Elemental Film Sound Design Asbjoern Andersen


The Foley team on Disney and Pixar’s latest feature film Elemental – now available on demand – had the complex task of not only creating Foley for animated characters, but animated characters who were based on the elemental properties of fire, water, air, and earth. Here, Foley artists Shelley Roden and Heikki Kossi and Foley mixer Scott Curtis at Skywalker Sound talk about the process of discover for element-based characters, how they created a huge variety of unique water-based sounds, what went into the Foley for Ember's ability to create glass objects large and small, how they communicate emotion through Foley, how they fit their Foley with effects and music, and so much more!
Interview by Jennifer Walden, photos courtesy of Disney/Pixar; Shelley Roden; Heikki Kossi; Scott Curtis
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Disney and Pixar films always have a strong emotional component to their stories, and getting the audience to connect with those animated characters is definitely their specialty. For their latest feature film Elemental, each character is based on an element: fire, water, air, or earth. So getting the audience to relate to something so abstract was tricky. One way to help achieve that connection is through the Foley performance. Since Foley sounds are ‘personal’ (i.e., unique sounds that each character make, like footsteps and movements), the Foley artist can impart personality and emotion into their performance, and help the audience to understand a character based on those non-verbal cues.

Discovering what an element-based character sounds like took a bit of exploration by the Foley team at Skywalker Sound. MPSE Award-winning Foley artists Shelley Roden and Heikki Kossi, and CAS Award-winning Foley mixer Scott Curtis did a day of R&D to explore some options to present to sound supervisors Ren Klyce and Coya Elliot. What do footsteps for fire people sound like? How do you express water inside a water person versus water outside their body? Do air people even make a sound?

Here, they talk about finding the right sounds to define the different Elemental characters, how they were able to impart emotion into their performances, what mics worked best for capturing the water and glass sounds, how they approached complex scenes like Ember’s visit to Wade’s family, and so much more. And since this was Kossi’s first feature film with Roden and Curtis, they talk about what it was like to work as a Foley team, and how this experience has helped them to grow at their craft and as a group.



Elemental | Official Trailer


Elemental | Official Trailer

Shelley and Scott, this is Heikki’s first feature film working with you both. How did this meeting of minds come about, and what was the experience like working on Elemental together?

Elemental_sound-17

Foley Artist Shelley Roden

Shelley Roden (SR): Our friend, Sound Designer Tim Nielsen, is the mastermind who brought us all together. After Tim worked with Foley artist John Roesch, Scott, and me on Moana and Dark Crystal: The Age of Resistance, and then with Heikki on The Little Prince, he thought that Heikki and I would mesh very well together. So a few years ago, Heikki came to Skywalker to work with Tim on Minions and Tim made sure that Heikki and I had the chance to work together for a few days. Right away, it felt very positive. We seemed to inspire each other, and I felt our energy was well matched.

As I learned while working with John and other artists, when two Foley partners approach things differently, it makes for a more interesting process. It challenges us to get out of our usual modes of thinking and it expands the palette of sounds that come off our stage. I appreciate that Skywalker was on board with the idea of Heikki joining our team.

Heikki Kossi (HK): Elemental was such a great project to start with.

SR: It was a creatively challenging project to kick off together. Scott and I have been fortunate to work with sound supervisors Ren Klyce and Coya Elliott on several projects before, so the workflow between our stage and sound editorial had already been established. Our new team could really just focus on creating sounds for the fire, water, earth, and air characters.

 

Elemental_sound-20

Can you talk about creating Foley for characters that are ‘elemental’? What were some initial thoughts on how to approach this concept from a Foley standpoint?

HK: A very big question from the very beginning was how much do we want to hear each element for each character when they are touching things, walking, or for their body movement. Do we want to hear natural hand touches and that kind of thing? Or do we want to have layers all the time that describe the characteristics of a water person or fire person touching something? I was a bit of a pain in the ass about this, asking the supervisors several times if they were looking for a natural sound or something else? And quite often the answer was just a natural sound.

Elemental_sound-15

Foley Artist Heikki Kossi

 
We did a lot of different layers; we weren’t satisfied with just one or two sounds. I noticed that in the final mix, you can’t hear much of the natural hand and body touches. You hear more of the elements — water or fire or earth.

The supervisor gave us a lot of leeway in the spotting. That was part of the nature of this project, for us to put these elements together, melt them together, and make them mesh with each other. Everybody was inspired by the concept and curious about how this would work when we started creating the sounds. We realized that we’d need more than one layer for each sound.

Scott Curtis (SC): The Elemental project, in general, required so much more experimentation to figure out what layers we’d need to make it work. We started with a natural approach to see how it plays, and then presented that to Ren and Coya to get their feedback. We’d make any adjustments based on the feedback and then move on. That was the process. Every project has a certain amount of collaboration; it’s just that Elemental required so much more than usual.

Thankfully having worked on many projects with Ren and Coya, that collaborative process was fun and efficient.

HK: It was so nice to have this first project at Skywalker. We had an R&D day (one day for testing ideas for crucial elements) since the supervisors were not sure how to approach things like Ember’s feet and other fire Foley sounds. It was so great to have that one day just to experiment. We worked on a couple of moments and had a listen with the supervisors. We had a really creative talk. That’s typically not possible with the schedules or the budget for every movie, but in an ideal world, that’s definitely how we should work.

Every project has a certain amount of collaboration; it’s just that ‘Elemental’ required so much more than usual.

SR: Ren, Coya, and Director Peter Sohn discussed how the characters are so abstract – they are animated effects – and how Foley could help connect the characters to their environment. They decided to have the fire characters sound like they are wearing shoes. If you look at Ember’s feet, they are two flames that come to a point. I used that visual as a guide and thought about who she was becoming over the course of the story – powerful, passionate, and determined. I walked her in an edgy flat with the idea that her physical expressions would have these qualities. It is incredible how well the idea of the fire people wearing shoes worked.

HK: Ember’s feet are a really good example of how Foley and effects can work together to make it feel more natural. Shelley did really well at picking a feeling for what we can see. But I noticed that they cut some flames to the feet, so we were able to play around with what comes through with other sounds. Sometimes they want to just give an impression of movement under an intimate, quiet scene but then sometimes we also have the fire sounds. Again, it was a way to tell how fire is present.

 

Elemental_sound-05

Foley creates a connection between the characters and the audience. It’s what brings you closer to these characters. That’s so important in animation so that the characters don’t feel abstract and unrelatable. You want to have an emotional connection with these characters. So, in addition to portraying the abstract and elemental qualities of the characters in Elemental, you also had to make their emotion translate through your Foley work. How do you do that? How do you make it feel emotional?

SC: EQ. It’s all about the EQ.

HK: Yes, Scott has this emotional EQ plugin. He’s the only one using it.

SC: I have a sad button, a happy button.

HK: No, just kidding. It’s about creating a sense of realism. The most important part is the performance. It’s how we perform the sounds, how we perform the characters. I believe that performance is more important than finding the exact right sound. If the performance is what it should be, then you don’t think about the sound anymore; you just buy it.

…we need to be emotionally moved by what we see and what we are working with…

So what makes a good performance? That’s a good question. It’s about time — how much time you have to go inside the story, how much time you have to do some pre-work. That’s one of the benefits of having a partner on the Foley team. When Shelley’s doing cues, I can check out my cues and go deeper to find the small details to add to that cue. And the same goes for Shelley. When I’m working, Shelley is doing the same. That’s one way to improve performance.

It’s hard to say what makes that emotional part so emotional. I’ve often said that we need to be emotionally moved by what we see and what we are working with, because if we don’t feel the emotion then nobody is going to feel the emotion. It sounds cliche but I believe it’s true.

Simultaneously, I listened, evaluating my performance to make sure the sounds spoke for these feelings.

SR: I don’t think it sounds cliche to feel the emotion. In every performance, we have an opportunity to communicate what the character might be thinking or feeling. For example, in the scene when Ember is walking underneath the elevated train as the water is pouring down over the sides and all around her, a change has come over her. Suddenly she feels at ease about the presence of that water. This represents how she is beginning to feel inside when she is around the water that is Wade. When I walked her footsteps, I watched her facial expressions and fell into her relaxed, blissful movements while bringing up these feelings in me. Simultaneously, I listened, evaluating my performance to make sure the sounds spoke for these feelings. My hope is that the focused intention of my performance translates and that the audience connects with it.

 

Elemental_sound-12

What do movements for fire people sound like? How did you create the Foley for their movement sounds?

SR: We were asked to do a version of “fire cloth” to augment the fire characters’ movements, so we experimented on that R&D day with a lot of different tools. The best solution turned out to be simple rather than complex. Heikki ended up pulling from his collection of props for the fire cloth movement.

HK: We ended up just using an old tattered shirt that I was flapping around.

In the beginning, we were struggling a little bit to find the right kind of sound. Then they did the first pre-dubs for the first reel and that was really helpful to hear. By the end of the project, they asked us to do the fire movement for all the reels.

By the end of the project, they asked us to do the fire movement for all the reels.

For the biggest movements, they had effects, but then they had this layer of cloth movement that sounded like flames moving, that matched Ember’s movements and the fire people’s movements. So they were able to play around with effects and the Foley layers we did. It’s a good example of what Shelley was saying, about how effects and Foley worked together.

Getting it to sound right with the picture is always my job.

We tried some contact microphones for the movements, for instance when Ember breaks the glass, chews the pieces, melts it back into liquid, and forms it back into a sheet of glass. I think they used a small piece of the contact microphone recording for that.

SC: On my side, I made sure proximity to the mic was right, and that the sound wasn’t buffeting during the recording. Between compression and EQ, I tried to get the sounds to sit right with the picture after the fact. Getting it to sound right with the picture is always my job. I take what I get and help it to fit the image on-screen.

 

Elemental_sound-04

How about the character movement sounds for Wade and the water folk? There’s so much water in this film…

HK: That was a challenge, especially for his feet. I was changing my method for how I did Wade’s feet every reel. I was using a really wet, splashy rag and this rubbery hot water bottle to make his feet. Later, I stopped using the hot water bottle because it was making rubber squeaks. So in the last reels, I was making the splashes for his feet in a small puddle.

Then, we have water inside Wade’s body and outside his body, like when he’s sweating. We have him moving in water and that needed to sound different from the water sounds happening inside his body. So, it was definitely a team effort.

I was changing my method for how I did Wade’s feet every reel.

We were using a hydrophone (a Sound Fish ASF-1 MKII Hydrophone from Ambient Recording) for some of the sounds, and Scott was helping with EQ. As a team, we were conscious of the needed perspective. We had many extra requests for Wade’s water movements in water. And they used everything.

Emotion-wise, I really felt the part when Wade when reforming himself from the water drips from the ceiling in Ember’s shop near the end. Those sounds were really delicate.

It was fun doing the water Foley, trying to get the difference between Wade’s interior water sounds…versus…his movement through the water.

SC: It was fun doing the water Foley, trying to get the difference between Wade’s interior water sounds – like when he’s raising his arms – versus when he’s in water and still getting the sense of his movement as water and his movement through the water. There were some really great, challenging yet fun situations we had to find solutions for.

HK: I remember that Shelley used an air compressor to create bubbles for when Wade eats the Kolnuts (coal nuts) and these huge bubbles rise up inside his body and float out of his mouth.

SR: All those moments you guys mentioned came out great. It was a blast to create all these layered sounds together.

 

Elemental_sound-14

There was that fun scene when Wade invited Ember to his family’s home for dinner, and the apartment is full of water (it’s like a swimming pool) and there are multiple water people there, and Ember is floating on a chair. You must have had a field day with that scene!

HK: There were some many unique water sounds, so that was a challenging scene. There was so much movement in water and so many water people, which all needed movement sounds. Their feet were particularly challenging because you have the water movement sounds inside each character and then their feet moving through the water. That was a tricky scene. We went sound by sound, cue by cue, and all the time thinking about what the perspective is and which particular sound I’m doing now.

SC: We had to keep things in context. I remember the pool toys and their chair squeaks. It was great.

 

Elemental_sound-01

In addition to using the hydrophone, what mics did you use above the water? What mics worked best to capture the water sounds?

SC: It was mostly the Neumann KMR 81 and we had an AKG 414 hung as well, and my go-to, a Sennheiser MHK 800. Those are my three mains. We didn’t use any other fancy mics, like ribbons. I was just capturing the surface sounds or using the hydrophone to sweeten some of the sounds or for the internal water sounds.

So it was a combination of mics, or isolating one and only using that and pitching the heck out of it. It all depended on the source sound I was getting and then determining what to do to the sound to make it fit what we were seeing on screen.

 

Elemental_sound-13

Did the air people have Foley sounds? They play “Air Ball” in the arena; did you do Foley for that scene?

SR: We attempted to do Foley for the air people. On the R&D day, we gave a bunch of samples of whooshes and we experimented with the contact mic. I’m not sure if they used much of that in the final mix, but it was a fun process.

SC: We had done some Foley for the “Air Ball” game…

We also did some sounds for the air people’s jet plane in the beginning, for when they were establishing Elemental City.

HK: …we did some accents for the gameplay, like when the air people pass through one another, and I think they used some of our sounds. Of course, we did Foley for Wade and Ember entering the stands in the arena.

We also did some sounds for the air people’s jet plane in the beginning, for when they were establishing Elemental City.

SR: Oh yes, we deflated that Zeppelin. That was a playful tag-team effort with Heikki and me creating four layers for that. We were all cracking up the whole time.

HK: But most of the sounds for the air people were made by effects.

 

Elemental_sound-11

The earth people were probably the easiest for Foley. How did you handle their sounds?

SR: There are so many variables in Foley that it is never easy, but we did arrive more quickly at a sound for the earth people. We performed footsteps and several variations of leafy branch movements for the trees walking down the ship’s plank to the port of Element city.

There are so many variables in Foley that it is never easy…

The tree trunk footsteps didn’t require a separate heel-toe sound, so Heikki and I would experiment with manipulating gloves or objects or shoes against cement – whichever tones best suited the visual – and we added texture between the tool we were manipulating and the surface to sell the tree bark quality. The surface area and the weight of their feet were important to convey and Scott helped us to achieve that.

 


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  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

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    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

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  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
    Earth, Ice, Fire, Air, Black, Energy, Liquid, Foliage, White, Cartoon/Anime, and Generic

    SOURCE: (1,110‬ sounds)
    The source folder is packed with useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

    • GLUED (Multiple variations of the same sound glued in one file)

    • SEPARATED (Each variations of sound are separated in different files)

    20 %
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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

    Enter GORE 2, The follow up to our first smash hit GORE sound library. Full of the most insane blood explosions, drips, flesh rips, splatters, blood gurgles, and intense fight and ultra violence sounds. Why did we make it? Because we wanted a HUGE collection of bigger, wetter, juicer, and crazier GORE sounds that could be a forever go to for professional sound designers. We recorded over 5,000 sounds and 300+ files to make this a whopping 20+ GB collection with lots of variations for all your scenes, film, gameplay or project. The GORE 2 library is split up into 3 sections, designed, source, and builds. Design – Bone, blood, melee & slaughter categories. Source – Featuring 192Khz 32 Bit Sanken Co-100k mic recordings, allowing you to pitch up ultra high or ultra low without loosing fidelity. Builds – Halfway between source material and designed, allowing you flexibility to start with some sounds that are slightly designed. GORE 2 is a classic giant collection that will serve you for years and years.

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Need specific sound effects? Try a search below:


Elemental_sound-03

There’s a great scene in which Ember loses her temper in the store, explodes, and breaks the display window glass. So she eats the glass, heats it up, and blows the molten glass into a new window. How did you handle this scene for Foley?

HK: There were a couple of hero scenes for Ember, with her reshaping glass, like when Ember creates the glass wall from the bags of sand, and when she’s visiting Wade’s home and she creates that vase.

When I was a teenager, I was working at a glass company as a summer job and I worked next to this huge oven (kiln) where they melt normal glass down and change it into tempered glass. So, it was the same process of turning glass back into a liquid and reshaping it. That was an experience I could draw on when working on this film.

I was using a brillo pad against the contact mic, and also coals and pine cones to make that crispy, crackly sound.

So, we had to start with normal glass, and then have a sound for the liquid, and then it reforming back into glass. Scott set up a contact mic so we could capture a crackling sound. In reality, there isn’t a sound for glass hardening from a liquid into a solid, but in our world, it has a sound, of course. So I was using a brillo pad against the contact mic, and also coals and pine cones to make that crispy, crackly sound.

For building the glass wall, we created the flame movements, and then this goopy sound for the liquid glass flowing and forming the wall. There were several layers and Scott did quite a lot of editing while we were recording because we needed to make sure the different aspects of this transformation and the different layers of that could cross-fade into each other to create a seamless sound that represented what was happening on-screen.

It’s always important for the Foley editor to have an idea of what elements we need to create in order to make a transformation sound work. There are so many unique layers that went into this one sound and we spent a lot of time building the Foley sound for that glass wall.

SC: There were so many multiple layers for this sound. We would do the liquid glass framework and then coming out of that we’d do the sound for the glass crystalizing and hardening. We had to get a sense of that movement and shape. Then the icing on the cake is playing it all back to see if the layers are working well together.

We had to get a sense of that movement and shape.

When Ember is in the shop reforming the broken display glass, she does this blowing action where she turns the glass into liquid. Heikki did this really cool blowing sound that was slightly hollow yet had a glass resonance. It just fits so well.

Working on sounds like this is so fun for me because I get to take what Shelley and Heikki give me and simply present it. And sometimes their creativity can inspire me to do other things with their sounds.

HK: There were many moments in this film where – looking at the Pro Tools timeline – there’s only one cue but there are many aspects of the Foley we need to perform and Scott needs to edit to create that one sound.

Strategic cueing is so essential.

SR: Coya gave us so much freedom to create as many layers as we needed for each moment.

HK: She made a lot of good decisions, giving us the time and space to do these types of sounds and to concentrate on these types of cues, and not cueing something really simple that they knew they didn’t need – maybe there were a lot of effects or driving music in that moment and they wouldn’t need Foley. So we always try to avoid doing Foley for moments they might not need.

SR: Strategic cueing is so essential. I like to think of Foley cueing as music orchestration. How will each cue serve the story and how will each cue play in context with everything else?

 

Elemental_sound-08

There’s a lovely scene in which Ember dances across the tops of the minerals in the park and she changes color. Was this a Foley moment? Or effects? Or music? It was so beautiful! What went into that sound?

SR: I’ve had some great experiences using Foley props to improvise with guitar players, bass players, and sound artists. So when an opportunity presents itself to play props musically to serve the story or to support the musical score, I will jump on it.

…when an opportunity presents itself to play props musically to serve the story or to support the musical score, I will jump on it.

For this scene, I simply hit several pieces of crystal glassware against cement as hard as I could without breaking them. For each of the crystals that Ember jumped on, I chose a different glass tone and then Scott re-arranged them in an order that we felt sounded best musically and that seemed to match the size of each crystal. Ren told us he loved the attack of the recordings we provided. He ended up pitching each crystal ping for each step to match the final music. Scott and I also added a layer of Ember’s shoes landing on a nebulous tacky surface. So the final mix is a blend of both Foley and music.

 

Elemental_sound-06

What was your favorite scene for Foley? Why? What went into the Foley for that scene?

SC: There are so many scenes, and we talked about a few of them. The big glass wall build was fun. Ember jumping onto the crystals scene, and the vase transformation scene are two more. Wade walking around in water and his stomach bubble were also fun.

…we added the sound of the piece of coal trembling on the spoon as Wade slowly raised it to his mouth.

SR: One of my favorite scenes was when Wade claims to be a food inspector and he is challenged by Ember’s father to eat those spicy Kolnuts (coal nuts). I wanted the feeling of Wade’s reluctance to eat the Kolnuts to be heard, so we added the sound of the piece of coal trembling on the spoon as Wade slowly raised it to his mouth. On a separate track, we recorded a sizzling sound as the coal dropped into Wade’s mouth.

Then we plunged the hydrophone into a basin of water and I held an air compressor nozzle underwater against my hand to perform the sound of the Kolnut drifting down into his body.

…when we switched over to the hydrophone, I used one ear to listen through headphones so I could understand how my performance was being picked up by the mic.

On the stage itself, we do not usually use headphones to listen to what is being recorded live, but when we switched over to the hydrophone, I used one ear to listen through headphones so I could understand how my performance was being picked up by the mic.

Scott had a great suggestion to have the sound of the bubbles gradually shift to a lower pitch as the Kolnut rolled down into Wade’s body, so I performed it like that. When the Kolnut bottomed out in Wade’s stomach and a gas bubble formed inside his head, I used the air compressor nozzle to blow up a latex balloon under the water. Using the hydrophone helped the sounds feel more internal.

HK: One of the most emotional moments was when Wade is stuck in the room with Ember after the house collapses and the temperature rises and he evaporates. A little bit later he comes back, starting as water droplets. In the film, the music stops so the audience can really hear the Foley work. As Shelley said earlier – about performing with feeling as she did for Ember’s feet – there was a lot of feeling in this moment with Wade and throughout the film. When you do it right as you perform the sound, you can feel it immediately. It doesn’t matter if it’s an emotional moment or it’s just something happening in the background.

When Wade was stuck in the water pipes, Heikki and Scott created some great pipe rattling and internal clanking sounds…

All those scenes in the basement of Ember’s house/shop, I liked those scenes also. There were so many different textures of clanking.

SR: When Wade was stuck in the water pipes, Heikki and Scott created some great pipe rattling and internal clanking sounds which were some of my favorite sounds that made it into the final mix.

The three of us create all these sounds knowing they might never make it into the final film, never to be heard or felt by the audience, but the experience of making them is so wonderful that it feels good giving them away.

HK: That’s part of the process.

SC: You have to release your doves and let them fly away into the wild, if they come back to you then you’ll know … .wait, I don’t think that’s the right metaphor.

Seriously though, you can’t get attached to it because there can be many different reasons why a cue or element is played or not.

 

Elemental_sound-10

What was the most challenging scene for Foley? Why? What went into it?

SR: (Spoiler Alert) The most challenging scene for me in terms of emotion was when Ember and Wade finally touched. It made sense to just grab my clothes iron from home and experiment with it a little bit. What object will I use to press against it to create steam? How do I hold it there for a whole minute without burning my hand? How do I give it variation to help it sound like more than just a press? There’s a moment when they’re holding each other and they grab each other’s hands – it’s so beautiful.

It’s all about ratios and balancing the intensity of the objects and the surfaces they are interacting with.

You don’t really think about how you’re going to make it work when you’re performing. You just rely on your instincts and grab an arsenal of tools that might work and then you perform it to picture. If it works it works. If it doesn’t, then you tweak it just a little bit. It’s all about ratios and balancing the intensity of the objects and the surfaces they are interacting with. The tools I pressed against the iron included a variety of sponges, pot holders, and gloves that swam nearby in a bucket of water.

For this moment, I wanted to hear the articulation of the fingers as they wrapped around each other, building from a gentle, singular “one, two” to a “three,” using more surface area as their palms touched and the steam intensified. As Heikki was saying, if you feel it then you know someone else might feel it too.

SC: The air people were challenging.

HK: We lost that game.

SR: When we tried the obvious method of creating air, Ren would say he could hear our mouths on the recordings (laughing).

SC: Or, it sounds like you’re rubbing the microphone or you’re blowing across it.

SR: It’s good to fail.

Foley helps effects and effects help Foley; it’s a collaboration.

HK: And part of the process is the supervisors thinking, “Do we need a sound for that?” When we had a meeting with Coya and Ren after our R&D day, that’s what we were thinking about – is there a sound needed? We have four elements in the film, and it’s a cool decision they made that air people don’t have that much sound.

SR: It’s a bold decision to choose not to have a sound. Pixar animated these incredible cloud faces and fire faces in a way that you immediately feel a connection with these beings. You don’t need a sound to justify each movement or action. Also, what is Foley and what are sound effects? What is music? These are boundary lines that we all continue to cross.

HK: It’s an interesting subject because some people think that when Foley is done for a film, if it’s used in another film then it’s effects. Because Foley is an element that’s customized for a specific film. Used in a different film, that Foley now becomes effects. Foley helps effects and effects help Foley; it’s a collaboration.

 

Elemental_sound-02

Scott, what were some things you did differently in recording and mixing the Foley on Elemental?

SC: Using that hydrophone was interesting. It sounded better if I rolled off certain frequencies, depending on the scene. The hydrophone is a bit difficult because I’m in my room and I don’t see or understand how they’re manipulating the sound source we’re recording, if they’re blowing compressed air across the hydrophone, or if they’re moving the mic itself, or they’re moving water onto the mic. So I just listen and, based on what I’m hearing, I’ll ask for a little less of this or more of that, or maybe change the orientation of the mic.

Elemental_sound-18

Foley Mixer Scott Curtis

This was the first time I used the AKG 414 on a Foley session. Heikki had brought his from Finland; it’s one that he used on his stage and it did the job.

SR: It was cool to compare that to the MKH 800. We could hear subtle differences.

SC: I still like my 800 but it’s nice to have options just because the recording from one mic may sweeten and help another. I don’t do a lot of dual-main mic recordings so I wouldn’t necessarily record the 414 and 800 at the same time in hopes that I can combine the two. If there’s a compelling circumstance where I would maybe want to try to do that, I would either have to time-align them or maybe use one as a distant perspective or put a low-pass filter on one of them creating a low-end sweetener to mix with the other mic.

SR: Another fun thing we did in Elemental was for Cinder (Ember’s mother). She’s trying to get past the security guard to enter Wade’s building. She was darting back and forth in front of the security guard so fast that my real-time footstep performance could not match the feeling we wanted to capture. We decided to record at half-speed, allowing me to perform each footstep with a strong and precise impact that, when played back at normal speed, were pitched up, giving her that comical quality we were going for.

I have to learn to listen to my live performance differently when we’re recording at half-speed, keeping in mind how it will be processed. Always, the answer is in playback. You don’t know until you play it back – that goes for anything. You might love what you do performance-wise or sound-wise, but until you play it back in context, you don’t know if it’s going to work.

 

Elemental_sound-16

Foley Artists Heikki Kossi and Shelley Roden and Foley Mixer Scott Curtis

What have you learned while working on Elemental that’s helped you to grow at your craft?

SC: That we can work together. That’s one.

SR: It reinforced my belief that I never want to get complacent or comfortable, relying on tools or tricks that I know really well. I want to continue to be curious, to expand.

It reinforced my belief that I never want to get complacent or comfortable, relying on tools or tricks that I know really well.

SC: There are no rules. Going back to my statement that I wouldn’t use two mics at the same time, that’s not true. There could very well be a moment where it would be really cool if we did do that. And so anything’s open to suggestion or opportunity.

HK: Using the AKG 414 is something that I’ve learned from Nicolas Becker. He uses that mic quite a lot, and I started using it more and more. It’s silly to make rules that you use one mic for something. You just need to listen and try to hear the sound beforehand, already in your head, and then try to find a way to make that happen.

…it was really inspiring to see how we really think about the sound and to find out that our aesthetics can match.

Also, for this project to be the first one for us as a Foley team, it was really inspiring to see how we really think about the sound and to find out that our aesthetics can match. It’s hard to say definitely that I learned this and this. It’s more about learning that we can work together. It’s definitely a lot.

For me, it was also starting to hear how this room sounds. It was a new team, a new atmosphere, new acoustics – a lot of new things. In the beginning, I was definitely missing my stuff because I think it was the middle of Elemental and almost at the end of the show when my container finally came in from Finland and I had my props. In the beginning, it took me some time to find the right prop for the sound I wanted.

SR: This was our first film together and we are still getting to know each other. Based on what we accomplished here, I’m pretty fired up about our future together.

 

A big thanks to Foley artists Shelley Roden and Heikki Kossi, and Foley mixer Scott Curtis for giving us a behind-the-scenes look at the Foley for Elemental and to Jennifer Walden for the interview!

 

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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:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    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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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
    20 %
    OFF
  • 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.

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