that sonically?

MC: That was Rob Prynne on the Kyma. It’s the Crossfilter module that generates movement and keeps it interesting. It’s a case of generating a lot of material and then editing it to match what you see on the screen.
 

Mix-wise, how were you able to have some fun with the tripping scene?

MC: It’s really the design work that makes the mix work — the movement is in the sound so it was really just the spatial placement/movement in the Atmos format that we had to decide on.

 

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In terms of sound, what were some of the challenges in creating the battle in Episode 8 between Yennefer, the mages, and the invading Nilfgaardian army?

MC: It was a really interesting episode for sound. Time was probably our biggest challenge; it’s pretty relentless sound-design wise. With it being the last episode, we had our sound “palette” firmly established, which probably saved us!

 

There was a lot of physical action as well as magic happening too. It played in both of those arenas very nicely…

MC: That’s true, which actually helped us dynamically. It wasn’t like there were transient sounds all the time. The magic sounds were much softer compared to the sharp sounds of the fight. The episode structure definitely helped us in that respect.

 

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You mentioned that you wanted to get away from a studio Foley sound. How did you handle the Foley on this show?

DS: For this project, we recorded all the Foley with Glen Gathard and his team who deliver a very detailed and great sounding track.

On quite a few projects over recent years, we would take a Foley artist and record them performing the feet to picture in locations that match the film to achieve as much authenticity and natural reverb color as possible and use that alongside the studio Foley recordings.

However on this project, time and budget were a little tighter than what we would get for a feature film and so we decided that during the editorial stage we would add our own layer of location feet from previously recorded tracks we had cataloged from our Phaze effects library. This edited location Foley would play alongside the performed studio Foley recordings to give us the choices in the mix to play environments as accurately as possible.

This edited location Foley would play alongside the performed studio Foley recordings to give us the choices in the mix to play environments as accurately as possible.

An example of where this worked really well is at the start of Episode 3. We fade from black and the camera follows the Witcher through this rickety old Barn and all you hear is his anxious breathing, his footsteps, and a subtle hint of the metal chain holding up hanging pig carcasses. The sounds were all exposed and needed to play very real to add to the tension, to make the audience feel as though they were walking through the scene and feeling on edge. The Foley studio track on its own would give us the detail of the Witcher’s weight and correct performance, and the location feet added a real scale and depth to the wooden floorboards — including genuine realistic-sounding floorboard creaks and that used, dusty floor element that is always hard to recreate in the studio.

 

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What was the most challenging episode for sound and what went into it?

MC: I’d probably say Episode 8 because of the time we had and the sheer scale of the sound we needed in there.

The Roach Hound was tough, too. It took a few tries to get to a place where we were happy.

Each episode had its own specific challenge which was really rewarding and made the series really interesting to work on.

 

Did you have a favorite scene for sound from the series?

MC: The main Roach Hound sequence in Ep 4, the Djinn sounds in Ep 5, and the fight design in Ep 1 is right up there too.

 

In terms of sound, what are you most proud of on The Witcher?

MC: I think if we’ve been able to keep each episode interesting, and give each one of the featured creatures a unique sound that added character and menace, I’d be happy!

DS: The Witcher was really involved in terms of a sound job. Each episode was as busy as a small action film really. Matt and I have worked on some big, complicated-sounding action feature films, like Kingsman and X-men, which have the advantage of a budget for a big sound team to deliver. Episode 8’s final set piece was very ambitious for this size show and every department worked hard to achieve as much scale as possible. This final episode had lots of the different sound design elements that had grown throughout the series: Portals, Magic, Telepathic design, Epic Battle sounds, etc. all coming together during one huge finale in the series. Re-recording mixers Paul Cotterall and Paul Carter really had their work cut out. It was a very difficult balance getting all the sound design and dialogue working around the already dense score from Sonya Belousova and Giona Ostinelli. This section of the series was a huge challenge to accomplish within the constraints of the time and size of crew. I was very proud of how the Phaze team came together to deliver a great sounding track and every individual went over and above to deliver and I think this shows in the end result.

A big thanks to Danny Sheehan and Matthew Collinge for giving us a behind-the-scenes look at the sound of The Witcher and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Khron Studio - Spells Variations Vol 4

    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

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

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  • Uncategorized Overkill – Gore And Splatter Play Track 3390 sounds included, 160 mins total $149

    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    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.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

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

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    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.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    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.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bundles World Ambiences Play Track 567 sounds included $199

    344 Sound Effects proudly presents World Ambiences, a masterfully crafted collection capturing the sonic essence of some of the world’s most iconic destinations.

    This bundle invites you to explore curated ambiences from around the world, captured by our dedicated in-house team. After countless hours of fieldwork, World Ambiences delivers rich, detailed recordings from the USA, Brazil, India, Macao, Hong Kong, Japan, Spain, the Netherlands, Iceland, Greece, Bulgaria, Romania, and Serbia.

    Experience the vibrancy of American life, from bustling markets in Orlando and serene forests in Connecticut to the urban-rural blend of Washington and Oregon, including rainforest wildlife, farm rides, ocean scenes, and Portland’s city buzz. Not to mention the iconic pulse of Chicago, subway rides, and classic American traffic.

    Hear the natural chorus of Brazilian cicadas, then cross to East Asia for markets, public spaces, and coastal cityscapes from Japan, Hong Kong, and China. Head further west to India, where the lively soundscape includes highways, temples, busy streets, train stations, and atmospheric public spaces.

    In Europe, soak up the energy of Madrid’s Casa de Campo and Atlético fans, or discover the charm of Amsterdam’s city center. For a quieter touch, the lush Irish countryside awaits. Eastern Europe offers a rich mix of city life, traffic, wetlands, and hotel ambiences from Bulgaria, Romania, and Serbia. And finally, experience the coastal beauty of Crete and Iceland’s waterfalls, town centers, beaches, and geothermal eruptions.

    Carefully crafted over time, these sounds have supported top-tier professionals on projects for Netflix, Warner Bros, Activision, Infinity Ward, the BBC, and more.

    With 43GB+ of content and 567 professionally recorded ambiences in 24-bit, 48kHz, and 96kHz, World Ambiences gives creators the tools to build authentic, immersive global soundscapes.

  • Environments & Ambiences Sub-Antarctic Winds Play Track 108 sounds included, 319 mins total $150

    A powerful collection of 108 extreme wind ambiences, recorded on a remote sub-Antarctic research station in the Southern Ocean by Andy Leeder.

    Ranging from 50 to 150km per hour gusts, Sub-Antarctic Winds delivers raw recordings of both interior and exterior storms — including howling winds with open doors, turbulent gusts outside, and reverberant building-shaking hollows.

    Captured over a full 12 months, you’ll hear the strongest southern ocean winds and storms of the year. From locations across the island, inside a vast array of research station structures, and outside in the elements among the cold, sands and tussocks.

    These wind ambiences will be perfect for setting the scene in wild weather films, games and other projects. They impose a powerful environment and lend authenticity to any extreme moment you create, indoors or outdoors, or even otherworldly winds with recordings from unique research station locations.

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  • Hello Creators!

    Here’s my new pack: “Fantasy Combat Sounds – Volume 02“



    Fantasy Combat Sounds (volume 02)  ·  The Sound Guild


    The approach for this pack was to create some special weapon & combat sounds suitable for RPG/Fantasy video games (although this sounds can be used in different audiovisual creations)

    In this pack there are: 

    – Slashes, magic swords, different special attacks…
    – Impacts, hits, magic impacts, etc…
    – Arch sounds

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

    Check all my packs on Asoundeffect

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  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    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!


   

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