Sound for Dunkirk Asbjoern Andersen


Reviews for Christopher Nolan’s Dunkirk have been incredible, and for good reason. It’s a truly spectacular film – and so is Dunkirk’s sound. Get the full story on how the film’s rich, dense, and immersive soundscape was created, in this A Sound Effect interview with Oscar-winning supervising sound editor Richard King:


Written by Jennifer Walden, images courtesy of Warner Bros





Dunkirk - Trailer 1 [HD]


During WWII, along the shore of Dunkirk in northern France, 300,000 British troops were stranded as they made a retreat back across the English Channel. Lined up on the beach, they were sitting ducks for German bombers. The larger British ships were unable to reach the men on the shore, so Britain called upon small civilian boats to cross the Channel and help ferry the stranded men back to safety. Even knowing their own lives will be at great risk, brave British citizens answered the call.

Director Christopher Nolan’s dramatic war film Dunkirk, in theaters now, follows their retreat from three perspectives: the beached troops, Britain’s Royal Air Force, and that of a civilian boat captain. They struggle against the advancing Germans, but they also fight against time and tide. The clock is ticking for these troops, and that ticking clock — a main component of Hans Zimmer’s score, is a prevalent aspect of the sound track. While the score grapples with the emotional tension of the film, Oscar-winning supervising sound editor Richard King, at Warner Bros. Sound in Burbank, CA was grappling with the sound of the characters’ experiences. His goal was to build a rich, dense, and immersive sound track that encompassed the raw environments and perilous situations that the characters were in. Here, he shares his experience of creating the visceral sound for the world on-screen.

 

Dunkirk is such a great story and the visuals are amazing. Of course, it’s no surprise that you and your team did an incredible job on the sound…

Richard King (RK): Thank you. I’m really proud of the film. We were all staggered when we first saw the footage. It was pretty inspiring and our job was to have our work live up to those images.

 

How did you get involved with Dunkirk?

RK: I’ve worked with director Christopher Nolan on his past six movies. He shared some of his thoughts and we talked a bit about it after I had read the script. Then he and the crew went off to Europe to shoot. I worked a bit on my own designing sound effects, and then officially worked on the film for about eight months.

 

What was director Nolan’s vision for the sound track? How was he planning to use sound to help tell this story?

RK: First, the goal was to make it exciting, to make it visceral and immediate for the audience. We wanted to put the audience on the beach, on the small boats in the Channel, and inside the Spitfires. We wanted the experience to sound like it would for the men on the beach, and for the people who were involved.

We tried to make all of those locations and situations as fresh and immediate as possible, to rethink all of the sound situations and deliver a fresh approach to war films in general. We didn’t want to follow the usual tropes that have been used in the past.

[tweet_box]Behind the spectacular sound of Dunkirk – with Richard King[/tweet_box]  

I was inspired by several books, especially Joshua Levine’s ‘Voices of Dunkirk’, which presents a kaleidoscopic view of the events through firsthand accounts. They often had fresh, interesting descriptions of the way certain things sounded and clearly these sounds made an impact on them. There were descriptions of bombs going off, of ships sinking, and of the Stuka sirens on the German dive bombers.

Using these firsthand accounts was my way into creating unique perspectives on situations that we all think we’re familiar with but mostly through other war films.

These descriptions were inspiring because not only were they real, but they provided fresh insight and perspectives on the sound. They talked about sound in unexpected ways sometimes. We wanted to create a sound track that was historically accurate, while at the same time making an awesome, exciting movie. Using these firsthand accounts was my way into creating unique perspectives on situations that we all think we’re familiar with but mostly through other war films.

We didn’t want to use other war films as inspiration. We wanted to use the real event as much as possible for inspiration.



The sound illusion that makes Dunkirk so intense


The sound illusion that makes Dunkirk so intense

On the beach, when the German bombers first attack, there is a spectacular screaming quality to the planes as they dive. What went into that sound?

RK: That sound was specific to the Stuka dive bombers, which had sirens attached to the wheel struts. They were air driven sirens that had small propellers and when the planes dove (which they did almost vertically) the pilot released a brake on these devices and the propellers on the sirens would start to spin. It created a sound that many of the soldiers described as being particularly horrifying. It was a psychological weapon that the Germans put on the planes to freak people out and it worked apparently.

The first thing I like to do is record the real thing, to record the real sound, because often that is the best solution. But there are no Stukas left in the world. There aren’t even plans or drawings showing how the sirens were built. All of that was destroyed by the Allies to inhibit potential German war-making plans in the future.

There are historical recordings of Stukas that date before the war and that sound has been recycled over the generations for movies and TV shows. It’s often used as the classic dive bomber sound, or plane crashing sound, or for an anvil dropping on Wile E. Coyote’s head. Even though that recording is pre-war, probably recorded by German newsreel crews for propaganda purposes, it’s out there in the culture and most everyone has heard that sound.

I wanted our sound to have the same intensity and the same horrific, apocalyptic quality that the Stuka siren seemed to have had.

I wanted to give a nod to that original sound, but I wanted to make a high fidelity version of it. I wanted our sound to have the same intensity and the same horrific, apocalyptic quality that the Stuka siren seemed to have had. It was a long journey figuring out how to make that sound. Eventually, I built an electric-driven siren inside of a 30-gallon steel drum and clamped resonators to it. We took it out into the desert and recorded it. The recordings have the siren sound ricocheting around the hills and that adds another quality to the sound.


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


Trending right now:

  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • Prepare for combat!

    With our fighting sound library, you’ll have 192 high-quality sound effects at your disposal so you can create the ultimate fighting experience in your video games, movies, or audio projects. Each of our sound effects has been carefully designed and categorized to cover all possible situations of a fight scene.

    Sound categories include: Punch, Bone Break, Blood, Punch Whoosh, Hit Protection, Break Bone, Sword, Knife…

    Furthermore, all of our sound effects have been recorded at a 96KHz & 24-bit, which means that each one of them has exceptionally high sound quality and stunning clarity. These sound effects are also highly customizable, which means you can adjust them to perfectly suit your creative needs.
    If you’re looking for a fight sound library that will really make an impact on your project, look no further! Our fighting sounds library will provide you with all the sound effects you need to create the most exciting and realistic fight you’ve ever imagined.
    Download now and start creating!

    Preview
    Youtube soon…
    Soundcloud

    Movements include:
    – Blood
    – Body Falls
    – Break Bone
    – Cloth Whoosh
    – Grab Body Cloth
    – Knife
    – Metal tube
    – Punch Breaking Bones
    – Punch Protection
    – Punch Whoosh
    – Strong Generic Punch
    – Sword

    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
    – 192 unique fight sounds
    – Number of Audio Waves: 192
    – Format: 96 Hz / 24 bits
    – Do Sound FX loop: Some
    – Minutes of audio provided: 3 minutes and 13 second

    Documentation
    License Agreement

    20 %
    OFF
  • Foley Sound Effects Pickups and Small Item Sounds Play Track 280 sounds included, 7 mins total $4.16

    Great Audio is Essential

    Essential Audio Pickups and Small Item Sounds contains 280 Foley sounds designed specifically for Video Game Sound Designers who need the usual Pick-Up sounds and SFX for common small items, including: Keys, Coins, Access Card, Pills/Health, Latches, Locks, Chains, Bags, and many many more!

    Features:

    •  280 sounds
    • Bags
    • Coins
    • Keys
    • Pill Bottle
    • Cable Ties
    • Camera
    • Lighter
    • Access Card
    • Chains
    • Locks
    • Clips and Clasps
    • Computer Mouse
    • Boxes
    • Papers
    • Clicks and Ticks
    • Tools
    • Scissors
    • Wood Game Pieces
    • Zippers

    Number of Audio Waves: 280

    Sample rate / bit rate: 44,100 Hz / 16 bit

    75 %
    OFF
  • 20 classic card sounds used in games, cherry-picked from Sonic Worlds' larger comprehensive “Playing Cards” library.
    The library was recorded with the most commonly-used card deck used by casinos, magicians and hobbyists alike.

    The library uses a close Mic perspective for that “in your face” sound used in games or film scenes where you want focus and create an impact.

    INCLUDES:

    • Riffle Shuffles
    • Bridging
    • Overhand Shuffle
    • Natural card dealing
    • Hard card dealing
    • Flipping onto a table
    • Flipping onto a card

Latest releases:

  • Bringing you the iconic sounds of 20+ high performance Nerf guns.

    With 206 files and 860 sounds, this one has all the sounds of motorized blaster guns, darts and water blasters; cocks, fires, gunshots, triggering thuds, clicking, rattling, spinning, grabbing, shooting, snapping, reloading and more.

    All organically recorded in-studio at 192kHz with a Sennheiser MKH8040 stereo pair and F6 and a lot of fun. The left channels have front mic and the right have rear mic takes.

    The resulting spectrum is rich and allows for manipulation of the sounds for complex sound design. Use these electronic and mechanical gun sounds to enhance mechanical, weapon and toy weapon design.

     

    860 sounds / 100% royalty-free / comes with detailed naming / UCS compatible

    Find the true sound of it with Vadi Sound Library.

    Special thanks to Can AktaÅŸ and Sefa Tanyer for finally agreeing to lend us their precious Nerf collections :)

     

    Nerf Series Inside

    Captain America, Dinosquad Rex-Rampage, Elite 2.0 Turbine CS-18, N-strike Elite Titan CS-50, Ultra Amp Motorized Blaster, Huntsman Ambush Rifle MXM-018 Blaster, Accustrike Falconfire, Elite 2.0 series: Commander RD-6 Blaster, Eaglepoint RD-8, Echo CS-10, N-strike series: Elite Firestrike Blaster, Elite Roughcut 2×4, Elite Triad Ex-3 Blaster, Elite Trilogy DS-15, Elite XD Firestrike Blaster, Mega Megalodon, Modulus Ghost Ops Shadow ICS-6, Supersoaker Twin Tide Water Blaster, Supersoaker Water Blaster, Zombie Strike RevReaper Blaster, Zuru X-shot Dino Attack Extinct Blaster.

    What else you may need

    You may also want to check out Military Radio Chatter library for 120 files of male radio communication sounds and radio signals. Our Mechanical library is another option for access to 600+ sounds of mechanics, tools, Foley and equipment.

    26 %
    OFF
  • 96KHZ 24BIT • 343MB • 100 FILES • STEREO • UCS METADATA  

    Introducing “Anime Motion” — a mini sound effects library tailored for creators who love the classic anime sound. This collection features 100 meticulously designed sound effects that capture the essence of vintage anime, bringing animated scenes to life with dynamic motion and accent sounds. Each effect in “Anime Motion” has been crafted to resonate with the nostalgic and distinctive style of old-school anime, making them perfect for projects that require a retro touch.
    All sounds are versatile and can be easily customized using pitch shifting, stretching, and plugins, allowing for endless creative possibilities.

    EDITED AND MASTERED WITH: Pro Tools, Bitwig Studio

  • Recorded at many different quiet locations, both regular old apartment and business buildings, a majors office, hallways, churches, a football stadium dating back to 1923, and a local manor turned into a museum, Doors Sound Effects library is a 87 track library, filled with classic antique wooden doors sound, collected through the last decade.
    Many of the tracks have both synced close up and wide perspective recordings, and all have many different takes to fit specific actions better.

  • Immerse your mystery and noir games in the captivating voice of our AAA Game Character British Female Detective Voice Sound Effects Pack. With over 13 minutes of meticulously crafted audio, this collection boasts 593 female voice-over files, totaling 713 MB of optimized voice samples in 24bit/96k.wav format. Perfect for developers working on mystery, noir, hidden object games, visual novels, and more, this pack offers a versatile voice profile that adds depth and authenticity to any project. And with its clean audio format, it’s ready for customization and integration into your game seamlessly.

    • 593 female voice-over audio files
    • 713 MB of voice samples
    • All in 24bit/96k .wav file format
  • Car Sound Effects Kia Ceed 2006 compact car Play Track 235 sounds included, 31 mins total $60

    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 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.

Need specific sound effects? Try a search below:


We brought the recordings back to the studio and made it fit the planes on-screen along with other sounds to make it even more intense. The sounds we added were like distortion, as if the sound is so loud that it is just ripping through the air. It’s natural distortion — not like something overloading. These were quite large, two-seater planes and they had large dive brakes on the wings that open up while the plane is diving. Those probably added to the screaming sound as the planes dove as well.

We wanted to use a version of what sounded like the original sound for the dive bomber approach, and then as it gets closer, the sound becomes more and more intense. It builds up to the point where you can’t believe that it can get any more intense and then it gets even more intense!

The period descriptions describe the Stuka siren as being so loud that it drowns out the sound of the plane’s engine as it dives. Our version needed to be almost musical but still ‘death-from-above’ sounding, like some screeching, horrible pterodactyl that is descending on them. There was no defense against it. There were minimal anti-aircraft guns on the beach. The soldiers and the ships were almost defenseless against it.



Videos by Eric Potter, showing the actual recording experiments to create the Stuka Siren sound for Dunkirk

 
The Sound of Dunkirk – Oscar Podcast

‘In this two part episode, the artists show how the carefully engineered track builds and maintains tension for the entire running time of the movie, with music playing almost continuously from the opening shot of soldiers walking down the street to the moment Finn falls asleep on the train. They talk about how the mixing time works: they make a complete pass through the film and screen it every week during the final mix; and finally, why director Christopher Nolan feels you don’t necessarily need to understand every word of dialog in his films. Oscar nominees: Alex Gibson, Gregg Landaker, Richard King, Gary Rizzo, Mark Weingarten’

There were great moments of water sounds, like the gigantic waves that lash the ship during the medic rescue. Then during the torpedo strike the water is rushing into the ship. The grounded trawler on the beach had water rushing in with increasing intensity. Also, there are underwater moments, including underwater screams. Can you talk about your water work on the film?

RK: We recorded a lot of underwater screams and fire hoses for the high-intensity water sounds. We also recorded garden hoses for the water streaming into the trawler, as the soldiers are trying to plug the holes with their fingers. We recorded sounds of sloshing water. We recorded giant waves for when they are below deck and get struck by the torpedo and water rushes in.

We spent a lot of time recording boats, the wake of boats, and the movement of boats through water along with boat engines. We scoured Europe for boats because we wanted older diesel boats that they would have used in Europe in the 1930s. Most of the pre-war boats in the States had gas engines and we wanted to have those small diesel motors instead. I have friends in Europe who looked all over for older boats that people have properly maintained. We recorded boats in Sweden, England, and Finland.
Three fighter planes approach a sail boat.
I didn’t go to Europe to record because at that point we were already starting to work on the movie and I needed to be here. The planes were also recorded in Europe. We recorded three different Spitfires and a British Blenheim bomber in England and in Sweden they recorded the German ME-109 fighter.

Another big recording session that the recordists did overseas was recording a loop group inside a de-commissioned English warship, which is part of the Imperial War Museum now. The loop group in England did voices for the guys on the ship before it gets torpedoed. They recorded the loop group yelling to capture that nice reverberant, metallic sound of that ship environment.

We wanted to use a British loop group because this is a story that is very important to the British and is still familiar to the people of Britain.

We wanted to use a British loop group because this is a story that is very important to the British and is still familiar to the people of Britain. This is a proud moment in their history. It’s an incredible testament to their spirit. It seemed like a hopeless situation and yet they didn’t give up. They wanted to get 40,000 soldiers off of the beach and they ended up saving multiples of that. It’s a real testament to British nerve and spirit and determination. It’s a testament to their wit and cleverness, how they figured out how to pull these boats out of nowhere and extract these troops.



Christopher Nolan on Dunkirk | Film4 Interview Special


Christopher Nolan, on the making of Dunkirk

During a scene on the beach, several troops are holed up in a grounded trawler waiting for the tide to lift it up. German soldiers begin to use the boat for target practice. The bullet impacts there made me jump out of my seat. Can you talk about your work on that scene?

RK: We shot pieces of metal to simulate the boat’s hull and used a silencer/suppressor on the weapon to diminish the gun firing sound. We really just wanted to hear the impact of the bullets.

That was the goal, to make those bullet impacts as startling as possible. One reason that they are so effective is where they occur in the scene. Chris [Nolan] designed the scene so that you really weren’t expecting the bullet impacts. Even after I had seen the movie a hundred times, I’d still jump when that happens. The timing of them is perfect. They happen in pregnant pauses. They’re meant to do to the audience what they did to the guys in the boat, just scare the hell out of everyone.

Then we have the water trickling in. That was the garden hose recordings. The water starts to spray in with more intensity and for that we had recorded some hoses here on the Warner Bros. lot. The water goes from a trickle to a spray as the boat settles deeper into the water. That was a cacophony of trickles that got bigger and bigger as the boat filled up with water. The sound was always there in the background to reinforce the jeopardy that they were in, as the boat was filling up with water. Everything was about racing time in the film and we wanted to accentuate that in whatever way we could with sound.

What are you most proud of in terms of sound on Dunkirk?

We wanted them to feel like this wasn’t necessarily a historical film, but that it could be something that is happening right now.

RK: I’m proud of the film in its entirety. It’s an amazing movie and I think that we really did our best to rethink every single situation and not ever refer to past war films or what we imagine something would sound like. We really tried to create something startling for each moment because the movie is so economical — it’s cut fast, the scenes are short, we are with individual stories for just a short moment before we go to another story, and so each shot had to have sound that immediately put the audience in that moment. We wanted to have something unique for each, to make you feel as though you are in that place for the very first time and that you have never been there before, or been in that situation before. That is what we wanted the audience to feel. We wanted them to feel like this wasn’t necessarily a historical film, but that it could be something that is happening right now. We didn’t want to make it seem like an old-fashioned story. It needed to feel immediate and I feel like we accomplished that.

A big thanks to Richard King for giving us a behind-the-scenes look at the sound of Dunkirk – 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:

  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • Prepare for combat!

    With our fighting sound library, you’ll have 192 high-quality sound effects at your disposal so you can create the ultimate fighting experience in your video games, movies, or audio projects. Each of our sound effects has been carefully designed and categorized to cover all possible situations of a fight scene.

    Sound categories include: Punch, Bone Break, Blood, Punch Whoosh, Hit Protection, Break Bone, Sword, Knife…

    Furthermore, all of our sound effects have been recorded at a 96KHz & 24-bit, which means that each one of them has exceptionally high sound quality and stunning clarity. These sound effects are also highly customizable, which means you can adjust them to perfectly suit your creative needs.
    If you’re looking for a fight sound library that will really make an impact on your project, look no further! Our fighting sounds library will provide you with all the sound effects you need to create the most exciting and realistic fight you’ve ever imagined.
    Download now and start creating!

    Preview
    Youtube soon…
    Soundcloud

    Movements include:
    – Blood
    – Body Falls
    – Break Bone
    – Cloth Whoosh
    – Grab Body Cloth
    – Knife
    – Metal tube
    – Punch Breaking Bones
    – Punch Protection
    – Punch Whoosh
    – Strong Generic Punch
    – Sword

    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
    – 192 unique fight sounds
    – Number of Audio Waves: 192
    – Format: 96 Hz / 24 bits
    – Do Sound FX loop: Some
    – Minutes of audio provided: 3 minutes and 13 second

    Documentation
    License Agreement

    20 %
    OFF
  • For those who need to design indoor explosions and gunshot acoustics this pack is for you! Contains 773 source sounds, with a minimum of three distance layers for each bang environment.

    Perfect for designing guns and explosion sounds that need to have different characteristics depending on distance — it’s how the pros do it!

    • Bathroom Large
    • Bathroom Medium
    • Bathroom Small (only close distance)
    • Corridor A
    • Corridor B
    • Corridor C (has 4 distances)
    • Corridor D
    • Corridor E
    • Elevator (only close distance)
    • Entrance (has 2 distances)
    • Room Large A
    • Room Large B (has 4 distances)
    • Room Medium A (has 5 distances)
    • Room Medium B (has 2 distances)
    • Room Small A
    • Room Small B
    • Stairwell A (has 5 distances)
    • Stairwell B (has 5 distances)
    • Stairwell C (has 5 distances)
    • Stairwell D (only close distance)

    All shots and explosion have close, distant and far layers, except where noted.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bringing you the iconic sounds of 20+ high performance Nerf guns.

    With 206 files and 860 sounds, this one has all the sounds of motorized blaster guns, darts and water blasters; cocks, fires, gunshots, triggering thuds, clicking, rattling, spinning, grabbing, shooting, snapping, reloading and more.

    All organically recorded in-studio at 192kHz with a Sennheiser MKH8040 stereo pair and F6 and a lot of fun. The left channels have front mic and the right have rear mic takes.

    The resulting spectrum is rich and allows for manipulation of the sounds for complex sound design. Use these electronic and mechanical gun sounds to enhance mechanical, weapon and toy weapon design.

     

    860 sounds / 100% royalty-free / comes with detailed naming / UCS compatible

    Find the true sound of it with Vadi Sound Library.

    Special thanks to Can AktaÅŸ and Sefa Tanyer for finally agreeing to lend us their precious Nerf collections :)

     

    Nerf Series Inside

    Captain America, Dinosquad Rex-Rampage, Elite 2.0 Turbine CS-18, N-strike Elite Titan CS-50, Ultra Amp Motorized Blaster, Huntsman Ambush Rifle MXM-018 Blaster, Accustrike Falconfire, Elite 2.0 series: Commander RD-6 Blaster, Eaglepoint RD-8, Echo CS-10, N-strike series: Elite Firestrike Blaster, Elite Roughcut 2×4, Elite Triad Ex-3 Blaster, Elite Trilogy DS-15, Elite XD Firestrike Blaster, Mega Megalodon, Modulus Ghost Ops Shadow ICS-6, Supersoaker Twin Tide Water Blaster, Supersoaker Water Blaster, Zombie Strike RevReaper Blaster, Zuru X-shot Dino Attack Extinct Blaster.

    What else you may need

    You may also want to check out Military Radio Chatter library for 120 files of male radio communication sounds and radio signals. Our Mechanical library is another option for access to 600+ sounds of mechanics, tools, Foley and equipment.

    26 %
    OFF
  • 96KHZ 24BIT • 343MB • 100 FILES • STEREO • UCS METADATA  

    Introducing “Anime Motion” — a mini sound effects library tailored for creators who love the classic anime sound. This collection features 100 meticulously designed sound effects that capture the essence of vintage anime, bringing animated scenes to life with dynamic motion and accent sounds. Each effect in “Anime Motion” has been crafted to resonate with the nostalgic and distinctive style of old-school anime, making them perfect for projects that require a retro touch.
    All sounds are versatile and can be easily customized using pitch shifting, stretching, and plugins, allowing for endless creative possibilities.

    EDITED AND MASTERED WITH: Pro Tools, Bitwig Studio

  • Recorded at many different quiet locations, both regular old apartment and business buildings, a majors office, hallways, churches, a football stadium dating back to 1923, and a local manor turned into a museum, Doors Sound Effects library is a 87 track library, filled with classic antique wooden doors sound, collected through the last decade.
    Many of the tracks have both synced close up and wide perspective recordings, and all have many different takes to fit specific actions better.

  • Immerse your mystery and noir games in the captivating voice of our AAA Game Character British Female Detective Voice Sound Effects Pack. With over 13 minutes of meticulously crafted audio, this collection boasts 593 female voice-over files, totaling 713 MB of optimized voice samples in 24bit/96k.wav format. Perfect for developers working on mystery, noir, hidden object games, visual novels, and more, this pack offers a versatile voice profile that adds depth and authenticity to any project. And with its clean audio format, it’s ready for customization and integration into your game seamlessly.

    • 593 female voice-over audio files
    • 713 MB of voice samples
    • All in 24bit/96k .wav file format
  • Car Sound Effects Kia Ceed 2006 compact car Play Track 235 sounds included, 31 mins total $60

    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 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.


   

4 thoughts on “Behind the spectacular sound of ‘Dunkirk’ – with Richard King:

  1. Richard was the sound effects supervisor on one of my early films, called down twisted. even then you knew richard was immensely talented. sadly it was the only time i worked with richard.

    albert pyun

  2. The film was amazing. But… In the IMAx theater in NYC the sound was so loud you couldn’t hear what the people were saying at times. Could have used sub titles or just turned it down. Many people complained but the theater didn’t seem to care. I heard this was the case in other theaters as well.

  3. I wanted to see Dunkirk, for Nolan is a fine director. Then I read this article and that was that-just saw it, or rather, heard it. Incredible, awe inspiring, terrifying – sound design on the highest level. I am working for the next few days, day and night, but my next day off next week and I will be listening again. And I’ll buy it on DVD when it is released for this is one to treasure and to learn from, masterly.

    Bernard Clarke

Leave a Reply

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

HTML tags are not allowed.