Avengers Endgame sound Asbjoern Andersen


Avengers: Endgame soars at the box office and has taken in an astonishing $2.2 billion in less than two weeks - making it the 2nd highest-grossing movie in history worldwide (!).

Supervising sound editor Shannon Mills has worked on a number of Marvel movies, and in this exclusive A Sound Effect interview, he gives you the in-depth story about that Avengers: Endgame sound - including the audio team's tactics for creating sounds that match the scale of what’s on-screen, how they kept the epic battles from becoming a chaotic mess, working with (and recreating) unique superhero signature sounds & much more:


Written by Jennifer Walden, images courtesy of The Walt Disney Company. Please note: Contains spoilers
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Marvel Studios' Avengers: Endgame - Official Trailer


Marvel/Disney’s Avengers: Endgame — in theaters now — gave me all kinds of new movie-going experiences. First, at 9:30am on a Friday morning, the theater was packed. I’ve never seen this happen before, not even for Star Wars releases. Usually, when I go see a film in the morning, I have the whole theater to myself. For Endgame, I was lucky I found a seat!

Second, the entire audience very vocally expressed their emotional reaction to the film. People were sobbing, cheering and whistling, clapping, and laughing — sometimes crying and laughing at the same time. It was a wonder. Even I cheered when Captain Marvel showed up on the battlefield. (She’s awesome! Did you read about the Skywalker team’s work on her film, Captain Marvel?)

The entire audience very vocally expressed their emotional reaction to the film. People were sobbing, cheering and whistling, clapping, and laughing — sometimes crying and laughing at the same time.

Third, and most shocking of all, absolutely everyone stayed until the very end of the credits. Perhaps they were hoping for some post-credits extra scene (as Marvel films tend to have), but there wasn’t any. Doesn’t matter, though. I was so happy that a general audience watched the long list of names and saw just how many people it took to create Avengers: Endgame.

On that list was supervising sound editor Shannon Mills at Skywalker Sound. As you know, Mills has worked on many of the Marvel films, including Avengers: Infinity War. He really is a walking Marvel-film encyclopedia! For Endgame, that was important. The final battle was a who’s who of superheroes, each one with his/her own unique sonic signatures that Mills and his team needed to faithfully reproduce. Plus, there were the time travel sequences that went back to previous films. Here, Mills talks about tracking down all those sounds, and then creating new material to expand the story. He also talks about their tactics for creating sounds that match the scale of what’s on-screen and how they kept the epic battle from becoming a chaotic mess.

**SPOILERS AHEAD**
18 sound designers sit and stand in front of the theater screen showing the Avengers: Endgame title
In preparing for Avengers: Endgame, did you go back to the previous Marvel films and re-organize/search for sonic elements you knew would be showing up in this one — like, the Infinity Stones activating in the gauntlet, or character specific sounds like Captain Marvel’s energy, or Black Panther’s suit, or Ant-Man’s quantum realm machine, and so on?

Shannon Mills (SM): There was a lot of that. Since I’ve been doing a lot of the Marvel films, I’ve been keeping a log and a live version of all 22 films because you never know when someone is going to show up in a Marvel film that you are working on. So I have all of the films live and available. At this point, I’m a walking encyclopedia of sounds in the Marvel universe.

I’ve been keeping a log and a live version of all 22 films because you never know when someone is going to show up in a Marvel film that you are working on

When we first started on the film, it was obvious that we were going to have to go back to a lot of the films because in certain places there are direct lifts from previous films and in other places there are just references to characters that we are familiar with, who need to sound the same.

We try to carry that through all the films — whether it be their origin film or a film that they show up in with someone else.

We started by researching and listening to the previous films and moving those elements into this film to try to stay true to the originals.
[tweet_box]How the incredible sound of ‘Avengers: Endgame’ was made:[/tweet_box]

 
I can’t even imagine the amount of work that is…
SM: It was a lot of work for sure! I have an excellent team and we had done a lot of the sounds together. We had Samson Neslund, Nia Hansen, Josh Gold, and Steve Orlando on the sound effects side. They were instrumental in helping to find those moments that we needed.

We also had a lot of assistance from our picture team — editors Jeff Ford and Matt Schmidt. They’re also very familiar with the films so if I ever had any questions or wasn’t sure I could always talk to them.

But, most of the sounds or scenes I recognize because I had worked on them in the past and have seen the other films that friends have worked on.
The Avengers Endgame Gauntlet
What were some unique challenges you had in terms of sound on Endgame?

SM: There are lots of unique challenges on a film like this, with such size and scope and so many characters. All of these characters have special abilities. Managing that in itself is pretty unique for a film. You don’t normally have a film that has 21 other movies attached to it. That’s pretty amazing.

The time travel was a big focus for us in this particular one. It comes from previous films like Ant-Man, the first one, which is where they started experimenting with the quantum realm. Our sound designer David Farmer worked on that, and so he carried those sounds forward into Ant-Man and the Wasp, where the quantum realm became more of a focus. Then it came forward to our film, and now they’re learning to control it. We had some of that vintage Ant-Man quantum realm sound at the beginning, when Ant-Man (Paul Rudd), Hulk (Mark Ruffalo), Natasha (Scarlett Johansson), and Captain America (Chris Evans) start to experiment with time travel.

Shannon Mills as Iron Man

Re-recording mixer Juan Peralta dons an Iron Man helmet to get a particular scene just right

Then, when Tony Stark (Robert Downey Jr.) gets involved, we started to move the sound into a high-tech arena that was more Tony’s style — slick and cutting edge. We tried to blend those two but then move it up to the digital world.  It becomes more high-tech and on a larger scale.

Tony also creates those time travel space-GPS watches. Every time they time travel, the watch makes a specific set of beeps that sound designer Nia Hansen came up with. And those are now my ringtone.
 
Let’s start with that first time travel experiment. Ant-Man is popping in and out of time but it’s not perfect. He comes back as a baby and as an old man. How did you make that sound for Ant-Man popping in and out of the quantum realm?

SM: One thing we’ve always done with Ant-Man is give his technology a vintage sound because it comes from older days. And for Hulk — as he admits in the film — time travel is not his expertise. So he’s fumbling with the technology, and they’re doing time travel out of the back of a van. It’s new and experimental, so we tried to keep the sound vintage until Tony got involved.


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The Avengers split up into teams and go back in time to different moments to collect the Infinity Stones. Revisiting these past places, how close did you have to stay to the sound of past films? For example, Peter Quill shows up on Morag to get the Power Stone. We see him dancing and singing and kicking those little creatures like he did in Guardians of the Galaxy. But then we see him from James Rhodes and Nebula’s point of view. So it’s familiar territory but with a new twist. How did you approach the sound for that scene?

SM: We tried to stay as true as possible to the original films initially, when we first show up in that time. We wanted to keep it the same for the fans, but also, we wanted to really get back to that time and place. Then we had to figure out a way to blend out of that scene and continue with the story that wasn’t in the original films.

That moment with Nebula (Karen Gillan) and Rhodes (Don Cheadle) and Quill (Chris Pratt) singing is one of my favorite scenes. It’s so funny. That scene was all about the comedy. Initially, we start with the Guardians scene, and then it’s all about when the music cuts out. It gets dead awkwardly quiet, just to make it that much more ridiculous with him singing and kicking things. So that scene in particular was about the comedy, about knowing when to be quiet and let the joke play.

On the stage at Skywalker Sound

On the stage at Skywalker Sound

Looking at the epic battle near the end, there is so much happening when Thanos’s (Josh Brolin) army shows up. I know you can’t hit everything you see with sound (it would be a mess!). What was your process of elimination? How did you choose what elements to hit with sound?

SM:  There were lots of fun opportunities for sound but that battle was so huge that our main focus was to try to help the viewer track the story. We tried to pare back everything as much as we could while still supporting the action, just to help the audience follow who is carrying the gauntlet. That was the over-arching story. We tried to keep people’s attention on that as much as we could.

We also had to leave some real estate for composer Alan Silvestri’s music, which helped to play the emotion and heroism of the scene.

It was an overwhelming moment to pick and choose where to focus.
Rocket walks into a building on a rocky shore
You also have to keep the backgrounds going. There has to be something back there to convey the scale of this battle…

SM: Exactly. Luckily, there were scenes in there that we could take breaks, just to give the audience a break too. For example, when Peter Parker (Tom Holland) first sees Tony Stark, they have a nice little conversation. We took that opportunity to get really quiet — of course while supporting the background battle, but that was a nice little breather where we could bring it down and get quiet for a moment before we started back in with the full-scale battle going on.

Their talk gave us an opportunity to reset the ears before we go back into the battle. We didn’t want to continuously pound people with sound

Same thing with Quill and Gamora (Zoe Saldana), their talk gave us an opportunity to reset the ears before we go back into the battle. We didn’t want to continuously pound people with sound.

Audio interview on the sound for Avengers: Endgame:

Check out this Tonebenders interview with Shannon Mills on the sound for the film:

 

How did you make the sound feel large enough to fit what is happening on-screen? For instance, Captain Marvel (Brie Larson) wrecks Thanos’s ship and it falls out of the sky. That’s massive! What are some of your tactics for helping the sounds to feel huge without completely blowing every speaker in the theater?

SM:  A lot of credit goes to re-recording mixer Juan Peralta. He’s really great at getting scale and size to match what’s on-screen. There are a variety of tricks that he uses, but one of the tricks that we do a lot is right before there’s supposed to be something huge happening, we try to get quiet. That way the next moment feels so much bigger than what you just heard. Working with Juan, working with the subwoofer, and also trying to get quiet before a big event gets us a lot of mileage.



Avengers: Endgame Behind the Scenes and B-Roll | Chris Evans 2019


A collection of official Avengers: Endgame behind-the-scenes video featurettes

That must’ve been so difficult for the Captain Marvel moment because you get a wide view of the battle right before she comes in…

SM: Right before she comes in, Thanos is “raining down fire” as he calls it. There are thousands of missiles shooting down on our heroes. It looks like it’s going to be the end of them. Then, everything stops. It’s totally quiet. Rocket (voiced by Bradley Cooper) looks up and sees Captain Marvel come in, and then, boom, she takes out the ship.

Avengers: Endgame Supervising sound editor Shannon Mills

Supervising sound editor Shannon Mills

There were so many explosions from Thanos’s missiles! Where did you get the elements for your explosion sounds? Did you get to go out and blow stuff up and record it?

SM: We do have quite an extensive array of explosions but we always try to record more when we can; it’s just hard to get permission to blow stuff up.

Often times, we’ll try to keep an eye out for when people are already planning to blow stuff up and then will send a team out to record it.
 

Did you have a favorite scene for sound design? What went into it?

SM: One of my favorite moments of sound design was when future Nebula comes into the same time as past Nebula. Their circuits interact with each other and get into a feedback loop. That reveals to past Thanos that the Avengers are using time travel to defeat his plan.

When the two Nebula’s get into a feedback loop, there are some interesting sounds that happen and that was one of my favorite things that Nia Hansen and I worked on a lot very early-on. We experimented with feedback loops and different chains of processing that resulted in sounds you typically don’t want to hear — it would be an accident or generate a sound that you are normally trying to prevent. But in this case, that’s what we were looking for. We were trying to create that feeling that these two were interacting in a wrong way.

Some of the plug-ins we used for processing were Crystallizer by Soundtoys and we used Waves MetaFlanger and the Eventide’s H3000 Factory plug-in. We chained those three together and created different feedback loops.

What is something surprising you’d want other sound pros to know about your work on Avengers: Endgame?

SM: I think it’s surprising how much influence our early sound design had on this film. On this film and a lot of films that we do with editors Jeff Ford and Matt Schmidt, we start the process very early with sound design. As soon as they have picture and pre-viz, they are sending stuff to us and concepts to us to try to get us to start thinking about and creating things for the film. So much of the early sound design we did for this film had an influence on the VFX. They got so used to the sound and liked the sound so much that things started to get designed around the sound (as opposed to the other way, which is the way things usually happen).
 

A big thanks to Shannon Mills for giving us a look at the powerful sound of Avengers: Endgame – and to Jennifer Walden for the interview!

 

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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.
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    Go (game audio) retro with all the classic 8-bit Arcade Game sound effects! Retro Game is here to offer you the ultimate sonic stockpile to turn your old school 80’s vintage production or idea to life! Over 500 game ready audio assets, over 30 minutes of pure 8-Bit epic-ness!

    20 %
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Explore the full, unique collection here

Latest sound effects libraries:
 
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  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is only available in UCS.

  • Hello Creators!

    Here’s my new pack: “Minimalistic Clicks SFX (UI)“

    Minimalistic Clicks SFX (UI)  ·  The Sound Guild

    100 Clicks!
    I wanted to create a sound pack of “clicks” but this kind of clicks that sound more minimalistic, more subtle :)
    They can be used in different styles of video games or other media projects.
    I hope you enjoy implementing this sounds in your project!

    Related Packs (created by me)

    Coins Sounds
    General UI Sounds

    Making-Off
    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • City Life Sound Effects City Exterior Ambiences Play Track 80 sounds included, 250 mins total $89

    City Exterior Ambiences offers 80 urban recordings, featuring over 4 hours of authentic city soundscapes, ideal for film, TV, games, and podcasts.

  • Aquatic Depths Sound Library plunges you into the mysterious world beneath the surface, offering 27 immersive underwater recordings captured with pristine clarity. From bubbling streams and shifting currents to the subtle rumble of deep aquatic pressure, this collection provides a versatile palette of submerged textures perfect for sound design, film, games, and ambient music production.

    • 27 high-quality sounds
    • 96 kHz / 24-bit WAV for maximum detail and flexibility
    • Total duration: 2 hours 59 minutes

    Whether you’re crafting an underwater scene, designing atmospheric layers, or searching for unique organic textures, Aquatic Depths delivers authentic aquatic soundscapes with professional precision.


 

 

Bonus: Even more superhero sound specials:

Want even more superhero sound stories?
Travel down memory lane these selected videos and interviews from the Soundworks Collection:

The Sound of Doctor Strange:


The Sound of The Avengers:



SoundWorks Collection: The Sound of The Avengers



The Sound of The Avengers: Age of Ultron:



SoundWorks Collection: The Sound of the Avengers: Age of Ultron



The Sound of Marvel’s Ant-Man:





The Sound of Iron Man:



SoundWorks Collection: The Sound of Iron Man



The Sound and Music of The Dark Knight Rises:



SoundWorks Collection - The Sound and Music of The Dark Knight Rises



Batman v Superman: Dawn of Justice – Behind the Picture and Sound:



Batman v Superman: Dawn of Justice - Behind the Picture and Sound



The Sound of Spider-Man: Homecoming:



 

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