The sound of Joker Asbjoern Andersen


Warner Bros. Pictures Joker — directed by Todd Phillips — is a gritty 70’s-era character study that draws influence from many iconic films from that time period, like Network, One Flew Over the Cuckoo's Nest, and The King of Comedy. It shares similarities to those both visually and from a story-telling standpoint. Joaquin Phoenix’s complex portrayal of this well-known super villain makes the audience feel mixed emotions for him and his laugh-or-cry reality.

Here, Warner Bros. Sound’s Oscar-winning Supervising Sound Editor Alan Robert Murray shares details on how he and the sound team brought Gotham City to life with custom recordings and era-appropriate effects, how they used sound to support Phoenix’s performance intensity, and how they subtly blended the sound and score to create a visceral, cruel, and crazy world.


Interview by Jennifer Walden, photos courtesy of Warner Bros. Pictures. Please note: Contains spoilers
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JOKER - Final Trailer - Now Playing In Theaters


The trailer for ‘Joker’

It was an experience that left me with two words: gritty and uncomfortable. No, it wasn’t a trip to the Jersey shore. Warner Bros. latest DC film Joker — in theaters now — made an impression upon me that didn’t fade as the house lights came up. Joaquin Phoenix’s brilliant performance as Arthur Fleck, aka Joker, was disquieting. Unsettling. It was equal parts sad and truly insane. Phoenix succinctly communicated Arthur’s grating reality, his struggle with sanity, and his ultimate dive into insanity within the film’s 2-hour time frame. He left nothing on the table.

Joker isn’t a flashy, fantastical comic-book film. There are no superpowers that defy the laws of physics or disrupt the norms of our natural world. So the sound needed to convey Arthur’s insanity while staying subtle and realistic. Warner Bros. Sound’s two-time Oscar winning supervising sound editor Alan Robert Murray in Burbank, CA, created a noisy, tense Gotham City for Arthur’s world. It isn’t a wash of ambience. It’s an active, angry, worn-out sounding city, carefully crafted with discrete sounds strategically placed in the Dolby Atmos surround field. In this reality, Murray places squirm-inducing details, like the sound of Arthur’s hand running lightly over a child’s paintings. It’s so small yet so disturbing.

Here, Murray talks about his collaboration with director Phillips and film editor Jeff Groth, how they used effects in conjunction with composer Hildur Guðnadóttir’s score to enhance the tension in the film, and how Foley, field recordings, and loop group added distinctive texture to the soundtrack.
 

Joker Sound Designer Alan Robert MurrayInterestingly, Director Todd Phillips’s filmography is filled with comedies. He directed The Hangover trilogy, Starsky & Hutch, Due Date, and Borat. How did Phillips’ directing experience influence his approach to Joker?
Alan Robert Murray (AM): This is the first time that I had the pleasure of working with Todd so I can’t comment on his prior films. But I can say that in the initial meetings with Todd and film editor Jeff Groth, they had a very well-defined, thought-out plan of attack regarding sound elements that were to go into Joker. They stressed at the beginning that there had to be a 3-D quality to the mix, to make the audience feel like they were in the middle of Arthur’s descent into madness. Right off the bat, there was the feeling that Gotham is a city on edge; it has a threatening atmosphere. The effects had to incorporate some dynamic reality and subtle sound design to blend with composer Hildur Guðnadóttir’s score.

… each scene had to start with a degree of normalcy that built like a symphony in sync with Joaquin Phoenix’s intensity and his reaction to what he was going through.

So they laid the groundwork that each scene had to start with a degree of normalcy that built like a symphony in sync with Joaquin Phoenix’s intensity and his reaction to what he was going through. So we started the whole premise on those rules.

It was so well defined by the time it got to me. It was nice to have guidelines for what Todd wanted for the movie. That gave us a track to follow and that was pretty cool. They had a lot of discussion before I came onto the scene.
 

In an interview for IMDb, director Phillips had said, “If back in 1979 they were making comic book movies, that’s what we wanted [Joker] to feel like.” How did this translate into what he wanted in terms of sound?
AM: Again, we had to convey the grittiness of Gotham (although it really looks like New York City). The time period is mid-seventies, so in the opening chase with Arthur and the kids who stole his sign, all the cars had big V-8 engines and exhaust rumbles, and we were trying to convey that loud, aggressive sound of the city.

We wanted to get that dirty, gritty, city-on-edge sound for Gotham.

Arthur’s apartment was always alive with people yelling from the alley, noise from his neighbors in the hallway, unique sirens and aggressive horns. We wanted to get that dirty, gritty, city-on-edge sound for Gotham.

One thing I loved about the street scene (as Arthur is spinning his sign on the sidewalk) was the specificity of sound. You discretely hear the people passing by. To the left, you hear the sounds of the cars passing by. Did you have a lot of discrete sound elements for the mixers to pan?
AM: Everything was specific with a lot of detail. Another direction for Joker was: don’t make it muddy. Have lots of details.
We used these big V-8 engine sounds to wipe the frame, between the cuts of the kids running and Arthur chasing them. We focused on the Foley footsteps of them running, and the aggressive horns as they’re crossing the street through traffic. It was all about setting up the time period we’re in, and that this city is ratty and gritty. We were following the guidelines of what Todd wanted to bring into this movie.

Another direction for Joker was: don’t make it muddy. Have lots of details.

The ADR and group lines were all coming from Todd, like when the neighbor yells, “Shut up!” through the apartment wall. We wanted to communicate the fact that this city is always alive.

One night, we took a big ADR group onto the backlot set of New York City here at Warner Bros. so we could get that natural reverb off the buildings. We had recording crews on rooftops, in doorways, and hanging out of windows, trying to get the natural reverb you would hear from the alley. We had a lot of alley yell-outs and arguments all throughout Arthur’s apartment. Todd wanted that realistic sound that you could only get in New York City.

We also built the crowd from that night into the end riot, where we had a specific feeling of anger that we wanted to portray. It was all pre-planned and figured out. That’s what I loved about this movie, that everybody had a concise idea of what we wanted to put into it.
[tweet_box]Designing the dark sound of Joker – with Oscar-winning Sound Supervisor Alan Robert Murray[/tweet_box]  

There’s a scene in which Arthur is sitting on his mom’s bed, watching the Murray Franklin (Robert De Niro) show on TV. It starts as a broadcast but then it goes into Arthur’s headspace as he’s fantasizing about being on the show. Can you tell me about your sound work on that scene?
AM: Going into the ‘live’ part of the Murray Franklin show — although the viewer doesn’t know if it’s real or not real, and that’s something that happens often throughout the film — we wanted the audience to feel like they’re in the middle of the studio audience. By placing the crowd reactions discretely around the Dolby Atmos surround field, we can make the audience feel like they were with Arthur sitting in the middle of this studio audience. We have the sound totally surround the audience and it follows the angle of the camera. It was specifically mixed to do that, to put you there with Arthur.

Going from the show back into the bedroom with Arthur and his mom watching TV, we used sound design but we were always conscious of not overdoing it. We blended our sound design with Hildur’s transition back into the apartment; it was a careful blend. We had some more extravagant sound design elements at that point like big whooshes but Todd was very conscious about getting in to and out of things subtly. So we took Hildur’s lead and made our sound design work with that.



Joker composer wrote music before seeing picture


Hildur Guðnadóttir, on composing the music for Joker

For the subway conflict, in which Arthur kills those three guys, how did you use sound to help intensify that sequence?
AM: There, we built it like a symphony. It gets bigger and bigger and then it ends with the gunshots. We started subtle and built the tension relative to what’s happening around Arthur.
The first time you notice something strange about the environment, we start off with the blinking lights. That lets you know that this isn’t a normal subway train ride. We introduce more low-end rumble into the subway car as the scene gets more intense. Then, we introduce the train-bys on the opposite tracks, which were made up of jet-bys and other elements that lent an aggressive, sinister sound. It builds with the intensity that Arthur is feeling, to a symphony-like crescendo with the gunshots.

… Todd was very conscious about getting in to and out of things subtly. So we took Hildur’s lead and made our sound design work with that.

When the gunshots rang out, it had to hit you hard. We had to emphasize that it finally happened; Arthur finally put an end to all of the abuse he’s been going through.

When Arthur gets off the train, we have the gunshots echoing down the tunnels of the subway station. This triggers Arthur’s tinnitus design that we put in there to reinforce what happened and signal the beginning of his descent into becoming the Joker.


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That was one of my favorite scenes because of the way we build it and mixed it. It took a lot of detail and a lot of planning to determine what speakers we were going to put the sounds in. And then we brought Hildur’s score in right before the gunshots. It was a great joint effort on everybody’s part when we were on the stage mixing that scene.

This scene was great; we had the subway train get more sinister and terrorizing as we go through the progression and then the score comes in and we have everything hit. That was really cool.

I can’t think of a movie I’ve done recently where more thought went into the mix and the way things were positioned.

Again, this was planned and carried out by everybody on the team. I can’t think of a movie I’ve done recently where more thought went into the mix and the way things were positioned. Working on this film was a great experience.
 

After the murders, Arthur retreats to a public restroom. The rhythmic buzzing of the neon lights acts like a dance track to which he does those Tai Chi-esk moves. Can you tell me about the design of that scene?
AM: Again, the direction here was to make it subtle and make it almost part of the score that we were hearing. We couldn’t use normal sounds. We used processed hummingbird-bys to make these zuzzes that were just subtle enough to be there but without overtaking the scene. The scene was about Arthur transgressing into this dance to make himself feel better after what just happened. He was going into himself and shielding off all the horror that just happened in the subway. There was a lot of talk and planning about this from Todd and Jeff.
Joker Film Sound Design

His dance in the bathroom was extremely unsettling. His reaction to the murders was more disturbing to watch than the murder scene…
AM: It was almost like a celebration; now he’s gone over that plateau. It was eerie. That’s part of the uniqueness of this movie, dealing with Arthur’s mental state and how we as an audience react to it.

That’s part of the uniqueness of this movie, dealing with Arthur’s mental state and how we as an audience react to it.

Kudos to Todd and everybody for doing that.

I heard that dance wasn’t planned. I remember hearing Todd talk about how that was an impromptu performance. It turned out really freaky.

 

When Arthur stabs his clown buddy Randall (Glenn Fleshler) with the scissors it was so visceral. Can you tell me about your sound work on that scene?
AM: Yeah, that was the direction, to make it real and horrifying and disturbing. With all of the talk about violence that came along with this movie (which I thought was so unfounded and wrong because it’s just a movie and there is more violence on TV shows than what you saw in Joker), kudos to Todd for not backing down. I noticed that in some instances when you do this type of sound work, people get worried and scared about it. They wonder if it should be toned down, with less blood and guts. But Todd wanted to show it for what it was, so we went in that direction of horrifying and horrible and dynamic. It’s nice to see someone follow through with a scene rather than be afraid of it.

We wanted to have the horrific sound of the scissors going into the guy’s eye, and making sure we had the real sound of someone getting their head banged against a wall that violently…I wanted to get that vicious quality, to put the audience in that moment of horror and terror.

Sound-wise, that scene was built with effects as opposed to Foley. We wanted to have the horrific sound of the scissors going into the guy’s eye, and making sure we had the real sound of someone getting their head banged against a wall that violently. I actually recorded that sound in my own house, and in doing so put a few dents in my wall. I put some contact mics on the other side of the wall to capture a more reverberant sound. I also used a Neumann M/S mic that I’ve been using for the past five years. I always get great results with it. I wanted to get that vicious quality, to put the audience in that moment of horror and terror. Then, the brilliant part was playing it off with the midget trying to get out of the apartment but he couldn’t reach the lock. You go from one degree of moviemaking to another. I thought it was brilliant.

I believe in going the extra mile to answer what the director’s really after and trying to decipher what’s in his head. I think you have to do that, especially on a movie like this where it’s easy to overdo something and therefore subtract from the perfection of the scene. We decided to go all the way and let the director bring it down to a level that he’s comfortable with.

The Sound of Joker – Audio Interview:

Soundworks Interview: Academy Award-winning sound supervisor Alan Murray and re-recording mixers Tom Ozanich and Dean Zupancic discuss how they used impressionistic sound design to take the audience inside Arthur Fleck’s mind. They also deconstruct the film’s centerpiece subway confrontation and let the audience in on how a simple door creak can unnerve an audience. In the second part of this conversation, production sound mixer Tod Maitland discusses the challenges of capturing a gritty and disturbing 1970s Gotham City on the streets of a very modern-day New York.

Arthur goes dancing down the stairs on his way to the Murray Franklin show. After the music montage, the sound design takes over. How did you compose that scene with sound? What was your direction there?
AM: We wanted to get right back into the sound of the city so we started with distant fire engine sirens and the powerful V8 engines of the car-bys to get you into the chase sequence.

We wanted to stress that this was a city going through major chaos; there were alarms, breaking glass, and sirens all working in conjunction with the music.

We wanted to make it exciting and dynamic. We added growls on the car-bys to shift gears into the intense chase scene. We had over exaggerated footsteps on the metal stairs and the subway trains were bigger than in reality, to throw you into the chaos of the city. We used that moment to shock the audience back into reality.

Joker Film Sound

For the clown riot on the streets of Gotham, after Arthur gets arrested, how did you approach that sequence?
AM: We wanted to stress that this was a city going through major chaos; there were alarms, breaking glass, and sirens all working in conjunction with the music. We wanted to make sure we got the detail through. The toughest thing about that sequence was coming up with sirens that would work with “White Room,” which I have to tell you is one of my favorite songs. We wanted to make sure that the timbre of the sirens and the music all worked together and didn’t take away from each other so we could get the impact of both.

After the accident, we go into the subjective/surreal design of the crowd. We went a little more nonspecific at that point because it’s about the slowed down motion of the cinematography. At the end of the riot, when Arthur gets up on top of the car, we didn’t want to make it specific at that point. We could have had tons of ADR people chanting, “Joker! Joker! Joker!” But it was more of a crowd roar than specific lines now that Joker has come into fruition. There is this primal scream that came out of Arthur and the crowd. Where you could go one way, we went the opposite. That worked really effectively.
 

There was some really nice Foley work too, like the leather creak of Arthur’s clown shoe as he’s struggling with it in the locker room, and the way he touches and rubs everything in Sophie’s (Zazie Beetz) apartment, and the uncomfortable way he rubs his pants and bounces his leg in the social worker’s office. Who did your Foley? What can you tell me about Foley’s contribution to the film’s sound?
AM: The Foley team was one that I’ve been using for the last 10 or 15 years, called One Step Up, which is Dan O’Connell and John Cucci. They’ve done remarkable work for me on American Sniper and on all of Taylor Sheridan’s movies.

The Foley team was… One Step Up, which is Dan O’Connell and John Cucci. I can count on them for conveying the sound of the character in their Foley and for recording everything so it works perfectly with the scene.

I can count on them for conveying the sound of the character in their Foley and for recording everything so it works perfectly with the scene. They’ve been a big part of my sound crew in all of my movies.

The sound of Arthur struggling with his shoe in the locker room was actually production sound. That was really Joaquin doing that, ripping that shoe as loud as he could. Kudos to production sound mixer Tod A. Maitland for making sure he recorded sounds like that and for getting the mic in there because I know it’s tough during filming.
I had contacted Tod prior to the end of filming because they had shot all of this in New York and there was the question of whether I could go there and record the city, to add its grittiness into the mix.
Joker sound
I couldn’t go to New York but since Tod had just finished shooting I was able to give him a list of things to record for me. I sent over a pretty unique mic that we had discovered a few shows ago. It’s an ambisonic mic that records in 4-channel atmospheric all around. So he got that mic and he went out late at night and captured the sound of the New York subways which you just can’t get here in California. You can turn the recordings into a 7.1 representations and that helped when creating the sounds for all around us. He also recorded the sounds of people yelling inside apartment buildings at night. He rode the El trains and recorded those. His work was a great contribution to the film, too.

When Arthur walks into Sophie’s apartment and touches the child’s paintings, that was Foley. They really captured the sound of the paper that a child’s artwork would be on. Dan and John just get it. They know that paper is going to have a distinct sound and they get it right.

Again, everybody brought their A-team to this film and I’m so proud of all of their effort.
 

What was the most challenging scene for sound? Or, did you have a favorite scene for sound?
AM: I think the subway scene is it because it’s the beginning of Arthur going into that deep place. We took the time to make sure we built that like a symphony, which we all talked about.

Also, the riot scene at the end of the movie was a challenge, finding elements that would play well with “White Room” and leaving room for details in both the music and the sound effects. I think we did a good job of making sure that both got through without making that scene a muddy mix. That was the most interesting thing about the whole job, was taking time to get the details through.
 

What are you most proud of in terms of sound on Joker?
AM: It was the way this movie had been set up from the beginning. The director, the editing, and the cinematography were all incredible. Everybody realized this was a special movie and everybody brought their A-team and worked in unison. I think that was the greatest thing, that we all worked as a group to accomplish what the director wanted and I think we succeeded. That’s a good feeling at the end of the day.

A big thanks to Alan Robert Murray for the story behind the sound of Joker – 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:

  • Khron Studio - Spells Variations Vol 4

    Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

    40 %
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  • Uncategorized Overkill – Gore And Splatter Play Track 3390 sounds included, 160 mins total $149

    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    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:
 
  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHzElements Enhanced is your toolkit for elemental sonic storytelling.

  • Ignite your creativity with The Low Frequency Designed bundle from 344 Audio.

    Transform your projects by adding sweeteners and additional depth, to designing natural disasters, explosions, creature sounds, sci-fi drones, vehicle effects, and more. This library empowers sound designers by offering a variety of low-frequency effects that bring richness, depth, and body to any mix, sparking creativity and elevating your projects. Subsonic sounds can be notoriously difficult to record and edit, but our expert audio team has handled all the heavy lifting for you, delivering pristine, ready-to-use files. Beyond film post-production and game sound, this collection is also incredibly useful for music producers and composers seeking to enhance their tracks with powerful low-end elements.

    This sound library contains over 1,500 sounds embedded in UCS metadata. P.S. Don’t forget to turn down your speakers, the audio preview may cause neighbor complaints.


   

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