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
Please share:

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

  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    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.
    20 %
    OFF
    Ends 1733266800
  • – Evolved WATER Sound Library


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

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

    82 %
    OFF
    Ends 1733353199
  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

    50 %
    OFF
    Ends 1733439599
  • THE COMPLETE JUST SOUND EFFECTS COLLECTION
    Introducing the JSE Everything Bundle, your one-stop-shop for all your audio needs. This bundle includes every JUST SOUND EFFECTS sound library ever created by our team of sound designers and field recordists, giving you access to an extensive collection of high-quality sound effects.

    INCLUDED SOUND LIBRARIES

    80 %
    OFF
  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

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

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

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

    The extraordinary awaits within.

     

    KEYWORDS:

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

    20 %
    OFF
    Ends 1733785199
Get more deals in the huge sale



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.


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


Trending right now:

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

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

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

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

    The extraordinary awaits within.

     

    KEYWORDS:

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

    20 %
    OFF
    Ends 1733785199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

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

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

    Key Features: 

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

     

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

  • – Evolved WATER Sound Library


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

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

    82 %
    OFF
    Ends 1733353199
  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

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

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

    Get wrecked. Get BROKEN.

     

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

    20 %
    OFF
    Ends 1733785199

HIGHLIGHTS:

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

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

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

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

    Get wrecked. Get BROKEN.

     

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

    20 %
    OFF
    Ends 1733785199
  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

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

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

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

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

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

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

    20 %
    OFF
  • – Evolved WATER Sound Library


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

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

    82 %
    OFF
    Ends 1733353199
  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

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

    70 %
    OFF
    Ends 1733353199
Need specific sound effects? Try a search below:


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!

 

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:

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

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

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

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

    The extraordinary awaits within.

     

    KEYWORDS:

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

    20 %
    OFF
    Ends 1733785199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

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

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

    Key Features: 

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

     

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

  • – Evolved WATER Sound Library


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

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

    82 %
    OFF
    Ends 1733353199
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

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


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
    20 %
    OFF
  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
    70 %
    OFF
    Ends 1733266799
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    30 %
    OFF

   

Leave a Reply

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

HTML tags are not allowed.