birthrebirth_sound-01 Asbjoern Andersen


Sundance 2023's Midnight category is all about keeping audiences on the edge of their seats. And director Laura Moss does that with her directorial debut birth/rebirth – an intense medical thriller/horror that delves into the story of Rose, a pathologist obsessed with re-animating the dead, and Celie, a maternity nurse and mother of a 6-year-old daughter who dies suddenly. Here, supervising sound editor/re-recording mixer Bryan Parker at Formosa Group talks about how keeping the gore and horror aspects feeling realistic was the best way to increase the film's intensity.
Interview by Jennifer Walden, photos courtesy of IFC Films. An IFC Films Release; Sundance
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Director Laura Moss’s first film birth/rebirth – part of Sundance 2023’s Midnight category – tells the tale of a single mother and a childless morgue technician who are bound together by their relationship to a little girl they have reanimated from the dead. The film will be available to stream on Shudder later this year.

MPSE Award-winning supervising sound editor/re-recording mixer Bryan Parker at Formosa Group has worked on horror films like Jordan Peele’s Get Out and Fede Alvarez’s Don’t Breathe, and horror series The Mist. He understands how to use sound to heighten the horror, even when that means pulling the sounds back so they feel as if they’re captured on set. Imaginable horror is sometimes more intense than over-the-top gore. That was his approach to birth/rebirth, to make the horror realistic and palpable. Here, he talks about that process of discovery, from imagining how the sound could be while reading the script and then understanding how the sound should be after seeing the cut. He also talks about his favorite moments for sound, his favorite single sound, and how working on birth/rebirth has helped him to be a better sound supervisor and re-recording mixer.

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What were director Laura Moss’s goals for sound on birth/rebirth? And what were your creative ideas on how sound could help tell or support this story?

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Sound supervisor/re-recording mixer Bryan Parker

Bryan Parker (BP): Laura had an interesting approach to this one. They were especially concerned with the reality and believability aspect of all things in there. In fact, they had a medical consultant known as Emily Medical on set to help with the visuals, and also for us in terms of what the loop group would say inside the operating room. Much of this film takes place in a hospital or around the hospital and so they were mostly concerned with realism. Laura was tuned into making sure the heart monitor rates were steady and that the perspectives or locations of different equipment in the room felt true.

When I read the script a couple of months ago, I viewed it as a way to create a big, visceral experience in certain scenes. But it’s funny when you see the movie after reading the script because it’s not how you imagined. What this movie actually wanted in terms of my sound storytelling goals turned out to have a lot more to do with that same realism.

Laura made this extremely uneasy film that only works if it feels real. There’s a small amount of “gore,” but in a hospital, that’s normal. On the page, it seemed like it was going to be a really big moment for finding the edge between medical thriller and body horror. But when I saw the picture and had a stronger connection to the characters, I realized the story was about ethics and motherhood; it’s really about these people. The whole thing becomes way more uneasy if everything feels as though it came right out of the camera, feels completely human scale and raw and real.

On the mix side, we played it pretty realistically. The panning is fairly narrow on everything except music. There’s a fair amount of detail that we built into the tracks, especially with the foley from Aura Sound and Color, but we pushed it all into the noise floor of production, so it just sits right there with the characters. We didn’t make a really big, cinematic experience out of it because then it would have stopped feeling like this real thing going on with these two women. So, that’s how my storytelling goal shifted.

 

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If you had to pick one scene that best represents your sound work on this film, what would that be? Can you describe the scene (in general terms) and what went into your sound work on it?

BP: There’s a great two-minute sequence where a maternity nurse named Celie confronts the pathologist Rose at her home. Rose’s big plan is revealed. It’s their first big conflict and we had to follow the geography of them moving through the hallway and into Rose’s apartment. We had to play out the realization of what was going on and the horror of what Rose was doing for Celie. There’s a bit of a physical struggle and then a medical alarm cues some action and we follow them to the little girl. Getting that sequence just right was probably my favorite body of work because of managing the medical alarms and adding some low-end sound design with the modular synth that was intended to complement the music.

I tend to go through the entire movie before the mix…with a scene change track, using Audio Ease’s Altiverb to set reverb locations for the whole picture.

By the way, the composer Ariel Marx is a wonderful composer. She was great to work with. I’ve done a couple of movies with her and we work well together. We trust each other. We only overlap in ways that are beneficial for the film.

For the medical alarms, we played the different perspectives through our use of reverbs. On a show like this, with a fairly limited number of locations, I tend to go through the entire movie before the mix (to save money in the big expensive room) with a scene change track, using Audio Ease’s Altiverb to set reverb locations for the whole picture. This way, I’m not spending valuable time on the dub stage dialing up algorithmic reverbs.

I was riding reverb sends, doing EQ, and other mixing things all the way through editorial… because you have to.

When moving this fast on a film, I’m making editorial choices based on what’s going to work in the mix. So I’m riding levels, adding reverb, and doing what I can before the mix. There’s no room for the inefficiency of dividing those two roles, honestly. I had a separate session for cueing the ADR, but everything else was in the same session with routing that I gave to the mix tech on the stage at Formosa. That way we could open it up, hook up to the recorder, and go. I was riding reverb sends, doing EQ, and other mixing things all the way through editorial… because you have to.

It’s great to do some work ahead of the mix so you can slow down and dive into one particular scene that needs your attention more. Usually, in those instances, the mix process becomes a subtractive one. We have all this great editorial work, but what do we actually need? And there’s a fair amount of that in this moment, where we needed to make way for Ariel’s score. So we cleared out some of the city life and ambulance sounds that were taking up tonal space that we needed.

 


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birthrebirth_sound-05

Indie films typically have restricted budgets and therefore don’t use a lot of CGI. But what the filmmakers lack in funds, they make up for in creativity. How were you able to use sound to help the filmmakers achieve a cool sci-fi/horror effect without having to put it all on-screen?

BP: There’s a pig in the film, which Rose had previously done some experiments on. So, there’s a live pig on set, hanging out and demanding treats from the actors. The pig, named Muriel, really adds a lot to the picture. The horror climax of this picture centers around the pig. And we were able to really extract a lot of horror using sound instead of actually seeing that violence. Our sound designer, Doug Moss, did a very, very good job with making that feel pretty big and really emotionally resonant, but still true to the space and realistic.

 

birthrebirth_sound-06

What was your favorite single sound that you created for this film? What went into it?

BP: I did have a favorite, and it almost didn’t make it in. (My second favorite sound didn’t make it into the picture, but that’s okay.) Celie figures out that something is wrong at the very start of the story, and rushes off in a hurry. She had answered the phone, and she saw a note, and without hesitation – her maternal instinct kicks in – she bolts for the door and just drops the phone. The camera stays in the space where she was previously standing, with the phone hanging from the cord.

I recorded the sound of a dial tone as the phone is swinging toward and away from the mic, to match its movement in the picture.

I recorded the sound of a dial tone as the phone is swinging toward and away from the mic, to match its movement in the picture. I recorded it practically using my office phone at Formosa Group. I did it in two different layers: one layer for the cord, and one layer for the dial tone itself. It really sells the slow rhythm of the phone swinging, and the dial tone just inherently feels lonely.

It was all working well so I played it for the filmmakers and Laura felt it was too pleasant. They said the sound of it should be sharper, harsher. At first, I thought, “It’s just a dial tone. This is how it would sound.” But I EQ’d it and introduced some saturation with FabFilter’s Saturn. This brought out some harshness in the upper mids, and that worked for them. It sits into the picture well, which is important because we do hang on this shot for a moment. I think it speaks to the rush, the urgency of that moment.

 
[tweet_box]SUNDANCE 2023: Realistic Sound Heightens Horror in Birth/Rebirth Film[/tweet_box]

birthrebirth_sound-07

What have you learned while working on this film that has helped you to grow your craft – as a sound artist and sonic storyteller?

BP: When I work on these pictures with really passionate filmmakers, without disembodied studio notes in the way, I tend to work on it way past the budget. I do it for me and I do it for the work. For this film, going to Sundance was not Plan A; that wasn’t on our calendar. So when we got the great news that this picture was going to Sundance, I panicked a little, just because there wasn’t enough time. I’ll give away my time, but I refuse to promise anybody else’s time – to ask them to put in the time that the story wants as opposed to what the budget can afford.

So what I learned from this film was that I should ask for some help.

So what I learned from this film was that I should ask for some help. I said, “Hey, with the Sundance calendar, do you think that we can add some weeks to the editorial budget, so I can hire some help?” And they pretty much said, “We can make that work. The Sundance calendar is aggressive, and we (the filmmakers) know that. “

Post sound work comes at the end of the process. We’re the caboose. We’re the last thing most of the time, and the project has already run out of money or they’ve gone over budget in production and VFX and everything else. So, I got out of the habit of ever asking for more money; there’s just no money. But between playing ball with a limited budget versus potentially burning myself out and handing in work that was only 80% of where I wanted it to be, I just took a swing and asked for more money for sound editorial, and they were down.

None of us are getting rich off of this, and it’s not greedy to say that the story will be served better…if I had some help.

The producer on this film, Mali Elfman, is very dear to me. I’ve done a bunch of projects with her, so we just leveled with each other about what the situation was. And so Mali said, “Let me just look into that. Let’s just see what that would look like.”

When you’re crunched, two weeks of editorial help goes a long way. I hired sound effects editor Melissa Corns to help me work three reels, so I was able to focus on the ADR needs and some pre-mixing. This way I didn’t have to split my brain for the last week before the mix, doing ADR during the day and effects editing at night. That is totally doable, just not sustainable. So I said, “Hey, I think the movie will be better if I can get some help. Is there a little money left in the pot for that?” None of us are getting rich off of this, and it’s not greedy to say that the story will be served better (given this change in schedule) if I had some help.

I realized during the mix…that by having the director engaged the whole time…we were able to accomplish things much more quickly.

I realized during the mix (which went fast; we made good progress early on) that by having the director engaged the whole time – listening to the changes as we were addressing them instead of only looking up from a laptop to pay attention when we ask them to listen – we were able to accomplish things much more quickly. Laura was sitting at the console, right beside me, and I could tell from the expression on her face if I had taken it far enough, or if they had another idea in mind. We saved maybe 25% of our time just by staying engaged. We listened together for the entire week. It made a big difference in getting good momentum early and being able to slow down for the scenes where we wanted to pick stuff apart. So, that was another important thing I learned while working on this film.

 

A big thanks to Bryan Parker for giving us a behind-the-scenes look at the sound of birth/rebirth and to Jennifer Walden for the interview!

 

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    • Water: Splashes, fluid manipulations, and crashing tidal waves.
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    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

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    Recorded with a wide range of props and techniques, each fighting sound effect has real weight. Where needed, selective pre-processing boosts impact, avoiding the flat results of real fight recordings.

    Production-Ready and Versatile

    Equally at home in film, TV drama, high-end game audio, or immersive theatre. From knockout sound effects to stylised fight sequences, Violent Combat is ready to drop straight into your mix.


    Included Sounds – KEYWORDS

    AIR, BODYFALL, CLOTH, CRUNCH, FINISHER, FURNITURE, GORE, GRAB, GRAPPLE, IMPACT, KICK, LEATHER, MARTIAL ARTS, METAL, MOVEMENT, PLASTIC, PUNCH, SLAP, SWISH, SWOOSH, THROW, WHOOSH

    20 %
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    20 %
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    20 %
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  • ⏰ For a very limited time:
    Add this library to the cart and enter ah4launch in the cart coupon field – to sprinkle an extra launch discount, on top of the current discount!

    Animal Hyperrealism Vol IV is a sound library containing animal vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 294 files. The sounds were recorded in zoos, and wildlife centers.

    The asset list includes but is not limited to: hippos, hyenas, vultures, dwarf mongooses, elephants, African cranes, parrots, tigers, pigmy hippos, rhea ostriches, brown bears, pheasants, wildebeests, African wild dogs and many more. The content has been recorded at 192KHz with a Sanken CO100K, an Avisoft CMPA and a Sennheiser 8050 for center plus two Sennheiser MKH8040 for stereo image.

    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    15 %
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  • Weather Sound Effects Hyper Thunder Play Track 800+ sounds included $49.50

    Hyper Thunder is a colossal collection of thunder and lightning, 100% crafted from the ground up using innovative synthesized technics and props recordings. Not a single real life thunder recording was used. using synthesis and props manipulation crafted to deliver impact far beyond natural recordings. Built entirely from innovative synthesis and props recordings, this library pushes the boundaries of weather sound design—perfect for when you need the raw energy of a storm dialed up to cinematic extremes.

    Featuring over 800 files, Hyper Thunder spans everything from subtle distant rumbles and rolling thunder to razor-sharp lightning strikes and earth-shaking impacts. With both designed hits and source layers, you have full control—drop in ready-to-use power or sculpt your own stormscapes using the source recordings.

    Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko—longtime SoundMorph contributors to acclaimed libraries like Robotic Lifeforms 2 and WATER— Hyper Thunder blends technical mastery with bold creativity.

    Key Features

    • 800+ files of synthesized thunder and lightning
    • Both designed hits and source layers for full creative control
    • Covers subtle distant rumbles through to massive cinematic impacts
    • Crafted 100% from synthesis for a unique, larger-than-life sound
    • Perfect for film, games, trailers, and any project needing storm power
    • Created in collaboration with Bruits.Studio’s Vincent Fliniaux and Tibo Csuko (Robotic Lifeforms 2, WATER)

    From atmospheric detail to explosive drama, Hyper Thunder gives you thunder and lightning that are bigger, subtler, and more versatile than nature itself.

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  • 638 meticulously processed stereo fire spells sound effects recorded in 96 khz and 24 bits for high audio definition.

    The collection comes with hundreds of variations, more than 1 hour of content and many different type of fire spells. It also includes source sounds for more flexibility for your projects.

    This collection is perfect for any films, video games or trailers.

    The library is fully focused on fire spells. You will find simple one shot magic firebolt, powerful high level fire spells, fire sword, berserker enchantments and so on. Spells such as fireball,  firewall, rain of fire, meteor, fire nova, magma storm, pyroblast, sword of Avernus, etc. are included in this library.

     

    THE ARCANE FIRE SPELLS
    38 %
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  • Immerse yourself in an atmosphere of natural power and tranquility with the “Rain and Thunderstorm” sound collection, consisting of 4 Vol-s.
    This collection features a variety of looped sounds: light rain, night rain with loud thunderclaps, and other effects that will help you create the perfect atmosphere – from a quiet, secluded night, long scenes, or endless atmospheric effects without abrupt transitions, to a dramatic thunderstorm on the horizon.
    The recording was made by a Zoom H3-VR recorder in the Ambisonics A format (96 kHz 24 Bit) and then converted to the AmbiX and Stereo formats (96 kHz 24 Bit), which are located in different folders of this sound pack.


   

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