Netflix Dark sound effects Asbjoern Andersen


Dark is a captivating German series that premiered on Netflix in December, and the reception has been fantastic.

In this exclusive A Sound Effect interview, sound designer/supervising sound editor Alexander Würtz talks about the team's aesthetic approach to the sound of Dark - and how they achieved the series' edgy and unsettling tone:


Written by Jennifer Walden, images courtesy of Netflix. Note: Contains spoilers
Please share:
 

Netflix’s first Germany-language original series Dark — now available for streaming, tells the story of a child who goes missing in a small town in Germany, which wasn’t the first time this happened in that town. The story connects people and events across time and space thanks to a wormhole that’s hidden in a cave owned by the nuclear power company. But the sci-fi aspects of the series aren’t immediately apparent. Nor are they overplayed. Here, sound designer/supervising sound editor Alexander Würtz at ARRI Media in München, Germany, talks about their aesthetic approach to the sound of Dark and how they achieved the show’s edgy and unsettling tone.
 
https://www.youtube.com/watch?v=zy0b9e40tK8
 
How did you get involved with Dark? Who was on your team at ARRI Sound for this show?

Alexander Würtz (AW): First of all, thank you very much for this interview. We are big fans of A Sound Effect; your interviews are informative and interesting!

Early 2016, ARRI Media was contacted by Wiedemann & Berg Television, asking for a complete picture and sound package. ARRI Media offers a full range of postproduction services — editing, grading, VFX, sound design, mixing, and all the broadcast deliverables. This was a huge benefit for Wiedemann & Berg and postproduction supervisor Sven Nuri as postproduction schedules could be easily optimised to be the most efficient.

Alexander Wurtz at his workstationIn February 2016, I was asked to join the team as supervising sound editor. I had a meet and greet with showrunners Baran bo Odar und Jantje Friese, who I hadn’t met at that point. They already had a re-recording mixer they trusted, that is Ansgar Frerich. He mixed the blockbuster Who am I for them. Ansgar and I got along quickly and we were very excited about Dark! Then the team on the project was formed — Achim Hofmann (sound editor at ARRI), Jörg Elsner (sound editor, freelancer) and myself as the core. Dialogue editing was handled by Thomas Kalbér (sound editor at ARRI). The Foley team consisted of Michael Stanczyk (Foley artist at ARRI) and Bernie Maurer (Foley recordist at ARRI). Later, Wolfi Müller and Laura Plock joined the Foley team as freelance editors. We’ve all known each other for a long time and have completed many projects as a team.

[tweet_box]Behind the edgy sound of Netflix’s ‘Dark’[/tweet_box]

The signature sounds for the show, such as for the cave, the forest, and the nuclear power plant, can you talk about your early work on those and how the sound evolved into what we hear in the finished episodes?

AW: In October 2016, I got the script of the complete first season of Dark. Whereupon, two weeks and 500 pages later, I started developing ideas for sounds. These included the forest, the cave and the nuclear power plant you mentioned. We also integrated the first bang of the hatch in the cave and the heavy rain.

For the sound world of Dark it was vital to find the perfect ratio between reality and the abnormal world. We didn’t want exaggerated science fiction, but something weird, unique and subliminal. Something is really going wrong in the town of Winden and that’s what we wanted to portray.

For the sound world of Dark it was vital to find the perfect ratio between reality and the abnormal world

The flickering lights, the clocks, and Jonas’s (Louis Hofmann) whimpering when stressed are all part of that. I was able to watch fresh dailies on the ARRI Webgate to get an impression of the shot material. I designed the signature sounds mentioned above, bounced these thematically and sent them to Bo and Jantje as audio-only, so they could brainstorm on the sound world of Dark.

A man studies the web of newspaper clippings and drawings pinned to his wall.

There are also some interesting sci-fi sounds, like the handheld light that Jonas got from Michael/Mikkel in Ep. 5, and of course the wormhole/blackhole or the “Apparatus” in the final episode, and the futuristic ambience and drone helicopter. Can you talk about your approach to the sci-fi sounds for the series and how you split up your work?

AW: Achim and Jörg both did a great job in designing the handheld light and the black hole. Generally, Jörg did the 80’s and 2052’s ambience and some of the effects while I was on the 2019’s ambiences and most of the effects of this era. Both of us shared ambiences and effects in the 50’s. Achim did the remaining effects.

To enforce Jonas’s movements in the sound, we created variations with different phaser and Doppler presets plus hardware synthesizers, like Doepfer’s Dark Energy.

We had a lot of creative freedom for these sounds. First we created a variation of sounds based on Bo’s directions and our own. In the case of the handheld lights, we delivered quickly because a picture reference and final VFX were not necessary. A smooth sound was the goal, nothing aggressive. The light was composed of processed buzzing, chirps and library air conditioner sounds, plus various synth samples from Native Instruments Razor. To enforce Jonas’s movements in the sound, we created variations with different phaser and Doppler presets plus hardware synthesizers, like Doepfer’s Dark Energy. The rest was editing to final picture.

The time machine and black hole required more direction from Bo, since finished VFX were not available until the final mix. Our last fixes actually had to be done during the final mix phase. To meet this challenge, we created a sound pool with different elements. With every VFX update we got more precise, finally reaching the final design. We used Native Instruments Reaktor, especially ensembles by Tonsturms Whoosh and Richard Devine’s Grain Cube. Both are fantastic for creating interesting variations of the same sound. For the final tweak, we added some alienated overtone singing sounds and ripped paper.

The helicopter was a mixture of classic jet fighters, helicopters, and motorcycles — all of them manipulated and EQ’d. As a texture, we added some real swarms of bees. The rest was also picture editing, like in the bunker we used Waves Doppler plug-in to establish a flyby.


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


Trending right now:

  • Metal Sound Effects Just Chains Play Track 973 sounds included $14

    As you’ve probably guessed from the title, this SFX library is all about metal chain sound effects. Various sizes of chains were pulled, dropped, shaken, rattled, whipped, hung, dangled and jingled.

    These sounds could come in handy for a wide range of purposes like morning star swings / whips, coin ringing, chain metal armor movements, hoists, addons for footstep movements and many more.

    So if you’re after any kind of metal chain sounds, this SFX library is one to get!

    60 %
    OFF
  • This library covers the sounds of the Trabant 601, equipped with a two-cylinder, two-stroke Otto-type engine from the late 1980s.

    The driving section contains 48 tracks with a total length of about 36 minutes. These tracks include engine ramps and driving sequences at various constant RPMs, suitable for game implementation. Additionally, there are takes featuring more common driving and pass-bys, which are better suited for linear media usage. Interior and exterior mixes are also included.

    The foley section comprises 23 tracks with a total length of 8 minutes. It covers all basic sounds, such as opening and closing doors, hood and trunk, gearstick shifts, handbrake usage, and horn sounds. These sounds were primarily captured from a close perspective using a shotgun microphone.

    Microphone setup:

    • Sennheiser MKH8040 (ORTF) – Cabin
    • Neumann KMR81i – Cabin / Foley
    • Neumann KM184 – Exhaust
    • Shure SM11 – Engine bay
    • Shure VP88 (M/S) – Exterior
    • Tascam DR40 (XY) – Exterior
  • Get ready to get active and listen to this pack of treadmill sound effects!

    Deep in the neglected basement home gym lives this early 1990’s entry level electric treadmill. Captured close to the belt, you’ll find samples of this exercise equipment both with and without the sound of the users footfalls. Perfect to compliment any training or exercise scene, or general moving machinery, this pack contains 8 unique sounds across 16 mono and stereo files, recorded at 24bit 96khz. Recorded in M/S stereo, all mono tracks were sourced from the centre mic of the M/S rig.

  • Funny / Comedy / Cartoon thefool Play Track 633 sounds included $3.75

    In honor of April Fools’ Day, SkewSound is proud to present “thefool”. This collection of comedic sounds includes party favors, slide whistles, buzzers, and whoopee cushions. We also recorded instrumental effects such as dobro slides, comedy club sax riffs, timpani glissandos, trombone slides, and even more cowbell. Vocal virtuoso, Chris Rando, contributed tons of laughter, mouth effects, and even vomit and fart noises. Who doesn’t love a little potty humor?

    75 %
    OFF

Latest releases:

  • City Life Sound Effects Streetscape Play Track 27 sounds included, 117 mins total $40

    Streetscape is an extremely focused urban ambience library: It features nearly two hours of exterior stereo recordings of only a few city blocks, portraying a gritty and dense urban setting, perfect for any urban thriller, modern noir, or cyberpunk project.

    Recorded four stories above street level in San Francisco, articulate details are balanced with natural diffusion and slapback in this dense urban corridor, allowing the recordings to sit in a mix with definition but without distraction. The recordings are between three and nine minutes long, have UCS-compliant filenames and metadata, and are provided with markers describing significant sound events. They have been carefully curated to not have any music from radios inside passing vehicles or local businesses, no wind, only adult voices, and only a handful of birds can be heard in a few of the recordings.

    The ambiences range from quiet and sparse to vibrant and active, with shouts and murmurs between car pass-bys and other events, echoing off the buildings crowded together like uninterrupted canyon walls. The city comes to life through the clanks of truck lift gates, rattling manhole covers, skateboard wheels over sidewalks, and even open grates down to the subway below, emitting an infamous “howl” as the train cars pass underground. Conversations, arguments, vehicular beeps, garbage trucks, electric buses, motorcycles, hydraulic brake releases, jackhammers, police sirens, car alarms, and more provide textures and specific sounds useful for any story set in a big city.

    Whether used as full beds or sliced up into specific sound events, Streetscape can help build a dynamic, lived-in city soundscape for your film, show, or game.

  • The Dhyāngro is a Nepalese Frame Drum, often used by the Shamans during special ceremonies. I had the opportunity to sample one that was made in 1930. I’ve captured the sounds of the drum in a variety of different ways, including:

    – Various impacts
    – Bead Rolls
    – Skin Slides

    And it also includes pre made Drum Loops to give you inspiration for new song ideas.

    20 %
    OFF
    Ends 1745186400
  • SENTINEL is a cinematic sound library crafted by French sound designer Julien Caraz, known for his raw, visceral approach to audio storytelling. Created exclusively for HorrorSound, this collection is a deep dive into organic sonics, stylized textures, and hybrid cinematic intensity.

    Built for composers, trailer editors and sound designers, music producers working in film, TV, video games, and dark audio environments, SENTINEL delivers cutting-edge audio assets that push the boundaries of traditional sound libraries.

    At the core of SENTINEL is a versatile collection of pulsing, tempo-synced loops, clearly labeled with BPM and key information. These elements are purpose-built to provide the foundation of your cues—delivering tension, momentum, and a sense of narrative progression with ease.

    What’s Inside
    Over 750 high-quality WAV sounds, broken down into:

    430 Loops
    Fully stemmed and mixed for maximum flexibility
    BPM + Key labeled
    Rhythmic beds, pulsing grooves, evolving patterns

    320 One-Shots
    Braams
    Impacts & Hits
    Drones & Abstract Textures
    Risers
    Signature Sounds

    Designed For
    Film & Game Sound Design
    Horror, Thriller & Sci-Fi Scores
    Trailer Music Production
    Ambient & Experimental Music
    Audio Post & Immersive Installations

    Available in three separate versions:
    Complete – 750+ sounds $99
    Loops Only – 430 sounds $69
    One-Shots Only – 327 sounds $49

  • The Master Gun RPK-74 Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 28 channels including 13 Stereo and 2 mono sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of 4 audio channels with 1 Stereo and 2 mono sources, including the Sanken CO-100k which captures frequencies above 100kHz for extreme pitch shifting workflows.

    Suppressed Recordings

    In addition to the unsuppressed shot recordings, we’ve also sampled the RPK-74 with a suppressor attachment. The suppressed RPK-74 was sampled right after the unsuppressed recordings using the exact same microphone setup as the unsuppressed version. This provides you a seamless transition between the unsuppressed and the suppressed recordings.
    The suppressed recordings also have the added benefit of muting the shot layers which helps bring out the intricate details of the mechanism (mech layers).
    Because adding a suppressor to the firearm increases the weapons muzzle velocity, the fire rate of the suppressed weapon is slightly faster than its unsuppressed counterpart.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • Spaceship Flying By Vol.2 is a sound effect library for creating exciting scenes in science fiction films, cartoons, animations and video games.These sounds convey the feeling of dynamic and fast spaceship flights, immersing the listener in the world of intergalactic adventures.

    Spaceship Flying By Vol.2 includes flybys of 30 spaceships.

    There are 3 variations of sound duration: 5, 15 and 30 seconds (+- 2 sec.), including 5

    variations of spaceship movement in position in the stereo image, namely:

    1. Main (Stereo)
    2. Flying from left to right
    3. Flying from right to left
    4. Mono To Stereo (flying towards the viewer)
    5. Stereo To Mono (flying away from the viewer)

    As a result, each spacecraft has 15 options for flying past.

    Demo files for review (5, 15 and 30 second versions of the spaceship flybys “Stereo To Mono”) from the sound set “Spaceship Flying By Vol.2” in mp3 format with watermarks can be downloaded from this link.

Film Audio Faceoff at Airwiggles
Need specific sound effects? Try a search below:


Did you capture any field recordings for Dark? How did you use those recordings in the show?

AW: Before Dark, I was working on a different feature film as a sound editor. Many scenes in this movie were also located in a forest and I was able to create a special pool of forest sounds. I spent a few days in a forest creating variations of footsteps and sounds like crackles and creaks. After reading the script, I was anxious to fill the gaps in my sound pool. I found, for example, an old iron shack and a water hose and recorded variations and different intensities of rain for the scene at the Obendorfs in Ep. 2. Using these, we were able to create different sound perspectives in the scene.

The setup I used was rather sporadic — a Roland R-26 for XY stereo and a Sennheiser MKH 40 for the center. Also, my RØDE i-XY is always ready to go. In many situations, spontaneity and flexibility are very important. Most of the time things have to happen fast.

We had to work without production sound effects due to a tight schedule and the conditions on-set. Close to one of the locations for example, was a building site worked on day and night. That didn’t make the job any easier for Thomas our dialogue editor. Both he and the recordists on-set did a great job though, allowing us to use almost all of the production sound. Of course, the heavy rain wasn’t less of a challenge. If possible, hogs hairs were placed on roofs and cars to minimise rain noise. It was also used on stage floors and in front of windows if there was VFX rain.
A bloodied man exits a crashed car.

There are some unsettling sounds that play through the series, like deep metallic whooshes and deep breaths or buzzing flies that are used on scene changes. Were those sound design or part of the score?

For me, it’s comparable to a bartender. Throw in some elements you want to fuse, then tweak a few parameters and you get super unique sounds!

AW: These sounds were mainly generated in many hours of blind, random-recordings with Twisted Tools S-Layer. I love that tool! For me, it’s comparable to a bartender. Throw in some elements you want to fuse, then tweak a few parameters and you get super unique sounds! Using the random function, presets are a little rougher. After every pass, parameters can be changed automatically so the result is always different. It does require several tries and the loot is smaller, however you get many results in a very short time.

Of course, the scene changes need more work than that. Additional elements have to work together and have to be edited since timing is crucial. I had the idea to connect the scene changes with preliminary picture content. For example, in the first episode we see Jonas standing in the forest at the fence close to the nuclear power plant. Here we used high voltage sounds, thanks to S-Layer. In the mix, we changed or added some sounds to these transitions because Ansgar had some really nice ideas!

 

What was the direction for music on Dark? Was composer Ben Frost able to hear some of the early sounds that were sent to the showrunners during the shoot? Did the tone of those sounds affect his approach to the music?

AW: That it should be a standalone character within the story — one that would move and flex with the narrative, spanning and binding timelines, and feeding and pushing back against itself, often violently.

Ben Frost always had the latest picture versions and corresponding sound design. The sound editorial team and Ben got introduced when the first edits were done. He was composing and working in Iceland and delivered layouts and compositions to Bo that we got as well. In this way, we could match our sound design for some scenes to the music. We stuck to this workflow until the final mix, which gave us a chance to always react and edit accordingly.

A group of 5 teenagers walk at night with flashlights
Alexander, you had mentioned that you were asked to move from Munich to Berlin at the beginning of sound post. Why the move? What challenges did that present in terms of sound editing the show?

AW: Yes that’s right. Bo and Jantje wanted all department supervisors at close distance. I moved to Berlin late in May — so 4 months before we started mixing. This made intensive work with Bo, Jantje, Sven and editorial possible.

Working from Munich would have restricted that. For example, Bo wanted to approve the episodes including sound for every edit version before he screened for Netflix in the feedback round. These feedbacks resulted in contextual changes and it was easier to discuss and perform these changes in Berlin. When things quieted down a little, I commuted between my sound edit in Munich and the mobile edit in Berlin, this way our Munich team could work in familiar environments. If there was a new feedback round, I returned to Berlin.

A red-headed teenager is gagged and placed in a device by a hooded man.

What were some challenges in upmixing this soundtrack into the Dolby Atmos format? What opportunities did the Atmos format present in terms of sound for the series?

AW: In mid-August, Netflix asked for a Dolby Atmos mix. This was close to the scheduled start of the 5.1 mix in Berlin. Christian Bischoff, who also pre-mixed the series in Munich with Mat Maydl and Ben Rosenkind (all three are re-recording mixers at ARRI Sound), planned a Dolby Atmos upmix template corresponding to Ansgar’s main-mix setup. Then we waited for approval of the episodes in Berlin and returned the finished main-mix session to Munich. Here Christof Ebhardt (sound editor at ARRI Sound) prepared the edit session and sound design for the Dolby Atmos format. The challenge was not to change content, if possible. Also, the balancing of spatial sounds had to stay approximately the same.

Another challenge was transferring reverbs from a 5.0 format to 7.0.2 without changing the sound and preset.

It is very interesting how the relationship of sounds changes when comparing both formats, especially reverbs. This upmix was intensive aural training!

Music surround panning presented another problem. In the 5.1 mix some characteristic pads and synths came with strong surround levels and had to be attenuated to avoid changing the front-back balance. We had to directly compare the 5.1 and Atmos mix for many scenes, especially in terms of music balance. It is very interesting how the relationship of sounds changes when comparing both formats, especially reverbs. This upmix was intensive aural training!

 
In terms of sound, what are you most proud of on Dark?

AW: Regarding content, I think we were able to create an oppressive atmosphere. Often, we found that the mix didn’t need music to create the mood we wanted. Bo decided to use ambience instead of music a lot, for example, rain/storm scenes inside, or the cave interior. Also, the synergy of music and sound design was very successful because they complement each and both are very special.

What makes me really proud though is the flexibility within our team. We had varying locations, countless re-conforms, three fundamental changes in the sound post workflow due to global rescheduling and a high demand from the showrunners and production. I think we were able to deliver that.

 

A big thanks to Alexander Würtz for giving us a look at the unsettling sound behind Dark – and to Jennifer Walden for the interview!

 

Please share this:


 



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Metal Sound Effects Just Chains Play Track 973 sounds included $14

    As you’ve probably guessed from the title, this SFX library is all about metal chain sound effects. Various sizes of chains were pulled, dropped, shaken, rattled, whipped, hung, dangled and jingled.

    These sounds could come in handy for a wide range of purposes like morning star swings / whips, coin ringing, chain metal armor movements, hoists, addons for footstep movements and many more.

    So if you’re after any kind of metal chain sounds, this SFX library is one to get!

    60 %
    OFF
  • Foley Sound Effects Buttons & Switches Play Track 2000+ sounds included $17.50

    This new library gets you a huge collection of all kinds of Buttons, Switches, Knobs, Levers, Sliders – that were pushed hard (and soft).

    From small buttons, small mechanics to big levers of different materials.
    Perfectly cleaned and edited for direct use.

    Whenever there is something to be pushed, pressed, released, hit, clicked, pulled – you’ll find the sounds to go with it here.

    All sounds are delivered as BWF tagged, 24Bit / 96kHz wav-files

    50 %
    OFF
  • Travel & Transportation Wooden Ship Ambiences Play Track 50 sounds included, 85 mins total $149.99

    Ahoy Mateys! Step aboard the finest sailing ship sound effects library in the land.

    Whether you’re working on an exciting Pirates of the Caribbean style video game or a relaxing sea-faring romance, the hours of exceptional background loops and additional cutting edge ship sounds contained within this sound pack will set your project on a course to excellence!

    EXPLORE AN ENTIRE SHIP

    Whether your adventure takes place in the MAIN DECK, CABIN, BELOW DECK, atop the CROWS NEST, in a MEDIEVAL PORT, or on a DISTANT SHIP in the HIGH SEAS we’ve got you covered! Each ambience contains MULTIPLE VARIATIONS, ALL-WEATHER CONDITIONS, and MULTIPLE INTENSITIES to cover every part of the ship, on the rough and calm seas, this sound effects library is perfect for every situation you need.

    A JOURNEY TO REMEMBER

    Our expert team of sound designers has meticulously crafted each ambience into CONTINUOUS, NON-REPETITIVE, DRAG AND DROP-READY LOOPS that will serve as perfect background audio for your game, film, animation, live event, or even as relaxing background audio! We have even included FULL and SIMPLIFIED MIXES, ISOLATED WEATHER, OCEAN and WOOD CRACKING versions, SHORT and LONG non-repetitive variants, and numerous other options for your convenience!

    TREASURE APLENTY

    With FREE UPDATES, FOREVER! and FREE BONUS AMBIENCES: MEDIEVAL PORT and isolated, SEA, SAILS, and FLAG FLAPPING, Ship’s BELL RINGING, WEATHER, and WOOD CRACKING SOUNDS, all supplied in industry-standard Hi-Rez WAV and Hi-Quality MP3 formats, there’s no better time to set sail on the high seas with this ONE OF A KIND sound pack!

    So what are you waiting for? Take command of this UNIQUE library and begin your journey on the high seas today!

    KEY FEATURES:

    • Huge variety of Old Wooden Ship Interior and Exterior Ambiences, All Weather Conditions and Additional Useful BONUS Sound Effects for every scene or situation.
    • Multiple variants and intensities for your convenience and additional edit options (lengths, looping versions, stingers, etc.).
    • Ready to use – requires no editing, labelling or splicing. Categorized, organized and individually labeled files for maximum use efficiency
    • All files are included in Hi-Rez WAV, High-Quality WAV and High-Quality MP3 formats
    • FREE Updates to higher versions, FOREVER!


    DOWNLOAD NOW TO INSTANTLY TURN YOUR PROJECT INTO A TRUE MASTERPIECE!

     

    • pirate sound effects library bundle Ship Sailing Ambience Old Wooden Boat Interior & Exterior Environment

    MASSIVE SAVINGS: The Pirate Sound Effects Bundle combines essential pirate-themed sounds—weapons, ships, ambiences, voiceovers, and more—into one comprehensive package. Save significantly by purchasing the bundle instead of individual packs. Click here to explore the bundle and save! 

     

Explore the full, unique collection here

Latest sound effects libraries:
 
  • City Life Sound Effects Streetscape Play Track 27 sounds included, 117 mins total $40

    Streetscape is an extremely focused urban ambience library: It features nearly two hours of exterior stereo recordings of only a few city blocks, portraying a gritty and dense urban setting, perfect for any urban thriller, modern noir, or cyberpunk project.

    Recorded four stories above street level in San Francisco, articulate details are balanced with natural diffusion and slapback in this dense urban corridor, allowing the recordings to sit in a mix with definition but without distraction. The recordings are between three and nine minutes long, have UCS-compliant filenames and metadata, and are provided with markers describing significant sound events. They have been carefully curated to not have any music from radios inside passing vehicles or local businesses, no wind, only adult voices, and only a handful of birds can be heard in a few of the recordings.

    The ambiences range from quiet and sparse to vibrant and active, with shouts and murmurs between car pass-bys and other events, echoing off the buildings crowded together like uninterrupted canyon walls. The city comes to life through the clanks of truck lift gates, rattling manhole covers, skateboard wheels over sidewalks, and even open grates down to the subway below, emitting an infamous “howl” as the train cars pass underground. Conversations, arguments, vehicular beeps, garbage trucks, electric buses, motorcycles, hydraulic brake releases, jackhammers, police sirens, car alarms, and more provide textures and specific sounds useful for any story set in a big city.

    Whether used as full beds or sliced up into specific sound events, Streetscape can help build a dynamic, lived-in city soundscape for your film, show, or game.

  • The Dhyāngro is a Nepalese Frame Drum, often used by the Shamans during special ceremonies. I had the opportunity to sample one that was made in 1930. I’ve captured the sounds of the drum in a variety of different ways, including:

    – Various impacts
    – Bead Rolls
    – Skin Slides

    And it also includes pre made Drum Loops to give you inspiration for new song ideas.

    20 %
    OFF
    Ends 1745186400
  • SENTINEL is a cinematic sound library crafted by French sound designer Julien Caraz, known for his raw, visceral approach to audio storytelling. Created exclusively for HorrorSound, this collection is a deep dive into organic sonics, stylized textures, and hybrid cinematic intensity.

    Built for composers, trailer editors and sound designers, music producers working in film, TV, video games, and dark audio environments, SENTINEL delivers cutting-edge audio assets that push the boundaries of traditional sound libraries.

    At the core of SENTINEL is a versatile collection of pulsing, tempo-synced loops, clearly labeled with BPM and key information. These elements are purpose-built to provide the foundation of your cues—delivering tension, momentum, and a sense of narrative progression with ease.

    What’s Inside
    Over 750 high-quality WAV sounds, broken down into:

    430 Loops
    Fully stemmed and mixed for maximum flexibility
    BPM + Key labeled
    Rhythmic beds, pulsing grooves, evolving patterns

    320 One-Shots
    Braams
    Impacts & Hits
    Drones & Abstract Textures
    Risers
    Signature Sounds

    Designed For
    Film & Game Sound Design
    Horror, Thriller & Sci-Fi Scores
    Trailer Music Production
    Ambient & Experimental Music
    Audio Post & Immersive Installations

    Available in three separate versions:
    Complete – 750+ sounds $99
    Loops Only – 430 sounds $69
    One-Shots Only – 327 sounds $49

  • The Master Gun RPK-74 Sound Effects library is recorded using a large array of various microphone configurations, we recorded shots from several distances in an open shooting range in the Nevada Desert.

    Raw Recordings

    Our raw shots features a total of 28 channels including 13 Stereo and 2 mono sources. All of our close and mid spaced pair Microphone options can be used as two independent mono microphones. The right side of every spaced pair will have more Mech than its left side counterpart.
    Every single gun has been recorded using the same gain settings on the same recorders, and we have level matched each microphone option between the same calibers so your 50ft microphones will be the same or similar across all libraries that share the same calibers. This makes mixing large amounts of weapons easier as the loudness and character of each gun is predictable.

    Our foley features a total of 4 audio channels with 1 Stereo and 2 mono sources, including the Sanken CO-100k which captures frequencies above 100kHz for extreme pitch shifting workflows.

    Suppressed Recordings

    In addition to the unsuppressed shot recordings, we’ve also sampled the RPK-74 with a suppressor attachment. The suppressed RPK-74 was sampled right after the unsuppressed recordings using the exact same microphone setup as the unsuppressed version. This provides you a seamless transition between the unsuppressed and the suppressed recordings.
    The suppressed recordings also have the added benefit of muting the shot layers which helps bring out the intricate details of the mechanism (mech layers).
    Because adding a suppressor to the firearm increases the weapons muzzle velocity, the fire rate of the suppressed weapon is slightly faster than its unsuppressed counterpart.

    Designed Mixes

    Created from the ground up we’ve designed a collection of game-ready mixes for your next project. If you are creating your own custom weapons system and would like to use our designed mixes in your project, you can use our no-tail options which are our realistic designed mixes without our tail layers. Just drag, and drop.

    UCS compatible metadata embedded

    All files contain extensive metadata to provide you with the fastest and easiest workflow possible. Metadata can be read and processed by audio management tools. Some digital audio workstations feature an included search tool that can also read embedded metadata.

  • Spaceship Flying By Vol.2 is a sound effect library for creating exciting scenes in science fiction films, cartoons, animations and video games.These sounds convey the feeling of dynamic and fast spaceship flights, immersing the listener in the world of intergalactic adventures.

    Spaceship Flying By Vol.2 includes flybys of 30 spaceships.

    There are 3 variations of sound duration: 5, 15 and 30 seconds (+- 2 sec.), including 5

    variations of spaceship movement in position in the stereo image, namely:

    1. Main (Stereo)
    2. Flying from left to right
    3. Flying from right to left
    4. Mono To Stereo (flying towards the viewer)
    5. Stereo To Mono (flying away from the viewer)

    As a result, each spacecraft has 15 options for flying past.

    Demo files for review (5, 15 and 30 second versions of the spaceship flybys “Stereo To Mono”) from the sound set “Spaceship Flying By Vol.2” in mp3 format with watermarks can be downloaded from this link.


   

Leave a Reply

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

HTML tags are not allowed.