Featured Sound Creator Pole Position Production Asbjoern Andersen


Max Lachmann from Pole Position Production has previously shared several interesting stories on how to capture excellent vehicle sounds here on the blog – both when it comes to recording and implementation.

But what’s the story behind the Pole Position company, and just how did they end up creating one of the world’s absolute top vehicle sound collections? I decided to have a talk with Max to find out:

 



Pole Position Production Music & SFX Trailer 2016


Hi Max, what’s the story behind Pole? What made you start Pole in the first place – and who’s the team behind it?

Pole was originally started in 2000 as a music production company by me and Bernard Löhr, and eventually Mats Lundgren. Bernard is a legendary mixing engineer, who has been working with both Swedish and and international artists, and also manages ex-ABBA Benny Anderssons Mono Music Studio in Stockholm. Besides having the best ears, he is also a car lunatic and race driver, and this is actually how I got to know him in the first place, before I started out as a trainee at the Polar Studios with Bernard being my mentor. Mats joined Pole a few years later. He was a pop star back in the days, and we teamed up as song writers and producers. Without any real success I must admit. But Mats is one of the most musical persons I know, he plays pretty much any instrument, and has done scores for games such as Mad Max and Just Cause 2. Not many people are familiar with that Pole do music too, since what we made a name for ourselves in the business is our vehicle recordings.
 

One of your core specialties is vehicle recordings – how did that come about?

We had a strong interest in motorsports and racing within Pole (hence the name). I literally grew up at race tracks following my dad around Europe, and Bernard was, and is, an active race driver who used to compete in the Swedish GT series with his Porsche GT3RS.

I literally grew up at race tracks following my dad around Europe

One of his competitors on the race track at that time was a Swedish developer of racing games, and he asked us if we were interested in doing sounds for his game. And that is how it all started.
 

What’s been some of the wildest recording experiences you’ve had so far?

There’s been so many, and each with it’s own circumstances to deal with. You really don’t wish for a wild experience as a recordist, because that means it’s less controlled. So I try to prepare and do anything I can to avoid that. Still, it happens that airlines lose your bag, weather is terrible, you need to communicate with a driver in a language you don’t know, go crazy fast in cars with a driver you don’t trust or the vehicle breaks down.

But one of the recordings I am most proud of is the one we did of a Messerschmitt 109.

Mats did a really weird recording too, recording an old summer house being burnt down for an art project

There’s not many around that flies anymore, even fewer with an authentic engine. We have also recorded race cars during very difficult circumstances, adjusting to FIA regulations and still having to deliver at a good quality. Mats did a really weird recording too, recording an old summer house being burnt down for an art project. We got DPA to sponsor us with a couple of microphones to place inside the house as it burnt down, which provided us with some rare fire sounds.

However, the best thing with going around recording is the good company and the nice and dedicated people you meet everywhere. And the satisfaction of delivering a really nice recording to your client.
 

World-class vehicle sound effects (and more!):

 
Max Lachmann and the team at Pole Position Production are behind some of the very best vehicle sound effect libraries in the world – here’s a small selection:

 

  • Who doesn't love the sounds of speed? In this library, you'll hear the fast, harsh sounds of a drift car skidding on tarmac. The library contains skidding with engine running, skidding with engine switching off, skidding on wet tarmac, roll bys on wet and dry tarmac, spinning in circles, rolling with flat tire and much more. Both onboard and exterior perspectives are covered, and several microphones were positioned at each wheel, inside the car, and along the skidding path.

    Some additional material is included, such as a supercharged Chevy -57 burnout, handbrake skids from a Skoda, and more.

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  • Environments & Ambiences Snow and Ice Textures Play Track 548+ sounds included, 295 mins total $139.30

    A must-have collection for winter sounds, this library consists of many years' recordings of snow and ice, skiing, textures, ambiences, foley and so on. It contains lots of skiing, jumping, rails, freezing cold winds, ski resort ambiences, lifts, walking in snow and on ice, texture details such as snow spray, tires driving, skidding and spinning on ice and snow, drilling in ice and much more.

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  • This library consists of two different sessions where we dropped cars from a crane onto other cars and onto the ground. The first session contains lots of windows being smashed and sounds of car body debris from two hanging cars scratching against each other. During this session, microphones were positioned inside the vehicles as they were dropped from the crane as well. The left side of the onboard recorder comes and goes, but we decided to leave it in the library since it has some very nice bits in it.

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  • The Gun Acoustics sound fx library features various automatic guns firing single shots and bursts in different environments such as big open area, forest road, container camp and more.

    Includes uzi sounds, AK47 sound effects, as well as AK4, MP5, and other sounds of weapons firing outdoors.

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View all Pole Position Production libraries here

 

You’ve got a huge amount of libraries – what are some of your favorite ones?

We have some really nice muscle cars from the 70s that I’m really happy with. The last couple of years we have made an effort to cover material for both games and film, and these libraries show that. We also have a great Porsche 911 SC from 1981 which sounds awesome, and brings back childhood memories.
 

 

You’ve also recorded a Formula 1 library, which is incredibly rare (if not unique). What’s the story behind that library, and what did it take to capture the sounds of F1?

We have gotten quite a few questions about F1 recordings over the years, and always had to give the same answer. And we have also had a few openings to record F1s for actual F1 teams, needing the sound for their simulators, but it has always come to a halt for various reasons.

I have always said that I will quit when I have recorded an F1, but I had to reconsider that…

Finally we decided to rent an older F1 car and to get the job done. So we rented a 2007 Williams FW-29 fitted with a Cosworth V8, the car that Rosberg used to drive, and we gaffer taped a Zaxcom on the outside of the chassi, and Bernard took it for a swing on a track in Estonia. And here’s the result – an actual Formula 1 SFX library. I have always said that I will quit when I have recorded an F1, but I had to reconsider that. Nowadays I say I will quit when I have recorded a space shuttle…
 

 

What are some of the improvements you’ve made to your SFX library creation process over the years?

The biggest improvement is the amount of material and perspectives we record today. We started out with games in mind, getting onboard material only, but today we focus just as much on exterior material hoping to reach the film industry as well. We are also trying to improve the way we package our libraries. Instead of just eight or ten long files of an onboard take, a session today with all the exteriors can be 20-40 tracks. We still try to keep them in sync if possible, but we divide the material into different folders named after the maneuver that is in the files. And finally we are trying to find a good standard for our metadata.
 

More great reads by Max Lachmann:

Here are some of the excellent stories and guides Max has written for the A Sound Effect blog:

The Essential Primer to Recording Car Sound Effects – in-depth tips, advice and insights on how to capture excellent car sound effect recordings.

Game audio: Behind the spectacular vehicle sounds for Mad Max – the story behind the standout vehicle sound effects for Mad Max – including implementation insights.

Recording and Designing the Winter Sound Effects for SNOW – the story on how Max and the team captured a very special collection of winter sound effects.

 

What’s coming next from you guys?

We have so many recordings that we haven’t had the time to edit and make libraries from yet. First, there’s alot of vehicles of course. World War II tanks and planes, a Hummer H1, a dirtbike, snowmobiles, some trucks and much more. But we have also some other libraries in the works. We are working on an extremely rare military library, with attack vehicles performing an exercise firing cannons and machine guns. It has some amazing tails, bullet bys and projectile sounds. And I am also working on getting access to a space shuttle by the way…
 

A big thanks to Max Lachmann for the story and insights behind Pole. Check out their selection here on A Sound Effect, and meet the team on Facebook here, and on Twitter here.
 

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    Snow Floey Footsteps Demo

     

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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
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  • 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.

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