Deepwater Horizon Movie Sound Asbjoern Andersen


The Deepwater Horizon accident was a devastating disaster for the environment in the Gulf of Mexico. And now, the Deepwater Horizon movie tells the story of just what happened on that fateful day on the oil rig, from the crew’s perspective. The movie features Mark Wahlberg, Kurt Russell, Gina Rodriguez, John Malkovich and Kate Hudson, and is currently number 2 at the US box office.

The Deepwater Horizon sound team was led by supervising sound editor Wylie Stateman – and here, sound designer/re-recording mixer Dror Mohar tells the story behind the dramatic sound for the movie:


Written by Jennifer Walden, photos courtesy of Dror Mohar and David Lee





Deepwater Horizon (2016) – Official Teaser Trailer - Mark Wahlberg


The teaser trailer for Deepwater Horizon


 

Creating a dramatic film about a historical event is tricky business. A story is a very powerful thing. It has the power to rewrite events, turning villains to heroes and vice versa, depending on the perspective of the storyteller. Director Peter Berg, known for the biographical action film Lone Survivor, takes on the Deepwater Horizon disaster. In what light will he paint this event in his film? For the sound team, led by supervising sound editor Wylie Stateman of Twenty Four Seven Sound, Deepwater Horizon presented an interesting landscape.

The oil rig was a 29-story machine that never stopped. It was a mad-made island surrounded by the sea. It was a temporary home for the crew employed to keep it running. Sound designer/re-recording mixer Dror Mohar, at Technicolor in Hollywood, CA, has been a long-time collaborator with Stateman. In addition to Deepwater Horizon, they’ve created sound together for films like Lone Survivor, Django Unchained, and Inglourious Basterds. Here, Mohar shares his story of creating the mechanized world of Deepwater Horizon and designing its destruction too.
 

How was this film a unique experience for you?

The story of the disaster onboard the Deepwater Horizon and its implications is extraordinary. It’s an important story that demands answers to difficult questions regarding the means and ends of our energy industries – it was also a very ambitious cinematic undertaking. For both these reasons, being a part of it was an inspiring experience.

It’s an important story that demands answers to difficult questions regarding the means and ends of our energy industries

In terms of sound, creating a sonic vocabulary that describes the technology, human trials and incredible forces of nature was an intense and uniquely satisfying journey. For the first half of the project, I worked with Peter [Berg], Colby [Parker], and Gabriel [Fleming] at their picture cutting room where we worked in short, intense bursts to explore sound elements, designs, and treatments that speak to the identity of the story. This collaboration was very special in that the rapid exchanges led to picture, sound, and visual effects constantly informing one another. It was an opportunity to push the definition of storytelling both within the frame and beyond it.


Dror Mohar on the Deepwater Horizon mixing stage

Dror Mohar on the Deepwater Horizon mixing stage


 

What were some challenges you had in creating the sound design?

The film involves a lot of technical information, destruction and action sequences that hand off to one another. In terms of sound, these are components that can quickly saturate the experience and the biggest challenge was to design and choreograph the sound in ways that would immerse, but not exhaust, the audience. This meant a lot of experimentation with size, weight, tonal character and where sounds start and stop. It was a task that we carried out all the way to the final printmaster.

The biggest challenge was to design and choreograph the sound in ways that would immerse, but not exhaust, the audience

The designs were tailored to describe the extreme conditions onboard the rig, inform the audience of the technology of oil drilling and express the specifics and magnitude of the destruction. As far as the choice and placement of sounds – or their absence – the focus was twofold: to ensure that the sound effects never overpowered the human experience of the crew and to clearly articulate the implications of mechanical failures.

One challenge was to create acoustical space, since the geography of the story happens in two very isolated locations: on the ocean floor, five thousand feet underwater, and up on the rig platform in the middle of the ocean. In order to express scale, speed and distance, some of the design favored feeling over sound accuracy.
In terms of rig mechanics, we needed to establish the sounds and functionality of the rig’s components under normal conditions and later under overloaded conditions. The rig’s navigation system, engines, pumping systems and BOP (blow out preventer) on the ocean floor all needed to be established and become quickly familiar to the audience.


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What was the first sound you tackled for this film?

The design I tackled first was the opening sequence. The scene takes us down the pipe to the bottom of the ocean, revealing the BOP. This was a great introduction to the filmmakers’ stylistic approach. They were determined to have the audience “be the camera” to see what is going on under the hood. This also inspired the idea to use sections from the original recordings of Mike Williams’ original testimony as the very opening of the movie which we play over the opening titles.
 

How did you go about designing the mechanical elements, like the thrusters for example? Were those sounds created using sounds from libraries? Did you record any sounds in the field?

The mechanical sounds evolved and changed over time. Some of the machinery came from original recordings and some were a combination of recorded source together with design. I did a field recording in a port in Israel where I got access to pumping facilities and ships; these served as a great base for a lot of the industry we hear on the rig. For some of the big set pieces, I added a layer of design elements to inform a sense of weight, movement, and energy.
deepwater-horizon-recording-fluids_
Expressing size and weight was tricky because details that I would have ordinarily omitted were necessary in order to understand functionality. The solution was to consider cause and effect. Favoring the reaction of the environment to an event in the design created the impression of width and weight while making room for specifics. This was done in the form of structural vibrations, impacts on the rig, echoes to the PAs, tonal elements to the underwater environment, and water movement to express the force of the underwater mechanics. In the case of the thrusters, the final sound is a combination of elements that Wylie Stateman (supervising sound editor) designed with Harry Cohen, Sylvain Lasseur and myself.
 
[tweet_box]How the dramatic, intense sound for ‘Deepwater Horizon’ is made:[/tweet_box]  

The oil rig is surrounded by water. How did you use the ocean in your design? What was your approach there?

In terms of the elements that contributed to the disaster, the ocean itself was not a major player. On the day of the Deepwater Horizon disaster, the sea was actually calm. The lack of water turbulence was a very valuable tool. It presented the opportunity to use it exactly as that, as an element of quiet and calm to counter the chaos. This was very effective in the wide shots of the rig where the sounds speak to the vastness of the geography and isolation of the rig in contrast to the violent water at the bottom of the moonpool and the rushing water inside the lower decks after the explosion.
 

On the oil rig, things are breaking down and exploding apart. How did you approach the different types of explosions in the film?

As with other elements of the story, the main focus was to clarify what the different explosions meant for the loss of control over the rig. Each breakdown, system malfunction or overload was given specific attention using a variety of elements. More important than the blasts themselves were their sources – each called for a different treatment. The first two major explosive events were the ‘kick’ and blowout, where pressure sent mud blasting out on the drilling floor. Here, the focus was on pressure and the force of the particles. The next major explosive events involved methane gas. The gas accelerated the engine to the point of overload and that is when fire exploded through the lower levels of the rig that resulted in an atomic-like explosion. This explosion is designed to be a massive, instantaneous eruption.


Fire recording for deepwater horizon

Recording fire sounds for Deepwater Horizon


 

How did Foley play a role in the sound design for the explosions and breakdowns?

Foley Supervisor Gary Hecker (at Sony Pictures Studios) provided us with a great palette of sounds. The Foley component was used in the designs to add visceral detail. Gary’s performances were great, both in the explosions and the portraits of the lead characters as they wade through the debris across the rig.
 

Any favorite audio tools for this film? Can you give some specific examples of how you used them?

As far as plug-ins and instruments go, I would say that my main tool was a series of processing chains of saturation, distortions, delays, futzing and low end. I used these in creating textures, hard edges and mass for things like the PAs, explosions and underwater movement. That said, I am more of a story guy than anything else. At the top of my list for gear is always a field recorder, great monitors and a good sounding room where, together with the filmmakers, I can shape sounds and make choices that stand the test of time. I look to find a singular sound signature that creates a connection to the visuals.

On the Deepwater Horizon oil rig

You got to do the sound design and then keep your hands on it through the mix. Is that natural for you? Do you feel it’s easy to make decisions about your sound design during the final mix in regards to what elements serve the story best?

Mixing is not only an extension of the editorial design process, it is an inseparable part of the design of the sound experience. Everybody does it differently. For me, it’s about when to listen and when to let go and just hear. To me, listening is about the sound and hearing is the perception of the entire experience. It’s a bit of a dance.
Maybe it’s just semantics, but the point is to pay attention in different ways to determine how it all feels together – to determine how the track performs.

To me, listening is about the sound and hearing is the perception of the entire experience

As far as making decisions on the stage, I am not precious about any sound that doesn’t work for the story – losing it is not a compromise, rather a step forward. That said, nobody is perfect and a great mixing partner will always help balance me out.
Being intimate with the material is a strength in the mixing chair – it lends to knowing what elements to reach for as we shape the track against dialogue, music and the intentions established by the filmmakers.

I do it with my own material so I wouldn’t hire someone like me if I were not mixing. Instead, I would get a great mixer who is a great storyteller that has serious technique and experience under his belt. Sometimes that’s better for the film. A full-time mixer brings to the table very different things than I do – we overlap but don’t replace one another.
 

A big thanks to Dror Mohar, Wylie Stateman and the sound team on Deepwater Horizon for the story behind the sound – and to Jennifer Walden for doing the interview!

 

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    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

    What’s Inside
    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

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    Ends 1733439599
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    City Bicycles – Perspectives Demo

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    City Bicycles – Extra Surfaces Preview

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    30 %
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