Gladiator 2 film sound design interview Asbjoern Andersen


Director Ridley Scott's Gladiator II – now in theaters – is an epic tale made for the big screen. Here, Phaze UK supervising sound editors Matthew Collinge and Danny Sheehan share details on how they created massive, reactive crowds, designed the sounds of battle, recorded custom-made arrows, and much more! As a bonus, we've also included an in-depth interview with composer Harry Gregson-Williams.
Interview by Jennifer Walden, photos courtesy of Paramount Pictures; Matthew Collinge; Danny Sheehan
Please share:

Ridley Scott’s Gladiator II is one of the biggest films of the season. From epic sets to spectacular sound, it’s a can’t-miss film meant for the big screen!

Here, MPSE Award-winning supervising sound editor/re-recording mixer Matthew Collinge and supervising sound editor Danny Sheehan at Phaze UK talk about building and mixing immense crowds for the Colosseum scenes, recording custom-made arrows, designing battle sounds that mimic an orchestra, creating an intimidating Rhino sound for use on set, more!



Gladiator II | Official Trailer (2024 Movie) - Paul Mescal, Pedro Pascal, Denzel Washington


Gladiator II | Official Trailer (2024 Movie)

When did you get involved with Gladiator II and what did Director Ridley Scott want you to tackle first? Were there specific scenes or sounds that he was most interested in hearing?

Gladiator2_sound-02

Sound Supervisor Danny Sheehan

Matt Collinge (MC) & Danny Sheehan (DS): Ridley was keen to get our sound into the cut as soon as possible – we’re talking early assembly cut stage. Sound is an important factor for him in his judgment of a scene. The Numidian Roman sea and land battle came to us first. Ridley was very specific about wanting the Roman weaponry to feel more polished than the Numidian’s. This, he stipulated, should be heard down to the grade of metal that the Romans had in their swords. The contrast between the two sides’ weaponry helped give the scene a dynamic.

Ridley would also play sounds on set to get the crowds into the atmosphere of the scene. For example, for the Rhino battle in the Colosseum, we supplied the sound recordist with some early design for the Rhino roars which he then triggered on set.

 

Gladiator2_sound-04

Was there collaboration between the production sound and post sound teams? If so, what were some key sounds that you wanted to get from production? How did your early communication help to elevate the the film’s sound?

MC & DS: Creating the sound of the Colosseum was a big challenge. From the very beginning of the project, the direction from Ridley was that the crowd in the film had to feel like a character in and of itself. It needed to make a considerable contribution to the storytelling and creation of place so his audience could follow the rise (and fall) of the characters throughout the arc of the film. We approached the film editors Claire Simpson and Sam Restivo to see if we could organize going to the film set in Malta, so we could physically direct and record the extras ourselves. Ridley not only agreed to this but he also put us on the call sheet so at the end of his filming day – with the help of the production mixer Stéphane Bucher along with our team – we were able to take the extras to various locations around the set and record them.

Gladiator2_sound-03

Sound supervisor/re-recording mixer Matthew Collinge

We recorded very specific cheers, boos, near misses, character chants, “live,” “mercy,” etc. and built a “toolkit” of sorts that crowd and ADR editor Kasper Pedersen and sound effects editor Rob Prynne from our team at Phaze later layered and expanded upon, transforming the recordings into the tens of thousands you see on screen.

We recorded using a Sound Devices Scorpio as the center of the multi-mic setup. We had two Zoom F3 which fed into this. The F3s were recording at 96k/32-bit and the Scorpio at 96k/24-bit. We used a Sennheiser MHK 8040 Cardioid LCR array to capture the main source of the crowd and four LOM basicUcho omnidirectional mics at varying distances to catch a wider sound. All of this fed into the Scorpios where we could monitor and adjust gain for each of the mics. Using the F3s in this way meant other members of our team could monitor what they were capturing locally as they were some distance away. 7 channels of mics plus a stereo mix track were recorded on the day which gave us great flexibility during the tracklaying process.

 

Gladiator2_sound-05

How did you craft the sound of the massive, reactive crowds for the film? Were there any sound tools or plugins that helped you get the size and dimension you needed?

The Kyma by Symbolic Sound helped with this along with The Cargo Cult’s Envy.

We had some great crowd specifics that we recorded on set in Malta with the extras from the Colosseum scenes. This was very much the basis of the chants. We then, with the help of Kyma consultant Alan M. Jackson, built a Kyma patch where we could trigger multiple instances of these crowd records. Each “instance” would have a slight variation in terms of filtering, delays, and pitch and that allowed us to control the size of the crowd without losing definition. We then had some judiciously edited crowds from stadium events that were amplitude following (in Envy) the chants. This gave another layer and depth to the crowd and helped sell the size and space of it all.

Behind the music of Gladiator II, with composer Harry Gregson-Williams

 

Want the story behind Gladiator II’s music? Check out Dolby’s great interview with Harry Gregson-Williams – here’s their official introduction:

Renowned film composer Harry Gregson-Williams joins guest host Jon Burlingame to discuss his sweeping score for “Gladiator II,” the highly anticipated sequel to Ridley Scott’s 2000 Academy Award®-winning classic. Having collaborated with Scott on seven films now, Gregson-Williams shares his approach to crafting a fresh sound for the world of Gladiator while also paying homage to Hans Zimmer’s iconic original score. From using ancient-inspired instruments and choirs, to experimenting with vocalists from around the globe, Gregson-Williams reveals how he wove together a richly textured score that enhances the film’s epic scale and emotional depth.

Watch the video interview here:



The Music of Gladiator II, with Composer Harry Gregson-Williams | #DolbyCreatorTalks


Hear the full score here:


What was your approach to the battle sound design?

MC & DS: One of the key aspects of the Numidian weaponry was to get a tonality to the incendiary terracotta pots that were fired from the trebuchets and ballistas, which sound designer Rowan Watson worked hard to get. We felt if this tonality could be a feature of the sound it would give character and allow more movement with the sound. There’s almost an orchestral structure to the frequency of the sounds of the battle with the bassy impacts against the sea defense walls and the cymbal-like splashes of the water impacts.


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


Trending right now:

  • MAGIC SOUND EFFECTS REDEFINED
     
    Enter the world of MAGIC – ARCANE FORCES, where supernatural entities can be heard raging with ultimate power and fury. The distinctly forceful and kinetic character of this comprehensive sound effects library and its designs is supported by countless pristine source recordings of the elements being pushed to their limits. Whether in post production or sound design for games, MAGIC – ARCANE FORCES gives you the edge on the other side.

    WHAT’S INSIDE:
    INCLUDED SOUNDS – KEYWORDS
    ACID, ARCANE, BARRIER, BREATH, BUFF, CURSED, DEBUFF, DIVINE, ELECTRIC, ENERGY, FIRE, GLASS, ICE, IMPACT, LIGHT, LIQUID, METAL, PROCESSED, PROJECTILE, RUMBLE, SEQUENCE, SUMMON, SWEETENER, SWISH, TELEPORT, TEXTURE, VOICE, WATER, WHOOSH, WIND
  • Human Sound Effects Encore! Concert Audiences Play Track 155+ sounds included, 72 minutes mins total $100

    Encore! Concert Audiences is packed with vibrant cheers, applause, and walla to bring your concert crowds to life. The variation from small lounges to outdoor music festivals allows you to cover a multitude of projects. We wanted to put you “in the audience” with this library, so we got nice and close to all the emotion emanating from these crowds. In addition, there are plenty of distant perspectives to give you more general sounding crowds.

    The post process:
    Great care was put into the editing phase of this library in order to maintain clean heads and tails for many of the recordings. We seamlessly sewed together multiple takes for those perfect sounding effects. We also took the time to edit out any and all extraneous noises such as stage sounds, distracting audience voices, offensive nearby claps, and more. In order to maintain the greatest dynamics, these sounds were all mastered at theatrical monitoring levels, giving you the most options in post. Metadata has been thoroughly fleshed out for this library which makes searching for these sounds quick and easy, allowing more time for your creative process.

    Gear Used: Sennheiser MKH30/40 in MS setup, Sound Devices 744t, Sony PCM-D50, Tascam DR-100 mkII

  • African Wildlife is an utterly unique collection of pristine wildlife and nature sounds, recorded in the wilderness of Zimbabwe, Botswana and Namibia over a period of 4 months, 2015. It comes in four categories, covering Mammals, Birds, Ambience and Insects recordings.

    It features animals such as elephant, baboon, jackal, lion, rhino, buffalo, hippo, impala, zebra, bat and hyena, as well as insects and 45 species of birds. 50 minutes of ambience recordings are also included.

    The diversity of African wildlife sounds is widely reflected in this library, with the material including but not limited to screaming, barking, growling, roaring, breathing, grunting, feeding, hooting, warbling, screeching, farting, guffawing, whooping, gurgling, rutting, yapping, snorting, tweeting, trumpeting, chattering and squeaking.

    Extensive metadata including detailed information on location, species, habitat, behaviour and usage is included, formatted for Soundminer. Metadata sheets in .xls and .csv formats are also provided.

    Recording equipment: Sennheiser MKH8040-ST (ORTF) / Sony D100 / Telinga MK2 / Sound Devices USBPre2 / Tascam DR-680

  • Bundles Mattia Cellotto – Complete Bundle Play Track 11100+ sounds included $1,187

    Mattia Cellotto’s extraordinary sound libraries are some of the most popular releases in independent sound effects – and here’s your chance to get them all at a nice discount. Here’s what’s you get:

    NEW: CATACLYSM is a collection more than 1400 sounds in 400+ files of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.
     

    ANIMAL HYPERREALISM VOL I is a library containing themed animal vocalisations & sounds, from real to designed creatures totaling more than 1300 individual sounds in 290 files.
     

    ANIMAL HYPERREALISM VOL II is a library containing themed animal sounds & vocalisations, from real to designed creatures totaling more than 2000 individual sounds in 283 files.
     

    ANIMAL HYPERREALISM VOL III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.
     

    METAMORPHOSIS is a huge collection of recorded source, synthesized material and hybrid sounds – more than 2300 sounds total.
     

    GLACIER ICE is a library containing over 300 high quality sounds of ice cracking, breaking, shattering in various sizes of blocks – recorded entirely in the Italian Alps over the course of two winters.
     

    POLARITY delivers more than 950 sounds of electricity, science and technology – captured in several locations around the world, from electricity museums to science labs.
     

    ULTRASONIC DRY ICE is a library containing over 600 sounds themed metal resonances, scrapes and all sorts of weird.
     

    ROCKS MOMENTUM gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland.
     

    WATER VOLUMES delivers you over 300 sounds of natural hot-springs, bubbles, and liquids of various densities boiling under the effect of dry ice.
     

    METAL GROANS AND SLAMS is a library for which metal was kicked, hammered, bowed and… induced to vibrate through feedback loops?! The collection features 346 unique sounds recorded through field trips in US, UK and Italy.
     

    CRUNCH MODE & THE BORAX EXPERIMENT are also included as a bonus: Crunch Mode features 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust & frozen goods, and The Borax Experiment gets you 158 squishy, gory, slimy, gooey SFX.
     


Latest releases:

  • Inner Sounds Of A Vintage Juke Box is a distinctive sound library that reveals the subtle mechanical noises of the NSM Nostalgia Gold juke box.
    Captured using contact mics and LOM Geofon’s, this collection features deep bass sounds, low-frequency hums, clicks, clanks, soft whirrs and the watery movements of the bubble tube lighting.

    Source Files Info

    Mastered : No
    Normalised : No
    Multi Recording Takes For Varying Nuances
    Multiple Microphone Perspectives
    Recorder : Sound Devices Mix Pre 10II
    Microphones : Stille and Klang spot contact microphones, Organic Audio Cjossul v2, LOM Geofon
    Microphone Perspective : Contact / Magnetic / Suction

    20 %
    OFF
  • The unbridled sound of childhood.

    As both a sound designer and a father of three, I know how challenging it is to capture the spontaneous sounds of children at play in a perfect studio setting. Kids Vol. 1 brings that elusive magic straight to your fingertips, featuring a meticulously curated collection of authentic kids’ sounds—laughing, grunting, playing, screaming, singing, speaking, and more—recorded in both solo and group settings.

    Each file has been carefully treated to remove unwanted noise without sacrificing the character and nuance of the original recordings. The sounds are trimmed and given clear, UCS-compliant filenames and metadata, so you can easily drop them right into your films, games, commercials, or any project that needs an infusion of childlike energy.

    Kids Vol. 1 captures the sound of kids at their best—having fun.

  • Oil-Paper Umbrellas is a collection of sound effects recorded from three sizes of traditional oil-paper umbrellas.
    
It includes various actions such as unfolding, folding, handling movements, creaking, shake-outs, lock mechanism clicks, and grabs.

    Microphones & Recording Equipment:
    Mic (Facing Inward): AKG C414 XLII
    Mic (Facing Outward): Sennheiser MKH 8040

    Recorded at 96kHz/32bit using a Sound Devices MixPre-10 II, and bounced to 96kHz/24bit.

    30 %
    OFF
  • Helicopter Sound Effects Airbus H125 Helicopter Play Track 44+ sounds included, 47 mins total $80

    Over 28 minutes of startups, idling, takeoffs, hovering, approaches, pass-bys, and shutdowns from an Airbus three-blade helicopter, delivered in both stereo and ambisonic formats.

    Also you’ll receive a processed folder containing 24 additional files featuring engine failures, whine ramps, distant fly-bys and other helicopter sound simulations. These have been crafted exclusively from the original source files, showcasing the flexibility of this library and the creative possibilities it offers.

    20 %
    OFF
  • City Life Sound Effects Sonic Snapshot Shanghai Play Track 43 sounds included, 122 mins total $29

    This library features a Sonic Snapshot into the sonic signature of Shanghai, China. Hear traffic ambiences from a city with the world’s highest EV adoption rate, street sweeper bells played by workers driving three-wheeled trucks loaded with cardboard, walla from art galleries and metro stations, and the low-frequency drones of passing ships in the Huangpu River at the Shanghai Bund.

Need specific sound effects? Try a search below:


There’s almost an orchestral structure to the frequency of the sounds of the battle…

The rhythm of the sounds was also something we tried to focus on, to give definition within a shot. The swarm of arrow impacts sweep up in frequency but have a defined rhythm and the oars of the Roman vessels have a trilled ripple effect as they enter the water.

Bringing all these things together – tonality, variation in frequency between sounds, and their rhythm – hopefully made for a dynamic, cohesive sounding sequence.

 

Gladiator2_sound-07

Can you talk about how you created the sounds for the arrows?

MC & DS: For the arrows, we 3D-printed arrowheads which we then recorded in the studio and outside. There’s open-source code that allows you to decide the size and number of cavities on the arrowheads which in turn dictates the pitch and harmonics of the sound. Some were designed to match Qing dynasty arrowheads, which have a five-tier cavity inside.

There’s open-source code that allows you to decide the size and number of cavities on the arrowheads which in turn dictates the pitch and harmonics of the sound.

We also found someone in the UK producing traditional metal-tipped Roman piles that whistled; these make up a lot of the sharper, more refined sounds for the Roman arrowheads.

Rob Prynne used these recordings to model a patch in the Kyma where we took the amplitude variation between the L and the R in the recordings and used this to create an algorithm that we could apply to other samples. We then mixed in animal and human screams and screeches which had their pitch mapped to this algorithm and made it feel as one with the original recordings.

 

Gladiator2_sound-08

What was the most challenging scene for sound design? Why? And what went into it?

MC & DS: The Rhino scene was quite a challenging one. Sound designer Alyn Sclosa did some fantastic design for the Rhino vocals here using elephants, walrus, camel, and some bison recordings.

The Rhino had to be big and aggressive but after it was injured in the battle, we wanted a shift in the emotion to being much more vulnerable.

The Rhino had to be big and aggressive but after it was injured in the battle, we wanted a shift in the emotion to being much more vulnerable. The picture edit of the scene helped the dynamics with the up-close cut to the Rhino charging to the wide angles of the Colosseum where we could use the roars to give a sense of the size of the Colosseum. The details of the Rhino harness and the dust of the Colosseum floor helped bind the bigger sounds together.

 

Gladiator2_sound-09

Where did you final mix the film?

MC & DS: We final mixed at Twickenham Studios. It’s a fantastic room and has a great team with Manav Kher (mix tech), Dan Turner (mix tech), and Craig Irving (Sound Post Manager).

 

Gladiator2_sound-10

What scene went through the most iterations on the dub stage? Can you talk about some of your mix options and what decisions ultimately supported the story the best in that scene?

MC & DS: Because we’d fed so much into the cut and temp mixed, there weren’t any big rethinks on the final mix stage. That’s where we hope to be so we can get into the intricacies of the mix and get the most out of the time we have on the stage.

6 sound facts about Gladiator II:

 

Q: Who did the sound design and mix for Gladiator II?
A: Gladiator II sound team at Phaze UK was led by supervising sound editor Danny Sheehan and MPSE Award-winning supervising sound editor/re-recording mixer Matthew Collinge. Paul Massey was also re-recording mixer. They mixed the film at Twickenham Studios with support from assistant re-recording mixer Tom Melling, mix techs Manav Kher and Dan Turner, and sound post manager Craig Irving. Production sound mixer was Stéphane Bucher. Sound designers were Alyn Sclosa, Michael Fentum, Rowan Watson, Rob Prynne, Paul Carter, and Rob Turner. Crowd and ADR editor was Kasper Pedersen.

Q: Who composed the music for Gladiator II?
A: The musical score for Gladiator II was composed by Harry Gregson-Williams, who won the 2005 Hollywood Film Award for “Composer of the Year” for his scores on The Chronicles of Narnia: The Lion, the Witch and the Wardrobe and Kingdom of Heaven. Gregson-Williams is also known for his scores on The Martian, Man on Fire, and Shrek.

Q: Who handled the foley on Gladiator II?
A: The foley on Gladiator II was done at Phaze UK by foley artists Anna Wright and Joe O’Halloran. Peter Burgis was also a foley artist on the film.

Q: What went into the sounds of the Colosseum crowds in Gladiator II?
A: In Gladiator II, the Colosseum is filled with thousands of avid spectators. Director Ridley Scott wanted the crowds to feel like a character in the film – to make a considerable contribution to the storytelling by communicating the people’s changing admiration for or displeasure with the characters throughout the film. Supervising sound editor/re-recording mixer Matthew Collinge and supervising sound editor Danny Sheehan went to the film set in Malta and, with the help of production mixer Stéphane Bucher, recorded the crowd extras performing cheers, boos, character chants, and more. Later, crowd and ADR editor Kasper Pedersen and sound effects editor Rob Prynne layered those recordings and expanded them using tools like Symbolic Sound’s Kyma and The Cargo Cult’s Envy plugin to transform the crowd sound to fit the tens of thousands seen on screen.

Q: What’s the most surprising story behind the sound of Gladiator II?
A: To create the sound for the arrows in Gladiator II, Matthew Collinge and Danny Sheehan 3D-printed arrowheads which they then recorded in the studio and outside. Open-source code allowed them to chose the size and number of cavities on the arrowheads which in turn dictated the pitch and harmonics of the sound. Sound effects of animal and human screams and screeches – pitch-matched to the arrows – were mixed in to the final sound.

Q: What was the most challenging scene to mix for Gladiator II?
A: The most challenging scenes of Gladiator II to mix were the crowd scenes. ADR crowd loops (shot by Kasper Pedersen and Filipe Pereira at Goldcrest and Twickenham) were mixed with bigger crowd layers. Clarity in the crowd chant was established with individual voices and then fed into the wider layers. Tom Melling (assistant re-recording mixer) also helped with the crowd stadium spread by building mono sub paths of the 5.1/7.1 reverbs into the mix session which were then sent with a delay into the Dolby Atmos objects.

We’d often try and land the clarity of the crowd chant with the individuals and then feed in the wider layers.

The crowd definitely benefited from this time – mixing between ADR crowd loops (shot by Kasper Pedersen and Filipe Pereira at Goldcrest and Twickenham) to the aforementioned bigger crowd layers. We’d often try and land the clarity of the crowd chant with the individuals and then feed in the wider layers. Tom Melling (assistant re-recording mixer) also helped with the crowd stadium spread where he built into the mix session mono sub paths of the 5.1/7.1 reverbs which were then sent with a delay into the Dolby Atmos objects.

 

Gladiator2_sound-11

What have you learned while working on the sound of Gladiator II? Are there lessons or insights from this experience that you’ll carry forward in your sound career?

MC & DS: We went into the final mix with a stable cut and a director who backed us. The six weeks we had on the mix stage were productive and we were able to hone the sound of the film, trying to achieve the epic scale but also having the detail in amongst it. So much fine work went into the sound design from Alyn Sclosa, Michael Fentum, Rowan Watson, Rob Prynne, Paul Carter and Rob Turner and it was a mix that allowed that to shine.

 

A big thanks to Matthew Collinge and Danny Sheehan for giving us a behind-the-scenes look at the sound of Gladiator II 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:

  • City Life Sound Effects City & Suburbs Ambiences Play Track 135+ sounds included, 340 mins total $22

    City ambiences, downtown ambiences, suburbs, residential area, harbor, industrial area.. traffic, people in background, urban birds, nocturnal-quiet ambiences etc.

    Check the sound list for additional 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.
    19 %
    OFF
  • Whoosh Sound Effects Swish and Flick – High Quality Whooshes Play Track 1992 sounds included $60

    Swish and Flick is a sound pack featuring a collection of high-quality whooshes, designed whooshes, whoosh source, and tonal content.
    This pack features 1992 sounds across 138 .wav files (20 Designed, 118 Source) exported at 192kHz/24bit. Aimed at professional sound designers and editors looking for clean, mastered, ready to use assets with plenty of variation for game audio or linear media.
    Recorded on the SD 788T with Schoeps MK 4 & 8 along with the CMD42 digital preamplifiers, as well as an MKH 8040 XY pair (among others), and meticulously cleaned up in iZotope RX while persevering optimal signal to noise and frequency content.
    Detailed UCS meta data is embedded.
    Thanks for taking a listen!

    20 %
    OFF
  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $170

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Inner Sounds Of A Vintage Juke Box is a distinctive sound library that reveals the subtle mechanical noises of the NSM Nostalgia Gold juke box.
    Captured using contact mics and LOM Geofon’s, this collection features deep bass sounds, low-frequency hums, clicks, clanks, soft whirrs and the watery movements of the bubble tube lighting.

    Source Files Info

    Mastered : No
    Normalised : No
    Multi Recording Takes For Varying Nuances
    Multiple Microphone Perspectives
    Recorder : Sound Devices Mix Pre 10II
    Microphones : Stille and Klang spot contact microphones, Organic Audio Cjossul v2, LOM Geofon
    Microphone Perspective : Contact / Magnetic / Suction

    20 %
    OFF
  • The unbridled sound of childhood.

    As both a sound designer and a father of three, I know how challenging it is to capture the spontaneous sounds of children at play in a perfect studio setting. Kids Vol. 1 brings that elusive magic straight to your fingertips, featuring a meticulously curated collection of authentic kids’ sounds—laughing, grunting, playing, screaming, singing, speaking, and more—recorded in both solo and group settings.

    Each file has been carefully treated to remove unwanted noise without sacrificing the character and nuance of the original recordings. The sounds are trimmed and given clear, UCS-compliant filenames and metadata, so you can easily drop them right into your films, games, commercials, or any project that needs an infusion of childlike energy.

    Kids Vol. 1 captures the sound of kids at their best—having fun.

  • Oil-Paper Umbrellas is a collection of sound effects recorded from three sizes of traditional oil-paper umbrellas.
    
It includes various actions such as unfolding, folding, handling movements, creaking, shake-outs, lock mechanism clicks, and grabs.

    Microphones & Recording Equipment:
    Mic (Facing Inward): AKG C414 XLII
    Mic (Facing Outward): Sennheiser MKH 8040

    Recorded at 96kHz/32bit using a Sound Devices MixPre-10 II, and bounced to 96kHz/24bit.

    30 %
    OFF
  • Helicopter Sound Effects Airbus H125 Helicopter Play Track 44+ sounds included, 47 mins total $80

    Over 28 minutes of startups, idling, takeoffs, hovering, approaches, pass-bys, and shutdowns from an Airbus three-blade helicopter, delivered in both stereo and ambisonic formats.

    Also you’ll receive a processed folder containing 24 additional files featuring engine failures, whine ramps, distant fly-bys and other helicopter sound simulations. These have been crafted exclusively from the original source files, showcasing the flexibility of this library and the creative possibilities it offers.

    20 %
    OFF
  • City Life Sound Effects Sonic Snapshot Shanghai Play Track 43 sounds included, 122 mins total $29

    This library features a Sonic Snapshot into the sonic signature of Shanghai, China. Hear traffic ambiences from a city with the world’s highest EV adoption rate, street sweeper bells played by workers driving three-wheeled trucks loaded with cardboard, walla from art galleries and metro stations, and the low-frequency drones of passing ships in the Huangpu River at the Shanghai Bund.


   

Leave a Reply

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

HTML tags are not allowed.