Horror Sound Design Techniques Asbjoern Andersen


When it comes to crafting terrifying sound effects, few people do it better than Alessandro Romeo. He's worked on countless trailers for movies such as Alien: Romulus, The Exorcist: Believer, Hereditary, The Nun, Candyman, and Alien: Covenant + he's released a number of frightening sound libraries on Sampletraxx - and now he's back with even more under his new Horrorsound.org label.

In this exclusive guide, he shares some of his inventive approaches and techniques he's using to make his horror sounds stand out - techniques you can use for your own nightmare-inducing sound design projects as well:


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1: Using Sine Waveshaping to squeeze dynamics

Some of my sounds have very little headroom, which can be seen by the close proximity of the peak and RMS levels on the meter. There are certain sounds like braams, alarms, and other danger-related elements, that benefit from minimal headroom. I often use sine waveshaping to enhance their energy and presence while maintaining their core frequency.

I typically stack a couple of Native Instruments Absynth instances in effect mode, using the oscillator module as a stereo audio input. The Sine waveshape is my favourite for its “transparent” results, but the possibilities are endless with the variety of built-in and custom waveshapes available. You can go from hard and soft clipping to overdrive and distortion using triangle, square, and sawtooth waves to produce varying degrees of energy and a lot of different other shapes that are present in Absynth.

I also use to insert an Eventide Black Hole reverb between them to create space and reduce the harshness that can sometimes occur when using two waveshapers in stack, in particular on sounds with high harmonic content.

My sound pack Desert Trash, a collection of hard-hitting signature sounds, has been widely treated using stacked waveshapers. This allowed me to created a richer and dynamic sounds that stand out without overwhelming other elements in the mix.
 



The trailer for Alessandro Romeo’s Desert Trash horror sound library

 

2: Using Pitch bend to “scratch” samples and create kind of pressurised effects

In horror music and sound design, pitch bend enhance dramatic moments by building suspense and creating sudden shifts. This technique is perfect for creating stronger intensity and keeping listeners engaged.

By rapidly bending the pitch of samples, especially on the attack of massive hits and impact sound effects, you can mimic DJ vinyl scratches or create unnatural shifts in pitch and dynamics. I use this technique to add tension and energy to sound design.

I personally prefer to manage pitch bend by hand instead of using automation. This gives me more control and expression. Alternating sharp rises and drops in pitch simulates forward and reverse scratches, creating a pressurized, tightening and disorienting sound that is ideal for horror sound design.
 

3: Using frequency shifter to smooth resonance out

I love using frequency shifters for a variety of tasks:

1) For smoothing out bad resonances, I often use a frequency shifter to find the right spot in a more musical way, especially when dealing with mid-low and bass frequencies. This technique is particularly effective for creating boom, low end elements and sustained sounds that aren’t tied to a specific key or tonal center.

2) When I need to pitch shift an impact sound effect without degrading the attack, sometimes I prefer using a frequency shifter over traditional pitch shifting. This depends largely on the harmonic content of the sound. Applying a frequency shifter can shift the pitch while preserving a cleaner attack, maintaining the clarity and definition of the sound’s initial impact. Many sounds from my latest Boom sound pack have been processed using this technique.

3) I generally avoid using a frequency shifter on sounds with prominent high frequencies, as this can introduce an electronic or robotic sound that I find undesirable for my productions. For atonal effects on warm and chilling sounds such as atmospheres and pads, I often use a frequency shifter paired with playing adjacent semitones.

Fruits of the labour:

Hear some of Alessandro Romeo’s latest work below, released under his Horrorsound.org label:

  • Strident and Demonic

    Expand the timbre of your horror violins and cellos with CIRCUS, a sinister sample pack featuring 180 WAV sounds of screeching or high-pitched string noises, perfect for horror music and dark sound design.

    Creative Tension

    This collection offers a curated selection of screeches, high-tension tremolo, heavy jeté strokes, dark demonic textures, finger patterns, chaotic string elements, clock loops and bow accents.

    Haunting and Experimental

    Create haunting atmospheres, perfect for horror, thriller or experimental soundtracks. Every element has been designed to unsettle and disturb, blurring the line between music and noise.

    80 %
    OFF
    Ends 1760911199
  • Rich Signature Sounds

    Chaotic precision and intensity, crafted for maximum impact. DESERT TRASH brings 170 WAV sounds to the table, ranging from subtle signatures and call-response elements to brutal, hard-hitting sound design.

    Subtle, Intense, Extreme

    From intimate signature sounds perfect for intros to brutal bursts and head-spinning tones, these samples combine modern design with rich tonal complexity.

    Dramatic and Punchy

    For sci-fi futuristic trailers, otherworldly atmospheres, and when you need dramatic accents or want to add extra punch to your arrangements, DESERT TRASH has you covered.

    Designed Ready Sounds

    Each sound is crafted for maximum impact and ease of use and ready to add an alien tone to your projects with no further processing required.

    Signature Sound Collection

  • A Symphony of Metals

    Explore the hidden sonic beauty of metals with HORROR METALS, an exclusive sound pack offering over 180 signature sound design elements.

    For Production Music, Score, Trailer

    Add elegance to your music with sharp metal tones and crystalline atmospheres, perfect for a wide range of projects from scoring and trailers to production music.

    Clarity and Resonance

    HORROR METALS is designed for creative sound design, offering a rich sound palette to produce unprecedented sonic results with ease.

  • Dark Rituals

    OPERA NERA is a collection of demons and witches vocalizations, grotesque and terrifying horror vocal sound effects for use in scenes involving demonic rituals, paranormal events, satanic worship and ancient chants.

    Dry and Designed

    Give your projects a demonic twist with these frightening and evil sounds. Coming with 140 Wav sounds, half dry and half designed, filled of uneasy terror and satanic narrative.

    Professional Theatre Actors

    OPERA NERA has been recorded with male and female theater actors, who interpreted every nuance of desperate cry, sobbing, satanic and witches’ laughs, mad vocalization and breathes, ghost sound effects and more.

    Unease Terror

    Unique and unsettling sound effects for various creative projects where “other than ordinary” is required. For soundtracks and trailer sound design to add a touch of madness.

4: Using convolution to create mood and texture

I love using convolution to create texture around sounds. While I do use it as a reverb, I primarily appreciate its ability to create a unique sonic environment. Izotope Trash 2 has some excellent convolution options for this purpose.

My favourites include “Body,” for heavy-weight sounds such as bass, brass and heavy hits. For adding texture and topping elements, I prefer the “mechanical” and “vowels” options.

An effective approach I use involves feeding different input tracks with the same sound. I then load different convolutions, one set to provide the bottom part of the spectrum and another set for the mid/ top frequencies.
 

5: Reversing the process. Make one-shot sounds out of small cues

I enjoy reversing the process of creating sound effects that work well together as a kit. Instead of making samples to construct a song, I begin by composing the song itself and then, I creatively stem one-shot samples from the finished composition.

I begin by creating a short track or cue using my raw field recording and then apply chains of effects to process my sounds, transforming them into sound design elements. This process follows a similar structure to my usual approach of creating a trailer track.

Once I’ve achieved a satisfactory result, I extract individual sounds from the cue. This reverse approach ensures that the resulting sounds harmonize well, as they originate from a balanced “enviroment”.
 

6: Signature Sounds: Leitmotifs in Sound Design

I love creating signature sounds, as they serve as the most recognizable elements in sound design cues.

A signature sound is essentially a leitmotif in sound design and itʼs used to reinforce its presence or significance within a narrative. Unlike traditional musical leitmotifs, which are often melodic, signature sounds are subtle audio cues woven into the sound design
to enhance storytelling, particularly in horror.

Metals and string instruments are excellent choices. In my sample packs, Horror Metals and Circus you’ll find a variety of signature sounds. The key aspect is the instant recognisability, a significant impact that evokes a specific emotional response and create a more immersive experience for the audience.
 

7: Play tonal sounds spaced by two adjacent semitones to make it more disorienting

When designing sustained sounds such as atmospheres and textures, I like combining adjacent semitones and get disturbing, off-balance sound that is perfect for horror.

By playing two samples that are a semitone apart (for example, C and C#), you lose the clear sense of pitch and instead create a jarring, unsettled tone. The clash between the two close frequencies leads to an unstable sound that lacks harmonic resolution, making it feel tense and unnatural.

The result is a sound that doesn’t fit into traditional musical structures, creating a sense of tonal ambiguity. This uncertainty in pitch is key for horror sound beds, atmospheres and textures.

Playing two adjacent semitones together creates dissonance, which is perfect for generating unsettling and eerie tones often used in horror sound design. This dissonance results from the close frequencies clashing, which produces a beating effect, a wobble in pitch.



The trailer for the OPERA NERA sound effects library

8: Create a full body with simple octave layers

A simple yet effective trick for adding weight and presence to sound effects is to layer the same sound spaced by one or two octaves, as you do in music arrangements.

For instance, if I have a signature sound that works in the high-mid register but lacks body, I duplicate it onto another track and shift it down by one or two octaves. Alternatively, I layer three tracks across three octaves and pan them widely to achieve a fuller, more spacious sound.

In Ableton Live, I typically warp the samples in Complex Mode, which I find to be the most musical and artifact-free. Then, I shift the octave as needed. This approach generally works better for down pitch shifting. Take a listen to the Desert Trash demo to get an idea of this technique.
 

9: A Razor-Sharp Idea: Using a Beard Razor as an Oscillator

I’ve experimented extensively with this unconventional technique to achieve unexpected results. By placing the razor on various surfaces, such as inside an oven, a washing machine, wooden surfaces and metal shelves, I’ve been able to generate new waveforms that can serve as starting points for my sampler. Razor derived waveform are great for bass lines and arpeggiator, percussions and experimental noise effects.

A big thanks to Alessandro Romeo for sharing his horror sound design techniques! Be sure to check out his horror sound libraries here

 

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Want even more horror sound stories & resources? Go exploring below:

Click below to jump straight to your desired topic or story:

How to make your own horror sound effects:

How to Design Fierce Creature VocalsHaunting Horror Sounds Effects for InterfacesAlessandro Romeo shares 9 of his favorite horror sound design methodsHow to Design Horror Sounds – with horror sound veteran Joe DzubanSounds of Horror & Emotional States – with 2 x Oscar winning sound designer & sound supervisor Karen Baker Landers5 tips for making the most of Dehumaniser 2How to create horror sound effects that are truly scary (and gory!):Tips: How to create your own horror sounds

Exclusive horror sound stories:

Newly added: Weapons28 Years LaterSinnersBlack Mirror Season 7The MonkeyAlien Rouge IncursionNosferatuSmile 2The SubstanceTerrifier 3Salem's Lot
Alan Wake 2The WatchersThe Exorcist: BelieverTrapTrue Detective: Night CountrySaw XTalk to MeEvil Dead RiseScornWinnie-the-Pooh: Blood and HoneyKnock at the CabinM3GANThe Dark Pictures AnthologyThe Black PhoneBodies Bodies BodiesSpeak No EvilThe QuarryArchive 81MasterPreyMidnight MassCandymanHalloween KillsDemonicContagionThe Conjuring: The Devil Made Me Do ItThe Haunting of Bly ManorTwin Peaks: Fire Walk With MeThe Third DayLovecraft CountryHalloweenThe Haunting of Hill HouseHereditaryThe NunA Quiet PlaceAnnabelle: CreationIt Comes At NightAlien: CovenantBlair WitchThe MistPenny DreadfulLights OutThe Conjuring 2

Bonus: More horror sound stories:

Behind the sound of birth/rebirth, Enys Men, The Texas Chain Saw Massacre, Infinity Pool, The Callisto Protocol, Inside The Exorcist, Darq, Through The Woods, The Evil Within, Outlast, and Colina: Legacy + how scarehouse sound is made & How Sound Is Used To Create Suspense In Horror Movies

 
 
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  • The Seagulls sfx library includes 28 tracks of both single, isolated seagull screams, and bigger flocks of nesting seagulls, calling out to each other and their chicks. There are plenty of classic call sounds, but also some weird throaty and raspy screaming, and what could sound like seagull laughing sounds.

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    Library includes both untreated tracks, and noise reduction processed tracks in two separate folders. Noise reduction processed tracks have carefully been cleaned up with a CEDAR NR system.

    Though these birds are in an abundance around most harbours and industry around here, they are not always easy to record. You mostly hear them from a distance, or from places not easy to access. When you try to get close to them, they will usually fly away.

    Many hours have been spent on rooftops, gardens, backyards, a junkyard, and different harbours to get this material.

  • This is a unique bicycle library that captures road surfaces from the perspective of super quiet bicycle. These are clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings and smooth stops.

    The Extra Surfaces library provides 162 sounds captured on the following road types Large Bricks, Gravel, Grit, Icy Asphalt.

    The four additional ‘onboard road’ surfaces are the perfect extension for your other ‘City Bicycle’ library of taste. Just add it as a layer, mix it and voila your bicycle can move from gravel to bricks to grit or from large bricks to slippery icy asphalt roads.

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    Three speeds. Departures from slow, medium to fast getaways. Arrivals from slow stops with gently brakes to smooth departures.

    Five perspectives:
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    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.

    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.

    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 or other sound. So you can find the bike you like fast.

    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 to some wave files, so specific sound events are easy to spot in Soundminer and other apps.

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

    Need more?
    The GoodBike library is a part of the ‘City Bicycles – Complete Bundle‘ available here in the A Sound Effect store. It consists of all 4 bicycles and includes additional surfaces and extras ranging from one-off  bicycle passes captured in the city and bounces and rattles. If you buy the complete bundle you get 1 package for free!

    Here’s a handy comparison table:

     

    'City Bicycles'  Sound Library by Frick & Traa
    Responses:

    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

     

  • This is a unique bicycle library that captures this characteristic bike in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings and smooth stops.

    The GoodBike is a smooth sounding retro bike that doesn’t rattle or squeak, it has a really nice tire sound for a subtle presence in the mix.

    Speeds and actions:
    Three speeds. Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    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.

    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.

    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 or other sound. So you can find the bike you like fast.

    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 to some wave files, so specific sound events are easy to spot in Soundminer and other apps.

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

    Need more?
    The GoodBike library is a part of the ‘City Bicycles – Complete Bundle‘ available here in the A Sound Effect store. It consists of all 4 bicycles and includes additional surfaces and extras ranging from one-off  bicycle passes captured in the city and bounces and rattles. If you buy the complete bundle you get 1 package for free!

    Here’s a handy comparison table:

    'City Bicycles'  Sound Library by Frick & Traa

     

    Here’s a handy comparison table:

    'City Bicycles'  Sound Library by Frick & Traa
    Responses:

    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

     

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Car Sound Effects Ford Puma 1997 sports car Play Track 206 sounds included, 48 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 only available in UCS.

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    A small collection of High quality, close up red deer recordings.

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  • 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 only available in UCS.

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    VEHICLE SIRENS: EUROPE is the ultimate emergency siren collection, featuring more than 20 authentic tones from across Spain, France, Italy, the UK, Germany, and the Netherlands. From police, ambulance, and fire services, every signature tone has been captured with clarity and precision to deliver the most comprehensive European siren library ever made.

    Every wail, yelp, hi-lo, polytone and air horn has been captured from multiple perspectives: static takes in close, medium and distant, pass-bys, approaches, aways, ambisonic interiors, and natural reflections across diverse environments – from narrow village alleys to vast mountain valleys – all carefully captured to deliver true-to-life acoustics.

    A year of research, field recording, and editing – distilled into a single library.

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