A Murder At The End Of The World Sound Design Asbjoern Andersen


FX Network's hit streaming series A Murder at the End of the World – now streaming on Hulu – follows amateur sleuth Darby Hart who untangles a murder mystery during a tech retreat at a remote, upscale hotel in Iceland. Here, supervising sound editors Gwendolyn Yates Whittle and Chris Scarabosio – at Skywalker Sound – talk about creating the sound of the show's next-gen/high-end tech, evolving the sound of the environment to fit the story, how they tackled challenging episodes with a small team and short schedule, and more!
Interview by Jennifer Walden, photos courtesy of FX Networks; Chris Scarabosio
Please share:

Popular on A Sound Effect right now - article continues below:

  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
    20 %
    OFF
    Ends 1733266800
  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

    50 %
    OFF
    Ends 1733439599
  • THE COMPLETE JUST SOUND EFFECTS COLLECTION
    Introducing the JSE Everything Bundle, your one-stop-shop for all your audio needs. This bundle includes every JUST SOUND EFFECTS sound library ever created by our team of sound designers and field recordists, giving you access to an extensive collection of high-quality sound effects.

    INCLUDED SOUND LIBRARIES

    80 %
    OFF
  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    90 %
    OFF
    Ends 1733353199
Get more deals in the huge sale

The true crime genre is so popular that it’s popping up in fictional stories, like FX Network’s binge-able series A Murder at the End of the World – now streaming on Hulu. The show follows Darby Hart, a tenacious web sleuth who gets invited to a retreat in Iceland that’s hosted by tech billionaire Andy Ronson. Set in Ronson’s remote luxury hotel in Iceland, the location goes from feeling exclusive yet cozy to feeling like a death trap as retreat attendees begin dying and personal motives for murder start stacking up.

Here, supervising sound editors Gwendolyn Yates Whittle and Chris Scarabosio (also sound designer) – at Skywalker Sound – talk about changing the sound of the environment to fit the story, designing the sound of high-end ‘Ronson’ tech, cleaning up dialogue for the outdoor scenes shot on location, crafting the underwater scene in Ep. 5 and Ep. 6, and more!

https://www.youtube.com/watch?v=AnPl4PuNb5U
A Murder at the End of the World | Official Trailer | FX

How does the sound of this location support the feeling the showrunners wanted to elicit? The feeling of the location changes over the course of the show, so how were you able to support that with sound?

Supervising Sound Editor Chris Scarabosio

Supervising Sound Editor Chris Scarabosio

Chris Scarabosio (CS): The idea was the feel of the hotel changes with the story; as more of the story comes to light, the feeling of the hotel gets more and more hostile.

When we start out in Iceland, it’s meant to be somewhat isolating and yet comforting. Eventually, a storm begins and that is indicative of how things are starting to change – how it’s not so comfortable or inviting anymore – and it actually might be somewhat contentious in this hotel.

We worked hard trying to give the hotel a vibe. The harsh but beautiful elements of Iceland are part of that, but inside the hotel, technology is at odds with nature.

Supervising Sound Editor Gwendolyn Yates Whittle

Supervising Sound Editor Gwendolyn Yates Whittle

Gwendolyn Yates Whittle (GYW): Brit Marling (writer/director) said it nicely at one point when she was giving notes. She said, “The hotel should feel warm, welcoming, super wabi-sabi luxury. And then the feel of it turns to a cold, hostile prison.” That’s the arc of the hotel, which is in some ways like a character in the whole thing.

The quality of the wind and how raging the storm is made a big difference in how the hotel feels.

You start feeling and hearing the cracks – the hotel isn’t all it’s cracked up to be.

CS: When I was creating some of the ambient room tones, I started with the idea of what quiet is and what can make you feel like you’re relaxing or in a meditative state. Then as we get into the hostile prison part of it, the storm begins to grow. This hotel is super high-end. It’s almost hermetically sealed; you are protected from the outside. But as the story goes on, we realize maybe it isn’t hermetically sealed. The harsh reality is how powerful Mother Earth can be and these elements are bigger than some nuts, bolts, caulk, and insulation. You start feeling and hearing the cracks – the hotel isn’t all it’s cracked up to be.

I was working in New York last winter and staying in an apartment building that had a public use 51st floor with a large outdoor patio. The view was spectacular so I’d go up there regularly. One day the wind was really blowing and there was a corner that was creating some excellent howling, whistling wind. I always travel with a portable recording rig (in this case the Sony PCM-50). I did extensive recording which sounded great and worked well for the cold Icelandic landscapes.

 

AMurderEndWorld_sound-02

Scarabosio’s recorder capturing winds in NYC

Can you talk about your approach to the high-tech sounds in the show (e.g., the room key ring and its box opening in Ep. 1, the sounds associated with the AI assistant Ray, the Ronson Vision glasses, the ‘Swarm Robotics’ machines, the climate suit helmets detaching, and so on)? What tech sounds are you most proud of, and how did you create them?

CS: The idea is Andy Ronson is probably one of the most brilliant and wealthy people in the world, and this is a hotel he built to host some of the most spectacular minds, and he would demand that all sounds used in the hotel had to be unique and bespoke.

The concept is that the machinery and software are super high-tech but need to be based in ancient, organic ideals.

…I did a deep dive on the topic and started finding various ancient Japanese instruments.

At one point, Zal Batmanglij (one of the showrunners) mentioned wabi-sabi, so I did a deep dive on the topic and started finding various ancient Japanese instruments. The task became how to use these instruments in a way that I could turn them into different sounds for this super high-end hotel that feels in line with the Ronson aesthetic. I made a ton of stuff that felt like sentient responses – super intelligent but also welcoming. Some of it is based on the “wabi-sabi, ancient way of life” idea. Then I picked the sounds that best represented the concept and put them in front of the showrunners, and then we found the right sounds for each aspect of the hotel.

For the “Swarm Robotics” machines, those graphics weren’t developed when we first started. There was some talk that we would probably play it silent. But then I thought, this is a big moment in the arc of the story, and I should probably prepare something. For their direction (high-end robotics), I think the idea is more tissue and less gear. Even though these machines are not organic mass, the development of these types of robotics tends to go towards fibrous and tissue rather than hard metal gears. The metallic sounds were generated to sound like a rare earth material.

AMurderEndWorld_sound-03

We tried to sell the idea that no matter where you were, Ray could find you in the space.

GYW: For the sounds of Ray, when we first meet him in Ep. 1, he needed to sound like he’s coming from everywhere – from all the speakers in Darby’s apartment. So we had him go through tiny speakers, laptop speakers, and the Bluetooth speakers around her room. We had Ray sound like he was speaking from outside the window when Darby looked down into the parking lot. You couldn’t quite figure out where he was or what he was. He seemed omnipresent. We tried to sell the idea that no matter where you were, Ray could find you in the space. He could meet you in your space. So, there was processing on him depending on where his voice was living.

Chris can talk about that lovely little “Ray Chime.”

CS: The “Ray Chime” goes back to building out a library for the high-tech/Ronson-tech ideal. You start working and finding tidbits. The sounds needed to be somewhat simplistic. It doesn’t seem like overly complex sounds are what people respond to. So we were trying to find the right combination of a one-note or two-note chime. In this case, it’s a two-note combination of a Japanese flute and a synthesizer. I thought a lot about artificial intelligence during the process and how that might be represented by sound. Again, just building out a library and finding what I thought was the best of the bunch, and then collaborating with the showrunners.

 

AMurderEndWorld_sound-04

Any tips on creating a library of simplistic sounds that all feel like they belong to the same suite of technologies (in this case, Ronson-tech)? How do you make them all feel like they belong together, yet all sound different? What are some tips on navigating that?

CS: It’s an aesthetic choice. I started in the high tech somewhat synthetic realm, trying to find synthetic sounds that still had a naturalistic, organic quality. After discussing with the showrunners, I started bringing in the wabi-sabi aspect. It has to be simple and yet still feel like there’s some complexity to it. That was the real challenge. And I made many sounds that were more complex as well.

…you know if one is no good, or if it feels right – it’s a feeling or response to a sound.

As far as tips, as you’re making sounds, you’re just riffing on ideas. Then you listen back and you know if one is no good, or if it feels right – it’s a feeling or response to a sound. You fill your mind full of ideas and then narrow them down based on the conversation with the showrunners. In this case, often I was listening for sounds that felt simple yet complex. I don’t know if that’s a tip; I don’t really have a simple answer for that.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    90 %
    OFF
    Ends 1733353199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $149.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199

HIGHLIGHTS:

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $149.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
    Earth, Ice, Fire, Air, Black, Energy, Liquid, Foliage, White, Cartoon/Anime, and Generic

    SOURCE: (1,110‬ sounds)
    The source folder is packed with useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

    • GLUED (Multiple variations of the same sound glued in one file)

    • SEPARATED (Each variations of sound are separated in different files)

    50 %
    OFF
    Ends 1733439599
  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

    Enter GORE 2, The follow up to our first smash hit GORE sound library. Full of the most insane blood explosions, drips, flesh rips, splatters, blood gurgles, and intense fight and ultra violence sounds. Why did we make it? Because we wanted a HUGE collection of bigger, wetter, juicer, and crazier GORE sounds that could be a forever go to for professional sound designers. We recorded over 5,000 sounds and 300+ files to make this a whopping 20+ GB collection with lots of variations for all your scenes, film, gameplay or project. The GORE 2 library is split up into 3 sections, designed, source, and builds. Design – Bone, blood, melee & slaughter categories. Source – Featuring 192Khz 32 Bit Sanken Co-100k mic recordings, allowing you to pitch up ultra high or ultra low without loosing fidelity. Builds – Halfway between source material and designed, allowing you flexibility to start with some sounds that are slightly designed. GORE 2 is a classic giant collection that will serve you for years and years.

    70 %
    OFF
    Ends 1733353199
Need specific sound effects? Try a search below:


To find the proper source sounds, I listened to many samples and recordings of older-sounding Japanese instruments. Some of them just sound old by their nature. A lot are wind instruments or stringed instruments that aren’t symphonically large. Also, I gravitated toward smaller organic synth patches. It was mostly about choice though, finding sounds that felt naturalistic to the space. And that space – being super high-end tech – would be able to handle clarity and full-frequency sounds rather than it sounding like they’re coming from crappy little speakers.

 

AMurderEndWorld_sound-05

What about the survival suit helmets? When they take the suit helmet off, there are great little mechanical detaching sounds and a little whoosh of air – as though the suits are also hermetically sealed…

CS: It’s the same idea of next-gen tech, with high-end pneumatics and servos, so I looked for sounds that fit that “Ronson tech” aesthetic. This is gear and machinery designed and built specifically for Ronson. Then those sounds were processed in a way that felt almost like life support tech.

For processing, I still use GRM Tools. Even though they’ve been around for a while, you can still get some amazing results. I’m a big fan of Warp, and Freeze. They can make things sound either slightly more techie to fully whacked-out sci-fi to almost bizarro. I love that plugin and still use it a ton.

 

AMurderEndWorld_sound-06

Can you talk about your approach to the underwater scene that ends Ep. 5 and starts Ep. 6? Let’s start with Darby’s vocals. Was that production? Did you stick actress Emma Corrin in a water tank for her ADR?

GYW: We didn’t put her in a tank for ADR but she was clearly in a tank for production. We used that production sound as a base for what she needed to do for ADR. She heard that track and then just performed it like she was drowning. We were very careful to save the more panicky vocal bits for the end, so there’s a place to build to, and at a certain point, she goes a little bit dreamy.

So, no tank for ADR. She just did it. She’s so talented. She did it in two takes.

 

AMurderEndWorld_sound-07

On the effects side, there’s a moment when the glass cover gets smashed and shards float down past Darby in the water. Such a cool little sound! What went into that?

CS: This needed to be a terrifying moment; drowning seems like one of the worst ways to go. At this point, the hotel is getting more and more hostile. The shards were something that the showrunners were very specific about. That had to be a real and terrifying moment.

We had great sound effects editors on the show: Justin Doyle and Samson Neslund. Justin had Ep. 5 and Samson had Ep. 6, and that moment was a combination of their work so there had to be some cohesion. When I listened back to what they’d both done, I didn’t end up doing a whole lot because they did such a phenomenal job of creating the terror, the action, the heart-pounding thriller aspect of it all. We had such a phenomenal crew and that’s one reason why this whole show sounds as great as it does.

 

AMurderEndWorld_sound-08

What episode was the most challenging for sound editorial? Can you talk about your challenges and how you handled them?

CS: There’s close to seven hours of content and that was challenging given the schedule. I think Ep. 4 was the most challenging because that’s when the snowstorm starts up. The snowstorm had to feel indicative of what was to come and give the idea of nature’s power. Then there are snowmobiles, the car is driving then crashes in the snow/ice, and we had to give a real vibe to the desolate rock formations where people are searching and being hunted. There was a lot of challenging material in that episode.

GYW: Also, all the helmet dialogue is in that episode. And the production sound has a lot of wind on it since they’re outside. So, it was a challenge for dialogue, a challenge for effects, and a challenge for foley. Every episode had its particular issues, but that one was wall-to-wall an uphill climb.

We were able to keep about 80% of production thanks to the beautiful use of plugins and noise reduction tools.

For the outdoor scenes, a lot of it was shot in the natural environment and not on a set. We were able to keep about 80% of production thanks to the beautiful use of plugins and noise reduction tools.

One of the biggest problems we had was snow footsteps. They tend to be very loud and crunchy and overpower the dialogue. Also, they were wearing their down coats, which were really slippery and that was very difficult to remove from the dialogue.

We used GOYO, iZotope RX, and searched for alt readings from the production takes.

Most of the ADR was done for breathing; it was keeping Darby, in particular, alive through all those quiet moments where she was thinking. You can tell a lot about a person’s mood and state of mind by how they’re breathing. So she did a lot of that in ADR.

AMurderEndWorld_sound-10

CS: Every episode had its own set of challenges, but Ep. 4 was a beast – just a lot to get through. To the showrunners’ credit, their aesthetic is super sharp. The picture editor, Dylan Tichenor (who I’ve known and worked with over the years), has an excellent ear and is super tuned in to sound. Both Brit and Zal wanted the show to be as cinematic as possible. Ep. 4 was certainly a test to get it done in the amount of time we had.

…they used a lot of transitions from the hotel to Darby’s flashbacks and those are based on her sound memories – a sound that takes her back to a memory.

GYW: The soundtrack deserved to have the full gorgeousness that you’re seeing on screen with the visuals. We all wish we could have done a Fincher-style mix and editorial where we had the time and budget to weave the ambiences in and out. But considering that we didn’t, I think we pulled off an incredibly amazing job to match the visuals and story that they provided for us.

One cool thing was they used a lot of transitions from the hotel to Darby’s flashbacks and those are based on her sound memories – a sound that takes her back to a memory. Those transition moments are all very specifically choreographed by Brit and Zal. It was great working with them. They fully appreciated the power of sound to support what they were trying to tell. That was a true delight.

 

AMurderEndWorld_sound-09

What are you most proud of in terms of your sound work on A Murder at the End of the World?

CS: It’s probably twofold. First is the sheer bulk of sound and the results. I’m proud of the fact that, given the amount of content, we were able to give it such a unique sonic aesthetic that everybody was really happy with.

Second, it was a fun challenge to come up with the sounds for the hotel and the Ronson high-tech bespoke sounds – sounds for a “master of the universe” type – and integrate those and make it feel part of the hotel or the specific tech. I’m very proud of both those things.

GYW: Exactly what Chris said. Making Brit and Zal happy was the best thing. And I’m proud of the work done by our tiny team: our dialogue team of Matt Hartman and Brad Semenoff, effects team of Justin Doyle and Samson Neslund, and our two assistants, Marco Alicea and Ian Chase. We had an incredibly difficult schedule to maintain and to carry off. They changed composers midstream, which was a challenge too. Jason Ryterband, the music editor, was also a key member of our team. We were a very tight, cohesive crew, and we couldn’t have pulled it off any other way. It helped that Zal and Brit really appreciated everything we did too.

 

A big thanks to Chris Scarabosio and Gwendolyn Yates Whittle for giving us a behind-the-scenes look at the sound of A Murder at the End of the World and to Jennifer Walden for the interview!

 

Please share this:


 



 
 
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:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $14.90

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    90 %
    OFF
    Ends 1733353199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
    20 %
    OFF
  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
    70 %
    OFF
    Ends 1733266799
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    30 %
    OFF

   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.