Asteroid City film sound Asbjoern Andersen


Wes Anderson's latest release Asteroid City shows off his distinct style of filmmaking, from the muted color palette to the purposeful use of sound. Here, long-time Anderson collaborators – supervising sound editors/re-recording mixers Wayne Lemmer and Christopher Scarabosio – talk about crafting a controlled soundscape that subtly shifts to match the camera movements, creating '50s-style sci-fi sounds for the Junior Stargazer's inventions, being bold with dialogue panning for the split-screen scenes, and more!
Interview by Jennifer Walden, photos courtesy of Focus Features
Please share:
Zombie sound effects library

Fans of Wes Anderson have come to expect films that embody his signature unconventional style of filmmaking and storytelling, dense, dead-pan dialogue, and distinct color palettes. When you’re watching an Anderson film, you know it. His style is so specific, but not stagnant. It’s evolved in subtle ways throughout his career.

In terms of sound, as supervising sound editor/re-recording mixer Christopher Scarabosio (at Skywalker Sound) points out, “…with each film, the sonic signature gets a little wider in scope and takes advantage of multi-channel audio.” For Asteroid City, Scarabosio and co-supervising sound editor/re-recording mixer Wayne Lemmer (both long-time collaborators with Anderson) made bold mix moves, panning dialogue hard left and hard right for split-screen scenes, panning dialogue to match camera movements in a way that feels natural and fluid, processing diegetic music to match camera angles, making subtle changes to winds and ambient sounds to make different spots in the same geographic area feel distinct, and finding just the right sounds for each scene to keep the track clean and precise.

Here, they talk about that process of creative elimination that allows them to build a succinct soundtrack, using that same approach to create moments of controlled chaos, designing the sounds of ’50s sci-fi tech (such as a ray gun, a galactic date indicator, etc.), voicing the roadrunner, using extreme panning on split-screen dialogue, having the dialogue follow the camera pans, and more!



Asteroid City - Official Trailer - In Select Theaters June 16, Everywhere June 23


Asteroid City – Official Trailer

AsteroidCity_sound-02

Sound supervisor/re-recording mixer Chris Scarabosio

Asteroid City has fast-paced, jam-packed dialogue, and the sound in the film is just as succinct. Can you talk about your creative process of elimination to get the soundtrack to feel precise and to the point?

Wayne Lemmer (WL): As a workflow, we go through a lot of versions. I’ll send Wes a lot of versions to find out what’s working better for him. On Wes’s movies, he doesn’t like too much sound. It’s like recording a live album versus a studio album in that a studio album has lots of layers and overdubbed vocals or guitars to create a very lush sound. Wes is the opposite. He would rather it be more of a live feeling to keep that character. Sound for his films is about finding the right sound and placing it just right. And it always flows very musically with the dialogue. It’s always very rhythmic and very intentional.

Christopher Scarabosio (CS): It’s a three or four-piece band as opposed to a 90-piece orchestra.

 

AsteroidCity_sound-03

That’s not to say the whole film is minimalistic. There’s the scene near the end where General Gibson is giving his speech about the quarantine being lifted (and then subsequently canceled) which causes the audience to riot. There’s the ray gun, the jet pack, the crowd yelling, Augie’s car part going haywire again, Woodrow using his moon projector, etc. Can you talk about your approach to creating a feeling of orchestrated chaos for this scene?

WL: The picture dictated it. We were hitting those moments and it just naturally occurred. It just became very chaotic with the crowd screaming and everything unfolding. But also, when we do it, we make sure to feature what’s most important throughout that chaos.

…we make sure to feature what’s most important throughout that chaos.

CS: That’s a good way of putting it. There’s a lot of sound happening with the madness of what’s happening on set. And that can be a little overwhelming. So it’s about finding the best pieces of chaos from production audio and blending it with what Wayne has prepared — finding the right moments to feature the right things. All of Wes’s films are story-based and at any given moment of the story, we’re making sure that the audience is able to follow along as best as possible.

 

AsteroidCity_sound-04

There are moments for some truly unique sound design for the Junior Stargazer’s inventions: the jetpack, raygun (particle disintegration), botanical accelerator, astronomical imaging, and S’morestozium (which didn’t have a sound but it’s a cool name!) They have a ’50s-technology flare to them. What went into those sounds?

WL: That’s the key to making it fit for the 1950s, trying to find things that were appropriate. I didn’t have a magical method to make them, other than just trying a bunch of different things out and seeing what stuck. But I think it was more about picking just a few sounds — picking the right ones — and trying very hard to make those capture that moment in time as a sound that maybe would’ve been heard back then.

I do have a few old vintage analog devices and I recorded their knobs and switches to use for this.

I recorded a lot of things in my house. I do a lot of my own little foley here and there, just to capture exactly what I’m looking for. I do have a few old vintage analog devices and I recorded their knobs and switches to use for this.

As far as other recordings for the film, I did go out to the desert to record some winds and insects, and ambient sounds.

 

AsteroidCity_sound-05

What about the ‘beeps and blips’ for the device that indicates a date on the galactic calendar?

WL: That took a while to nail down. We tried a lot of different versions; I watched a lot of old movies. I tried to mimic some of the old, cool blips and beeps that they used — like 2001: A Space Odyssey-types of sounds.

The melody changes over time because the date changes…

Then we just played with the melody of it until we found one that we liked. The melody changes over time because the date changes, so we definitely mixed it up a bit throughout the movie.

CS: That’s my favorite sound effect in the movie. I love how it evolves and the quality of it, the melodic nature of it. Everything. It’s fantastic.

 

AsteroidCity_sound-06

Who did the roadrunner meep-meep sound? (Also, I love that during the end credits, the roadrunner is dancing and you hear all of its foley in the sand. Nice touch!)

WL: I did it. It’s actually my voice, but I manipulated it to sound more roadrunner-y.

It’s actually my voice, but I manipulated it to sound more roadrunner-y.

For the dancing at the end, it took a while to cut this one. I was just getting to the very end and realized there’s the roadrunner throughout the end section. So, I cut all those footsteps and we kept them low in the mix, buried under the music, but you do hear them poke out here and there. At the very end, you hear him walking around and picking at the dirt.

CS: It’s a fun moment with the roadrunner making his grand return and grooving out to the music. It’s a dancing roadrunner, so you have to hear some footsteps; that just has to happen.

 


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


Trending right now:

  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
  • Hello Creators!

    Here’s my new pack “Cartoon Voices”.

    Cartoon Voices  ·  The Sound Guild

    I hope this voices will help you give more life to your characters in your project. There’s different voices for different situations: emotions, attacks, hurt, laughs, coughs, efforts, dialogues, surprise, upset, question, etc…
    They can be used in different styles of video games or other media projects.
    These 109 sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.
    All this sounds have been recorded with a professional voice actor.
    I hope you enjoy implementing this voices in your project!

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Cinematic & Trailer Sound Effects Blade Sound Pack Play Track 1400 sounds included, 83 mins total $30

    1400 meticulously processed stereo blades sound effects recorded in 96 khz and 24 bits for high audio definition.

    The collection comes with hundreds of variations and many different weapon types. It also includes raw files for more flexibility for your projets and each asset has a version with and without reverb for more control.

    This collection is perfect for any films, video games or trailers.

    Recorded weapons: katana, kris knife, khukuri dagger, big and medium kitchen knife and hunting knife.

    This sound library includes various type of sounds:  blades scraping, single or multiple impacts, whooshes, designed and powerful sword sounds for trailer and cinematic, gore slashing and stabbing, blade sheathing and unsheathing, short and long combat sequences, background  sword battle, and more.

    25 %
    OFF

Latest releases:

  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.

Need specific sound effects? Try a search below:


AsteroidCity_sound-07

There was a great split-scene with Augie and Stanley on the phone. There’s a car chase and shoot out on Augie’s side and Stanley’s footsteps on the right side as he walks into the room to answer the phone (which sonically mirrors the gunshot cracks on Augie’s side). Can you talk about your mix for that scene?

CS: We had a conversation about mixing it hard left and hard right. My first instinct was to pan the dialogue more toward the center – it didn’t need to be hard left and hard right because that is not what is happening on screen. But Wes likes to try concepts that are bold and extreme from time to time. After trying a couple of variations, we decided to have everything for Auggie in the left channel and everything for Stanley in the right channel and it’s great, I love it.

It’s just one of those things where you go all in and it works in that respect.

They were playing Asteroid City at Skywalker’s Stag Theater (as an Academy screening) and I wanted to give that scene a quick listen as The Stag is a wide theater. And it was like, whoa. It’s just one of those things where you go all in and it works in that respect. It’s not necessarily technically accurate but it’s definitely something you remember and leaves an imprint. I think there’s something to be said for that.

WL: Wes has such great ideas. He is not afraid to push the natural conventions of mixing, or filmmaking, in general. He definitely doesn’t abide by anybody’s rules and it’s awesome.

…as the cars go by, I did pan them close to center although they never go across to the right.

As far as the effects, it is left and right, but as the cars go by, I did pan them close to center although they never go across to the right. So, Augie’s side is mostly left with a little bit of panning to the center but it never crosses that line. Visually, we had that definitive line dividing the shots.

With the gunshots, we were (again) trying to keep it in that ’50s style, and not have huge ‘Hollywood’ kinds of sounds. And that worked out great with Stanley’s footsteps coming in.

 

AsteroidCity_sound-08

What was the most challenging scene in terms of sound editorial? Or the mix?

CS: When we get to Asteroid City, there’s the introduction of the characters
through the hotel area. The camera pans along all of the guests showing up and making their presence known, checking in, and doing any number of things. The camera is moving across the screen and each story dovetails into the next. It’s somewhat chaotic so you can’t lose the thread of each story that’s being told for each of the families arriving in Asteroid City. Having this sound natural and move in a way that felt organic was pretty challenging. Panning the dialogue to match the camera movement from one story to the next can feel a little gimmicky but there are ways of cheating it to make it feel more natural. Where we ended up felt very real, like you’re there with them. I love the way the sound is moving very naturally with what’s happening on screen.

…we would pan the music and slightly change the processing (EQ and reverb) we did on the music to give it a different feel.

WL: Adding to that, the diegetic music is also shifting. There are two different locations with diegetic music: the jukebox in the coffee shop and the radio in the motel check-in area. Every time the camera would pan, we would pan the music and slightly change the processing (EQ and reverb) we did on the music to give it a different feel.

Sound effects-wise, in the very beginning shot of Asteroid City as we’re panning around the different locations — the gas station, the guy putting up the letters on the sign, and so on — I did pretty subtle cuts of different winds and insects, the signs squeaking, and other small sonic details. That took a long time to get right. So, as you move along that town, everything would shift sonically.

CS: That was another scene I watched prior to the Academy screening at Skywalker and it really plays well in a big theater. You really get that sense of shifting environments and moving around this place the audience is being introduced to. It’s in the desert. It’s very stark, but it just feels very natural and right.

 

AsteroidCity_sound-09

Now that it’s been nearly a year since you’ve worked on the film, what’s stuck with you the most about this experience?

CS: It feels like with each film we do with Wes there’s a sonic signature. And with each film, the sonic signature gets a little wider in scope and takes advantage of multi-channel audio. For instance, there’s a lot of panning dialogue and being very intentional and specific about where things are happening on screen. The music is coming out of different speakers and filling up the whole space as opposed to just being upfront. These are not big bombastic films for sound, but there’s a progression that we’re finding in working with Wes. Even though Asteroid City is not in-your-face, we’re expanding the form. And like all his films the directing, the acting, and the visual style are so unique and specific to his vision. That’s something I took away from the experience.

…there’s a lot of panning dialogue and being very intentional and specific about where things are happening on screen.

WL: We are definitely expanding on those kinds of things that Chris pointed out. With the black-and-white sections, for the most part, we didn’t use surrounds. We tried to keep those scenes separate. It’s mostly L-C-R for the black-and-white scenes, just to keep that different. Then when we’re in Asteroid City, we definitely use the surrounds. This film is the biggest one where we’ve done a ton of panning, and tried to experiment with a lot of different versions of sounds, to get the right sounds and delicate balance between the dialogue and music and effects and have them all play very rhythmically and succinctly.

 

A big thanks to Wayne Lemmer and Christopher Scarabosio for giving us a behind-the-scenes look at the sound of Asteroid City 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:

  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Animal Sound Effects Collections Botswana Play Track 49+ sounds included, 136 mins total From: $60

    Botswana Faunethic sound library is a unique collection of 49 sounds recorded through several national parks of the country (Okavango, Chobe,…). All these sounds has been recorded and produced with high quality equipment in multichannel.

    This collection offers a wide diversity of soundscapes and animals sounds such as:

    -Bush, savanna and forest soundscapes.
    -Hippopotamus grunt and vocals.
    -Elephants vocals, showering and drinking.
    -Zebras and impalas fighting.
    -Lion chasing an elephant during one night.
    -Birds and insects at different perspectives.
    -Villages

    If you want to hear more about this field recording trip, feel free to check this post.
    The multichannel version contains 40 tracks in native 4.0 and 9 tracks recorded in stereo only.

    This library provides authentic and interesting sounds, recorded with DPA, MBHO and Neumann mics powered by an Aeta 4minX.
    All Faunethic tracks includes metadata carefully edited, compatible with Soundminer, Soundly and Basehead.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.


   

Leave a Reply

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

HTML tags are not allowed.