boutique_sound_facility_8_ Asbjoern Andersen


What's the key to running a successful boutique-sized sound facility? Herb Ferrette has been in the media industry for over 35 years, and his skill sets are in both picture editing and sound. In this interview with Doug Siebum, he shares his insights, ideas and lessons learned from his many years of running a boutique post production facility:
Written by Doug Siebum, photos courtesy of Leo DeAsis
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DS: Can you tell us about your background? How did you first get involved with sound for television and film?

HF: My background started in high school, believe it or not, because we had a TV station at my high school. I took that course because I lived in Florida and it was air conditioned. That was my reason for taking it. From that, I learned more about what it takes to produce a program. Being in a smaller market like Jacksonville, Florida, you do everything. That’s the way to learn as far as I’m concerned, understand all of the toys in the sandbox, before you decide which one you like shoveling with the best. I was going through camera work and technical directing and all of the skills that are necessary for a smaller market, I finally settled on editing.

By that time, editing gear had evolved to where it was finally using an intelligent interface, it was tape to tape and then eventually digital. Within that editing platform, the thing that stuck out to me the most or that I was most interested in, was the audio. I learned early on that you don’t ever want to use the excuse “it’s not going to look like that or it’s not going to sound like that”. Even my VHS to VHS system was A, B, C roll because I didn’t want to have to explain to a producer where the dissolves would be.

The same sensibilities went towards my audio work. I never wanted them to say “that’s not really the way it’s going to sound”. That meant that I took great care in the offline process to have the product be as representational as possible so that the producer would not be surprised in the online. Also, so that they would have a clear understanding of where the creative part was going to go. I didn’t put in sound effects and swishes and swooshes, that’s what the audio post part was, but at least the audio and visual content were there enough for decisions to be made on how we were going to enhance this moving forward.
 

DS: Herb, with a background as a picture editor why did you decide to start your own business? And why did you choose to start a business doing sound?

HF: Moving into 950 Battery Street in San Francisco, the facilities that surrounded me were all picture editing facilities and I filled a niche. Also, because of budget. At that time a Digibeta machine was $30,000 and you needed 3 of them at minimum, in order to do an edit and be a high end post production facility. I wasn’t going to put $90,000 into 3 tape machines and that’s not counting all the other things that surrounded it, the time based correctors, the audio board, the screen, the console, all of that stuff. For me it was economics, it filled a niche, and it was an interest. Sound was the missing link to any reasonable production.

At the time, the field cameras were just starting to be more prevalent. So people actually were doing more remote recordings and more ENG (Electronic News Gathering) style documentary editing. It wasn’t just film anymore, it was video tape. When the evolution moved towards video tape, the same production techniques that are inherent to a film production are also inherent to a video production, but it was scaled back because it was cheaper. The same discipline that the sound recordist used in film technically could have been used in ENG, but in ENG it wasn’t always double system.

Sometimes the microphone would be on the camera or the camera person might also do the audio. Those kinds of shortcuts started happening. For the quality of productions that I was trying to attract, that wasn’t good enough. It was all about filling the niche. That’s what was necessary at the physical facility that I was at, and it was a personal choice of my own in moving towards audio. The insight that I would give people is that “even if the Russians took over, there would always be TV.” I was trying to guarantee myself a job. Thinking about audio economically, it was a more affordable business to get into at that time.
 

DS: Coming from a background in picture editing, did that let you bid on projects where you could do the picture editing and also the sound editing?

HF: In the beginning, no. It was one or the other. As I continued to become more well known in the field and with my craft as an editor, I was able to, in some cases dove tail off and allow First Generation to take over some of the audio part. For the most part, the audio marketing had to be a separate animal. I can’t do all the work. I’m not trying to be a one person band, even though that’s what the average video editor is now becoming, because of the computer.

The ideal thing is for your business to run while you’re on the beach in Kauai, not to do all of the work.

A job that was once done by 3 to 5 people, those expectations are now on one person. Also, audio is becoming more and more a part of that tool set. And we can evolve that to, how I think that has compromised the average editor. From a business stand point, I don’t want to do all of it. The ideal thing is for your business to run while you’re on the beach in Kauai, not to do all of the work.

 

DS: Can you talk a little about the early years of First Generation? What year did it start? Did it take awhile to find your place in the post production world?

HF: At Battery Street, the business started in 1989. I was moved there right after the earthquake, because my original site was compromised by the earthquake. So the State of California moved my business because they needed the building that I was in, in order to stage their gear so that they could repair the freeways. That was a stroke of luck because just one day of the cost of the toll going over the Bay Bridge was what it cost to relocate me to 950 Battery Street.

Unless you have the good fortune to work for a Google, or a Yahoo, or Apple, or Facebook and then walk away from that job with the client base of a Google, or a Yahoo, or a Facebook and also the ancillary businesses that are attached to it, it is a hustle for a physical business like post to survive and be successful. One thing that’s important is that everybody has Pro Tools, everybody has Avid, everybody has Premiere. The take away from that is that everybody doesn’t have the talent that runs that gear.

The thing that allows post facilities to exist, in the beginning was because you had a Digibeta. But once people got there, it was because you had Jane or Jim as the editor or as the mixer. So the talent attracts the business, not the tools. The tools get the producer in the door because they say “do you have Pro Tools?” and you can say “yes” or “do you have Premiere” and you can say “yes,” and then at that point it’s Jim or Jane being the one that they want to do the job. So it’s all about the talent.
 

DS: At the time of inception and up to now, how has your business model differed from the larger post houses like Sony Picture Studios, Warner Bros., or Skywalker Sound? What’s different about your business model?

HF: What’s different about the one’s that you just mentioned is that they are a self contained unit. Their business model is they are a one stop shop. They can write the film, they shoot the film, they market the film, they make the residuals off the film, they do all of it. So that’s that example. Being out in the cold cruel world of an independent person or facility, my job is to try to find those films and television shows of other people like myself, who are independent, who don’t want to invest a quarter million dollars into a facility. It’s beneficial to them because they only do eight films a year or one film a month, so they don’t want that capitol investment.

So finding those people is a struggle always with someone like myself, an independent person. They’re the ones that you’re constantly finding and constantly selling. So if you didn’t have the good fortune of working at a major Fortune 500 or a Skywalker Sound where you’re able to establish your reputation and then take that reputation with you to start your own company, it’s very tough. That is what allows you to be successful in the beginning.

Just opening a shop without having any type of clients or any place to sell your product is hard. It’s very hard. I don’t recommend it. You always have something you want to accomplish. You buy a car because you want to drive. You go to the grocery store because you want to eat. You build an editing system because you want to edit. Once you’ve done your personal project so to speak, then unless you are lucky enough to be independently wealthy, then you need to continue to feed the beast. That is where the business takes over. If it’s a hobby, it’s one thing. If it’s a business, it’s another thing.
 


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DS: What did you want to try differently from the traditional business model?

HF: One thing, because I am small, I know that I can’t attract, at this time the Foote, Cone, and Beldings of the world or Apples of the world. My bent has always been towards the 3 – 5 person independent shop that invests all their money into their RED camera or their new cheese grater Macintosh computer. They put their money into picture in other words. They didn’t want to spend the money for a Neumann microphone and all of that, for equipment for field, or they didn’t want to invest in the audio part. So my focus is towards the client base of the small independent film makers.

The second thing is that I wanted to design a system that is more for the operator as opposed to the producer. In other words, instead of having a leather couch, I had an ergonomic chair. I wasn’t as concerned about the creature comforts of what it took for a team of five to show up to your audio post house when you do a typical advertising job, but more for Jim or Jane who’s actually sitting at the console doing the work. I wanted that to be a thing. Because here you are, Jim or Jane, you have Pro Tools like everyone does, and you’re doing this at your house in your pajamas, and then all of a sudden you attract a Google or Yahoo or someone else. Are you going to bring them to your house to show them the final product? No, you’re not.

So I wanted to have a facility that had all the things that allowed you to have a place where you could do the last part of the mix. I wanted to have an environment that you could bring a client into and have that client feel that you are legitimate. Yes, there are people that have crazy studios at their homes and things, but that’s not who I’m going for. I’m going for the people that are still building up to that point where they have the crazy studio, but at the very same time, they have clients, but not the physical environment that allows them to accommodate clients being with them at the critical last part of the mix.

The other thing about a facility as opposed to your home is that I do spend money on it being HD as opposed to native, I do spend money on Izotope 7 and higher end software that the average person isn’t going to spend money on right away. So that also differentiates me from them. I will have 8 microphones in my studio as opposed to just one. One microphones isn’t appropriate for every voice. A Neumann may not be the right microphone for certain voices. Therefore, having a compliment of gear to allow someone to come in and have a choice to where the engineer can then tailor, not just “we have a Neumann,” but “we have X mic”, whatever that might be, that really does sound best with your voice because maybe you sound like Mickey Mouse and we want to put you on a microphone that shrills it down.

Yes, we can EQ it and all that, but the way we mix at First Generation is, we want to make a good negative. We want to record it right as opposed to try to “fix it in post”. Auto-Tune is a new invention, the way of Auto-Tune was done for all the years before that, was vocal training and mic placement. It’s things like that. Good recording technique. It’s not “fix it in post” as much as record it right in the field. That’s my philosophy, do it right, get a good negative. Ansel Adams didn’t have Photo Shop. So let’s just do it right, capture it right, then your post process can be done to take it to another level, as opposed to using that time doing trauma surgery to fix what you didn’t do right in the recording.
 

DS: Can you tell us about your workflow?

HF: Because I started in TV and not for profit land, which means no money, I respect the budget in a way that’s different than having a Rolls Royce client that can just throw money at it and it doesn’t really matter. In other words, doing things like having an assistant editor take your project in, in the beginning to organize the files. Also, before we even get the project we talk with the producer and the offline editor in the video world, let’s just limit this to video acquisition for now. We talk with that editor so that as they start their edit, they know about track layout. They know to put all this person on one tack, and all sound effects on these tracks, and all music on these other tracks. Time is money.

If we spend all the time organizing something that you as an editor could be doing from day one in your offline world and keep it organized, so that when it gets to the post sound world, which is when all the money has been spent, it’s ready to go. I have to pay attention to that, by the time projects get to me, unless it’s an Oracle or Lucasfilm so to speak, they’ve spent that money. So post sound is last on the list, no matter how important it is to the actual production process. So getting involved with the offline editor early is important. Then when it gets to First Generation, in theory, the track layout is more or less where it should be.

Starting with an assistant editor. The assistant editor is the one that will bring it in and track manage it and they’re at a lesser rate. Then it goes to a first assistant, who is really critical, because I have them do all of the dialogue editing. Dialogue for me and also in film is the first thing to approach because everything is mixed around the dialogue. So having the dialogue consistent is key. That again can be done with a first assistant, who is at a lesser rate than a major editor would be. And then when everything is organized and edited, and the dialogue is perfect and that level is set, then bringing in a mixer. That person only mixes. Of course they might add some things that may not have been added, or because you’re adding a gunshot, they need to tweak something, but at that point, they can focus on only the craft of audio mixing and producing.

It’s all about process in how we let labor save money and getting involved early so that we can create the team that keeps this linear flow of information consistent enough so that the producer, the bank, the person paying for this, isn’t paying for the organization of the tracks. That’s a waste of money, you don’t want us spending hours of time organizing something that the offline editor can give to us organized, because once it hits First Generation, they’re on the clock. So I’m very astute and I’m very conscious of talking to producers so that they’re looking at it holistically and not just giving it to us in any form like “here it is.”

This example is obviously for long term projects and things. Of course, there are some things that just come in off the street and we do the work. There are also things like a commercial that’s only a day of work and we don’t need this ladder, this long hierarchy of people in order to allow it to be more efficient. The time of a project does also determine the approach. Shorter projects, of course, maybe the assistant brings it in and makes sure it’s right and then the mixer does it all. Longer projects, documentaries, reality TV shows, then more labor is more efficient than one person doing all of it.
 

[tweet_box]Herb Ferrette offers tips on running a boutique post production facility[/tweet_box]
DS: Right, because you don’t want the mixer to have to take the time to organize the project or do the dialogue editing.

HF: Of course not, because they’re at $50 – $70 an hour. Why do that?
 

DS: What are some of the shows that First Generation has done? Do you have a favorite?

HF: A lot of them have been for Hoff Productions, Big Table Media, MSNBC, we had a couple of documentaries in the past that were for them. As far as independent projects probably the one that was the most fun that we did was one that’s called Love Hurts. They described it as a karate, love story, mystery. It had over 3,000 sound cues because every time someone got hit or they grunted, it was an edit. It was the most fun, but it was one of the hardest one’s that we’ve done. It won several awards as far as the film goes.

What’s important about that is you don’t notice the audio because you expect it. You don’t want the audio to draw attention to itself. Obviously, there are times when everyone gets to be a lead, everyone gets to have a solo. In every band, everyone gets to be the one that shines for a moment, but it’s still a band. So yes, the audio does stand out in the sense that you get immersed, but the job of the audio is to not be front and center. It is as if it’s a part of the band as opposed to being it’s own thing.
This is a broad stroke statement, as opposed to those times where everyone gets to have a solo and then the audio stands out. The majority of shows that First Generation did were for medium level production houses, especially Hoff Productions, MSNBC, and Big Table Media. They were the most fun for the mixers that worked on them.
 

DS: How big is the typical crew size on one of your shows?

HF: 2 – 3 people for post sound.
 

DS: Can you talk about building relationships with clients?

HF: Two thirds of it is personal. The other third is your creative input. The relationship with the client is being able to allow them to trust you. You build that trust because the proof is in the pudding. You do a good job and you get their trust. So we need to build that relationship by your work. The better you do your work, the better the relationship is. That’s really the number one thing. How do you develop trust? That usually starts because someone recommends you. Word of mouth is the best way to get a job. It’s not through Facebook and LinkedIn. I’m not saying that doesn’t contribute, but word of mouth is the best way.

Then having a reel or representative samples to show them that you have the ability to do the work. That’s the other thing. How do you create that audio visual resume that enables you to be able to be given the opportunity. Then once they see that visual resume through your website, then it is all about you having the vocabulary to meet them and give them the confidence to believe that you will shepherd this project through to the finish.
 

Word of mouth is the best way to get a job. It’s not through Facebook and LinkedIn.

DS: What was the hardest thing about starting a business?

HF: Financing it. It’s all about the money. The hardest thing is always the money. How do you pay for it? If you don’t have deep pockets, you can’t start it. It’s not going to happen.
 

DS: Is there anything else that you would like to add?

HF: Working independent is how the majority of things, in my opinion, start. Then developing relationships with someone that you can share responsibility with is second, because you can’t do it alone. While you’re working, you can’t market. You’re business may start out as an independent thing that you do, but it’s quickly going to evolve once you’ve done your first project or once you’ve had your first job for X, Y, and Z client. You have to feed the beast. You have to pay for the gear you just bought or you have to pay rent, so you have to keep it going. So how do you keep it going?

The way to keep it going is, again as people may say a one person band, that one person band has to evolve into a two person band, because while you’re working, how can you make phone calls? In other words, relationships also involve business partners or people you can partner with. So that you can compliment each other. So there needs to be that yin and yang, because you can’t do it alone. It’s not going to happen. If the equipment breaks, who’s going to fix it? All those little things that happen because you have a business. If you are your own person, and it’s your own edit, and you do things on your own, and it’s just a project that you personally work with then this isn’t true. And yes, that does still count as a business.

But if you are trying to get out into the world to where I can be on the beach in Kauai and the business is feeding me because I built it up to be an income stream, then you do need relationships. You need someone that manages that business while you’re on that beach in Kauai, because the goal of a business is to create financial independence.

That is the secondary reason for doing it. A) it supports a passion that you have or a behavior that you have. B) so that you can gain some sort of financial independence so that you can live life. You work to live, you don’t live to work. That is eventually what one evolves towards. You like what you do, but what you do should support what you like. You have to get back to how it benefits you, so that you can do other things besides the job.
 

You can find Herb Ferrette on IMDb here and at First Generation here.

A big thanks to Herb Ferrette for sharing some tips and thoughts on running a boutique-sized post production facility.

 

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• Rebuilding your studio: Goals, tips and lessons learned

• Creating audio for games – with Martin Stig Andersen

• A life in sound: How to foster creativity and protect yourself from burning out – with Chance Thomas

• Better audio work habits: How a Wacom Tablet can help reduce the risk of Repetitive Strain Injury (RSI)

• Better audio work habits: How a sit & standing desk can reduce your sedentary studio life

• Tips and thoughts on running your own audio post production house – with William McGuigan

• 30+ year audio veteran Andy Greenberg, on building client relationships in the advertising industry

• 7 Sound Alternatives to Working For Free

• Audio Outsourcing Success: Essential Tips, Thoughts and Working Practices from Adele Cutting

 
 
The sound success series:

• How to succeed in UI/UX Sound Design, ADR Recording, & Audio Programming

• How to succeed in sound design for Film, Documentaries, and Trailers

• How to succeed in sound design for Games, Animation, and Television

How to succeed in Field Recording, Foley, and Teaching Sound

• How to succeed in Audio Branding, Music Editing, and sound for VR

• How to succeed in Theater Sound Design, Podcast Sound Design, and Podcast Production

• How to succeed in Sound Editing, Sound for Advertising, and Production Sound

• How to succeed in Sound Editing, Sound for Advertising, and Production Sound

• The Composer Success Series: Composing for Film – ft. Pinar Toprak, Nainita Desai, & Jonathan Snipes

• The Composer Success Series: Composing for TV – ft. Charlie Clouser, Sherri Chung, & Cindy O’Connor

• The Composer Success Series: Composing for Theatre – ft. Elyssa Samsel, Kate Anderson, and Daniel Kluger

• The Composer Success Series: Composing for Games – ft. Inon Zur

 
Breaking into audio – guides and resources:

• The ‘Quit Aspiring’ book – by Adam Croft

• How to get hired in game audio – thoughts and insights from your potential employer’s perspective

• Why gear is not the ticket to entry in the game audio community

• 4 Effective Ways to Break into Game Audio

• Tips for Creating a Perfect Resume for Audio Industry Jobs

• Yet Another Game Audio Hiring Article – by Ariel Gross

• 5 Tips for Getting a Job in the Audio Industry

• Applying for a job in game audio – by Matthew Florianz

• Freelance Game Audio: Getting Started and finding work – by Ashton Morris

• How to get started (and make it) in game audio – 10+ fundamental questions answered by Akash Thakkar

• Courses: How to network and get paid for your work in the game industry – by Akash Thakkar

• How to Craft a Perfect Cover Letter for Audio Industry Jobs
 
 
Finding those audio jobs:

• Get the weekly Audio Jobs newsletter

• Join the Audio Jobs Facebook group
 
 
Showcasing your work:
 
• Get a free profile on Soundlister

• Upload your demos to Soundcloud

• Upload your demos to ReelCrafter
 
 
Networking:
 
• Find game audio community groups around the world

• Find interesting audio events around the world

• Find other audio pros around the world
 
 
Coping with a layoff - and how to bounce back:

• How to prepare for – and power through – a layoff in the game audio industry, with Brian Schmidt:

• How to Survive a Game Audio Layoff – insights from Damian Kastbauer

• What it’s like to be laid off from your video game studio

• What To Do Before and After Being Laid Off

• Facebook Group: Survival Skills for Creatives
 
 
Education and knowledge:
 
• Get an audio mentor at the Audio Mentoring Project

• How To Learn Game Audio Online – A talk with Game Audio Educator Leonard Paul

• Hear the very best podcasts about sound

• Read the 100s of sound stories and guides on the A Sound Effect blog (search for stories here)

• Browse Industry Data: Game Music and Sound Design Salary Survey Results

• Browse 100+ Sound Design Guides

• Find essential books about sound – for film, games and audio post production

• Get tips and ideas for making your own sound effects

• Use the Audio Events Calendar to find audio-related events around the globe

• Get a steady stream of great sound stories from the community

• Discover 1000s of sound libraries from the independent sound community

• Take online courses in Wwise, FMOD Studio, Unity, Pure Data & Unreal at the School of Video Game Audio
 
 
Getting into independent sound effects:
 
• DIY SFX libraries - Your guide to your first sound effects library

• Sound effects survey results: Here are 90+ ideas for new SFX libraries

• How to create an indie sound bundle

• The quick-start guide to adding sound FX library metadata

 
 
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:

  • Charge up on magical energy with our Spells Variations Vol 1 sound library! We’ve designed this collection to give you a wide range of magical effects, allowing your project to shine with an extraordinary variety of sounds. With 361 fully categorized and carefully named magic sounds, you’ll have everything you need to create an immersive and magical atmosphere.

    Explore categories such as arcane magic, water magic, electric magic, zaps, whooshes, celestial magic, dark magic, summons, and much more. Each effect has been meticulously recorded,edited and distributed at 192 kHz and 24-bit, ensuring exceptional sound quality. Whether you’re a professional sound designer or just looking for magic effects to drag and drop into your projects, you’ll find what you need here.

    Our files have been named to reflect the essence of each magic, making it easy to intuitively find the perfect sounds for your creation.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical elemental sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 361 spell sounds
    – Number of Audio Waves: 361
    – Format: 192KHz / 24 bits
    – Do Sound FX loop yes
    – Minutes of audio provided: 12 minutes and 31 seconds

  • Cinematic & Trailer Sound Effects Four Elements Play Track 3050 sounds included, 251 mins total $112.49
    FOUR ELEMENTS - Rock The Speakerbox Professional SFX

    Master the Art of Bending the Elemental Forces

     

    Unleash the raw power of fire, water, earth, and air with this comprehensive 9 GB sound library featuring 3050 high-quality sound effects across 630 files. Whether you’re designing cinematic soundscapes or enhancing video games Four Elements delivers the tools you need to harness the energy of the natural world.

    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

    Four Elements gives you complete creative control, blending organic recordings with processed sound layers to meet the demands of any project. Master the forces of nature with Four Elements. Let your creativity ignite.

     

    Keywords:

    Elements, Fire, Water, Earth, Air, Wave, Water, Liquid, Rock, Cast, Stone, Pebble, Torch, Gas, Flame, Campfire, Sizzle, Burst, Scrape, Whoosh, Impact, Texture, Attack, Bend, Bending, Explosion, Processed, Surge, Quake, Hit, Flow, Burn, Ignite, Drop, Smack, Destruction, Rumble, Hiss, Blow, Wind, Cloth, Movement, Underwater, Bubble, Ocean, River, Lake, Firework, Firecracker, Bang, Blast, Detonation, Magic, Fantasy, Forces, Fire Magic, Water Magic, Earth Magic, Fire Air, Fire Effect, Fire Whoosh, Water Whoosh, Seamless Loop, Loop, Fire Cast, Water Cast, Earth Cast, Air Cast

    25 %
    OFF
    Ends 1738623599
  • Analog Days contains 390 sounds extracted from old portable cassette players, Retro WW tube radios, vintage turntable vinyl record players and retro tape machines. This is really a sound time capsule ready to send your projects back to the good old analog days and give that sense of analog imperfection that makes the sound really interesting.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Unleash your creativity with out-of-the-box loops and tones.

    HorrorSound’s Deep Tock is a unique collection combining two sample packs in one, offering a dynamic selection of stylized clock loops and signature sonic elements.

    Signature Sounds

    The Signature section boasts 145 modern horror abstracts and unsettling tones. These tormented and unique bleeps perfectly punctuate modern horror trailers and scores.

    Featuring: Twisted Vocals, Signals, Alarms, Bursts, Processed Toy Piano and Glissato Strings.

    Clock Loops

    The clock loops are organized into 8 folders, featuring over 270 tempo-synced loops from 60 to 140 BPM. Spanning classic to experimental, you’ll find everything from ticking mechanisms to haunting chimes and plucks. These incredibly realistic and pristine loops are ready for action horror trailers and suspense underscores.

  • This sound library boasts a comprehensive collection of door sound recordings taken around a Willerby Granada XL two-bedroomed static caravan on a quiet resort in Cenarth, Wales.

    As well as interior and exterior door sounds, this library also features sounds of furniture and cabinet doors.

  • Jaguar F Type SVR

    Probably the most extreme sounding Jaguar you could buy as of 2025, and since the future of company is electric – probably most extreme exhaust sound on any Jaguar ever.

    This SVR version has a supercharged 5-litre V8 engine with 567bhp.

    Exhaust is titanium, vs stainless steel on F Type R version, meaning a different and more agressive/much louder sound.

    The library consists of vehicle track day recordings with 2 exhaust mic configurations (different runs different rigs) – Shure SM58 dynamic mic and DPA 4062 rig and engine mic array capturing various engine sound perspectives.

    External recordings were made with Sennheiser 8060 shotgun mic.

    Library consists of startups, revs, onboards and variety of passbys.

  • This premium collection of sound effects was recorded over 3 years in the foothills and lowlands around the Southern Carpathian Mountains in Romania. This is the sound of the eastern and southeastern European countryside – meadows and hedgerows thrumming with the sound of insects and birds.

    Recorded in a spatially-open, exciting and realistic-sounding quad-surround NOS-based format*, these are ultra-low-noise recordings of cinematic quality. They are fully ‘rotatable’ for next-level sound editing options or alternative perspectives. Also available in stereo version.

    Key Features

    • 20 wildlife-rich atmospheres
    • detailed Soundminer and BWAV metadata including species lists
    • available in quad (4.0) or stereo (2.0)
    • ultra low-noise
    • fully rotatable surround format for alternate perspectives (4.0 version only)

    Featured Habitats

    Lowland rural meadows, scrub edges and hedgerows.

    Wildlife Vocalisations

    Some of the many birds to be heard include turtle dove, golden oriole, blackcap, buzzard, jay and great-spotted woodpecker. The birds have a range which extends across southeastern Europe.

    CLICK FOR FULL FILE LIST

    Technical

    Sennheiser MKH8040 based 4.0 microphone setup recorded into Sonosax SX-R4+

    Recording Characteristics

    • Ultra-low-noise
    • Carefully mastered to remove any unwanted artefacts whilst preserving low-frequency energy
    • Spatially balanced to ensure a coherent and immersive image appropriate to the recording.
    • Continuous, unedited and uninterrupted, preserving the natural rhythms of the biophony.


    All sounds recorded by Nicholas Allan, a Jackson Hole and BAFTA-nominated sound designer who, along with his team, has created the natural soundtracks for countless natural history TV documentaries and feature films for National Geographic, BBC, Discovery, Animal Planet, Netflix and others.

    Special thanks to: Christoph Promberger, Andrew Wilson and Jolanta Brdej-Allan.

    CLICK FOR FULL FILE LIST

    * tracks 19 and 20 are recorded in double mid/side

  • Roomtones and ambiences recorded in ambisonic B-format (ambix) and binaural.
    Including some actions like elevator in use, door open-close etc.
    Recorded with Sennheiser Ambeo VR microphone and Sound Devices recorder. See the track list for additional info.

    B-format (RAW-4ch.) and Binaural files. Audio preview is in Binaural (best with headphones). Metadata tagged.

    15 %
    OFF

   

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