NoTimeToDie_sound-01 Asbjoern Andersen


The latest Bond film No Time To Die has finally gotten its long-awaited theatrical release, having been pushed back more than a year due to Covid. As audiences slowly trickle back into cinemas, they'll find this new Bond film to be theater-worthy. The big action sequences, creative cinematography, and well-orchestrated soundtrack deserve big-screen playback. Here, supervising sound editors Oliver Tarney and James Harrison talk about the signature sound of Bond, their collaboration with director Cary Fukunaga, their early involvement on the film, their sonic approach to key sequences, and much more:
Interview by Jennifer Walden, photos courtesy of Metro-Goldwyn-Mayer Studios, Inc. 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 1733785200
  • – 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

Here’s a fun fact courtesy of Wikipedia: No Time To Die is the 25th James Bond release from British production company Eon Productions.

It’s also the first Bond film directed by Cary Fukunaga (who won an Emmy for his directing on HBO’s True Detective series). But he brought on several key sound team members who had a hand in two other Bond films: Casion Royale and Quantum of Solace. Those are BAFTA-winning supervising sound editor Oliver Tarney and co-supervising sound editor James Harrison (both were sound effects editors on the aforementioned Bond films), and Oscar-winning re-recording mixer Mark Taylor. Having that previous Bond film experience helped them to immediately understand the scope of this one. But Fukunaga’s approach was also different enough that the process, and ultimately the final result, didn’t feel formulaic.

Here, Tarney and Harrison talk about their early start on the film (while it was still in production) and how that helped to shape the sound and the mix along the way. They share details of building specific sequences, like the shootout in Matera, the sinking ship, and the stealth glider ride from air to ocean. They discuss their vehicle recording sessions, their foley session for bullet ricochets and impacts, designing cool sounds for explosions, break-ins, and so much more!



NO TIME TO DIE | Trailer 2


NO TIME TO DIE | Trailer

What were Director Cary Fukunaga’s initial goals for sound? What did he want to bring sound-wise to the Bond franchise?

Oliver Tarney (OT): For a project like this, filming goes on for such a long time that you have a schedule where post-production starts halfway through filming. So it’s a slightly different process than making any normal film. The editors — Tom Cross and Elliot Graham — were dealing with new material coming in from the shoot and everything that entails, and they were also cutting sequences and turning them over to us.

NoTimeToDie_sound-02

Supervising sound editors Oliver Tarney and James Harrison

Tom and Elliot would then show Cary the sequences that had been put together, and Cary would look at them as a whole (picture and sound together). He’d comment on the edit, what takes were used, etc., and give us very specific sound notes.

So rather than waiting for principal photography to finish to get an idea of what Cary’s sensibilities were, we were constantly getting his feedback from an early stage. The whole process between production and post-production was very fluid.

One of the first scenes we worked on was the opening in Norway with the masked man. We were asked to give a sinister quality to the crampons, and make the slow slide of the door feel ominous as Safin enters the house. Everything was given its space; he obviously thought about that whole sequence with sound in mind. It wasn’t one of those afterthought notes of, “Oh by the way, can we try and shoehorn this in?” There was enough space to implement his notes well and register them without having to fight with multiple elements.

The whole process between production and post-production was very fluid.

It was a process that evolved. The more scenes we had from Tom and Elliott with accompanying notes from Cary, the more we got to know what Cary’s sensibilities were with sound.

By the time filming had wrapped, he’d already heard a very good pass of most of the film and then we could get into the fine details, which is the perfect way to do it.
 

NoTimeToDie_sound-03

You were probably temp mixing this as you went, to have your ideas come across fully to the director. Being that you could work on the mix and possibly spatialize some of these sounds, did that help the director to think about the spatial quality of the soundtrack?

James Harrison (JH): We did have a lot of notes from Cary about the immersive experience utilizing the surrounds. He was very spatially aware, especially in certain sequences. As we were working on individual scenes at the beginning of the process, we had to supply the cutting room with almost premixed mix-downs so that the editors and Cary could watch and evaluate the cut. We obviously had to prepare our tracks as polished as we could early on, which really helped the process when we did finally get into a temp mix.

…we had to supply the cutting room with almost premixed mix-downs so that the editors and Cary could watch and evaluate the cut.

OT: About halfway through — certainly a few months before we started mixing — Mark Taylor, who was going to take on the effects mixing side of the final mix, came on and was embedded with us in the cutting room corridor.

So we had four or five of us working on a sequence, and then once each person’s work was compiled, it was sent down to the end of the corridor where Mark could then do a pretty slick version of it prior to it being sent off. So it already had the touch of one of the mixers even going into the Avid.



Crafting Action, Pathos, and Humor in No Time to Die | Sound + Image Lab


Crafting the sound of Action, Pathos, and Humor in No Time to Die, with supervising sound editor Oliver Tarney and re-recording mixers Paul Massey and Mark Taylor

It was a pretty slick process, and it kind of had to be given the schedule. From when they finished filming it was only about five months to the end of the final mix. For the size of this film, that’s a tight schedule.

JH: I think we finished in March.

…Mark could then do a pretty slick version of it prior to it being sent off. So it already had the touch of one of the mixers even going into the Avid.

OT: We just got it under the wire, COVID lockdown looming.

JH: We finished delivering all the different formats on a Friday and then lockdown happened on Sunday. So it was very close.

OT: I was meant to start the next job the following Monday and was told, “We can’t bring you on.” That was it. Luckily they found a way on the next job — a few weeks later — to start in controlled circumstances. But, the delivery week on No Time to Die was pretty much the last week in which the industry was still running as normal.
 

NoTimeToDie_sound-04

You’ve both worked on Casino Royale and Quantum of Solace — the previous Bond films. How does this experience compare to those?

OT: James and I both did, and Mark [Taylor, re-recording mixer] did as well. Eddy Joseph was the supervising sound editor on both. There’s quite a nice symmetry to coming back at the end of the Daniel Craig as Bond era. It bookends it quite nicely. I spoke to Eddy the other day and mentioned that we were reminiscing fondly about our time on Casino Royale. It was nice to catch up with him.

The scale of a Bond movie is epic. To have experienced one as an effects editor I think helped inform us of what was needed…

The scale of a Bond movie is epic. To have experienced one as an effects editor I think helped inform us of what was needed and the approach to take so that we were better equipped when it came around to No Time To Die and being accountable for delivering something like this.

 

NoTimeToDie_sound-05

Let’s talk about your approach to weapons and gunshots for the Bond films. Is there a way that you want the weapons to sound on a Bond film, that’s particular to this franchise? (Like, the way guns sound in the John Wick films, they’re very John Wickish. Is there something you do for Bond films to them very Bond-ish?) For instance, I noticed there’s always a high-pitched element to all the gunshots. Is that something you did intentionally?

JH: Yes. Guns can easily become overly large. But for us, using too much low end can make everything a bit detached and muddy. All the characters in Bond are professionals, and so we really felt that using sharper, concise sounds helps to heighten the danger and accuracy of them.

OT: I think in general for the guns, we tried to go relatively natural with them. It’s a movie, so obviously they are heightened at times, but that side of Bond I definitely wanted to feel slightly more natural. There is a heightened element to them, for sure. That’s kind of the current vogue thing to have.

Behind the music for No Time To Die:

 

Hans Zimmer On His Music For No Time To Die & more:


Hear the soundtrack for No Time To Die:


All the characters in Bond are professionals, and so we really felt that using sharper, concise sounds helps to heighten the danger and accuracy of them.

Cary was most concerned about bullet zip-bys and ricochets. For instance, the sequence in Matera, just after the blast when Bond’s ears close down and you don’t hear the world, the crack of the bullet whizz-bys are what brings the world crashing back, literally. He was very specific about how this scene should play.

 

NoTimeToDie_sound-09

There was a great scene for bullet sounds when Bond and his girlfriend Madeleine are in the car and it’s getting riddled with bullets. What I love is that there’s an interior perspective and an exterior perspective of that event. Can you tell me about building the bullets in that scene?

JH: It was a fairly intense editorial process that took quite a while, as you can imagine. Again, it was that approach from Cary of wanting to be fully immersive, to have the audience completely surrounded by the danger of bullets and impacts on the interior.

It was extremely labor-intensive in terms of creating those impacts and designed sounds…

It was extremely labor-intensive in terms of creating those impacts and designed sounds, getting enough variation to keep it exciting and then successfully contrasting the cocoon feeling on the interior to the exterior shots. I just love that scene because of Bond’s reaction; he’s just sitting there oblivious to the attack, but reeling from the emotional revelation he’s just experienced. His physical catharsis is really quite interesting and it juxtaposes what’s actually going on in the world around him.

 

NoTimeToDie_sound-07

For the sound of the bullets and ricochets, did you have a shooting session? Or did you do most of those with foley impacts? Where did those sounds come from?

OT: Some of the elements we used were made from recordings we’d already done. Then, to try and get the variation, a lot of it was done in a foley theater using hammers and various sharp objects slamming down onto different types of safety glass that wouldn’t shatter.

…a lot of it was done in a foley theater using hammers and various sharp objects slamming down onto different types of safety glass that wouldn’t shatter.

The car was being riddled with so many impacts that the audience might become familiar with the elements so we really needed to build in enough variation. Some direct impacts, some ricocheting, some skidding off, etc. So that was a loud few hours, building and recording all that in the foley theater.

 

NoTimeToDie_sound-08

It must be difficult to get the sound of the glass cracking but not breaking…

JH: Yes, non-breaking glass, and then towards the end, after an endless onslaught, it starts to give way and we need to tell the audience that this protection won’t last forever. It’s just getting a little bit of crack, crunch, and strain into it. It’s all those things. You build it up and then you come back to it in a few days and see how you feel, and whether it is telling the story enough.

You build it up and then you come back to it in a few days and see how you feel, and whether it is telling the story enough.

OT: The little sound at the end, just as you start to hear the little crystals of glass beginning to give way, that’s the sign that Bond has to do something. He can’t delay any longer. That’s the fun stuff for us: creating the sounds with a narrative quality.

 


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
  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

    What’s Inside
    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

    70 %
    OFF
    Ends 1733439599

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:


NoTimeToDie_sound-10

Another cool sound was when Primo and his henchmen are breaking into the high-rise building in London. To get into the lab, they pull out one of the building’s windows. You made such a cool sound for the window popping out, and it reverberated in the hallway. What went into making that sound?

OT: The big whomp?

JH: Yeah, the big whomp.

OT: So I mentioned earlier about the crampons and the sliding door, well this was maybe the second sequence we got to work on. And again, that was a really specific note from Cary; it took a few goes at getting that exactly right.

I really liked the dynamics in this film. Everything is not just crashing and smashing;

I really liked the dynamics in this film. Everything is not just crashing and smashing; you have more unexpected moments like that. Some of the action scenes feel quite chaotic and others feel very deliberate. And that one was a very considered sequence. This variation of styles within the same film kept us on our toes.

 

NoTimeToDie_sound-11

Later in that sequence, I love the explosion in the lab. Oftentimes, the way to dress up an explosion of a car, let’s say, is to add all the other bits that are falling off of the car, like glass and door handles, and adding in gravel, and things like that.

But this lab explosion must have been really tough because there wasn’t a whole lot to work with once the explosion is traveling through the hallway of the facility. Still, you managed to make this explosion have depth to it. How did you do that?

JH: From the earlier shots, you see these canisters that they’re planting and they’re emitting a gas. So part of the idea behind it was that when the bombs were detonated all of this gas gets ignited, and then it culminates in a huge explosion.

Flangey and phasey variances along with the multiple explosions really helped to give a sense of travel and progression of the explosion…

So we didn’t have the sort of standard extras that you’d put on, say, a car explosion, but instead, we created more designed elements, especially with fire. Flangey and phasey variances along with the multiple explosions really helped to give a sense of travel and progression of the explosion that really built to the final climax.

OT: I like the fact that we cut to a very wide shot for the very final explosion as well.

 

NoTimeToDie_sound-12

Another great sequence for sound was on the ship. Felix is dying below deck and Bond is down there with him. The boat is now full of holes and it’s filling up and sinking. Can you tell me about your water work on that sequence?

JH: For Cary, it was all about the structure of the boat itself — the creaking, the groaning, and that constant feeling that the boat is collapsing in on itself. We had to keep that constant threat, not just the water coming in and the threat of drowning, but the actual integral structure of the boat collapsing and that being a ticking time bomb as well.

I always like it when we can do ‘sonic bookends’ in a movie.

This sonic idea of creaks and groans was actually repeated later in the film when the roles were reversed, and it was Logan Ash who was lying under a car that was straining above him, and that ultimately kills him. I always like it when we can do ‘sonic bookends’ in a movie.

Water in itself is a very difficult and tricky sound palette to work with as it can be so overbearing and sonically encompassing. It just takes time to craft and have dynamics and interest whilst also trying to protect the dialogue in the scene.

 

NoTimeToDie_sound-13

Just before the car falls on Logan Ash, there was this great helicopter chase sequence, with Bond, Madeline, and Mathilde trying to escape capture from Spectre. Here again was a great use of the surround space. Can you talk about your build and mix on that chase sequence?

OT: As with all Bond films, the practical stunt work and locations were fantastic. Normally on a big action film, you might have to wait for many CG shots to be completed, but with this scene, the editors could get working on the complete sequence right away. Of course, certain things are always enhanced with CG, but those cars are really flipping over, and those motorbikes are really jumping that high! It’s stunning what they achieved in-camera, meaning we could also get cracking on that bit quicker.

…you have the obvious sounds of the engines revving but we also give the audience that feeling of instability of the cars sliding and slipping around on grass, mud, pebbles, even water over pebbles.

Cary specifically wanted to feel the shifts through the different surfaces, to keep it interesting all the way through. With the Logan Ash car chase, you have the obvious sounds of the engines revving but we also give the audience that feeling of instability of the cars sliding and slipping around on grass, mud, pebbles, even water over pebbles.

There is a great contrast to the second section of that sequence, to come from that chaos of feeling like the cars are at the edge of what they can do, and then to go into a much more eerie, less defined environment as the motorbikes circle Bond in the woods.

NoTimeToDie_sound-14

We were lucky enough to be given access to all the vehicles. We did recording sessions over a couple of days — an Aston Martin day and a Land Rover/motorbike day. We recorded the engines first and then recorded each vehicle on all the different surfaces that we needed for the sequence.

We recorded the engines first and then recorded each vehicle on all the different surfaces that we needed for the sequence.

JH: We were very lucky to have all the stunt drivers there for the record, too. They are fantastic at knowing the limits of all the vehicles.

OT: I think they think the vehicles don’t have limits.

JH: When we were standing in a small circular area with the motorbikes circling us at top speed and passing within half a meter, it was quite nerve-racking, but the sounds we captured are just phenomenal and it really adds another layer to the soundtrack.

Hear the score for No Time To Die:


So it was this feeling of spatial ambiguity and tension that we really wanted to bring to this scene…

At the end of that sequence in the misty woods, as the bikes are circling and closing in on them, Cary talked very early on about sharks circling their prey. So it was this feeling of spatial ambiguity and tension that we really wanted to bring to this scene, which then really helped the intensity when an adversary suddenly appears. This was a really good note from Cary and his idea of using sound to enhance the tension in that moment.

 

[tweet_box]Breaking Down the Sound of Bond: ‘No Time To Die’ with Oliver Tarney and James Harrison [/tweet_box]

When you got to record the vehicles, did you have access to the helicopter as well? There was this really great sound of it coming in low, from behind, and it flies over them. It was just such a great sound. The perspective was perfect…

JH: I’ve got a couple of helicopters myself, so we just took those.

OT: Yeah, they’re for James’s commute.

No, we actually already had good cover for that particular helicopter. So we knew we were fine. We spent the money on the big car and motorbike recordings instead.

 

NoTimeToDie_sound-15

What about the stealth glider that’s flying into the Poison Garden/secret island and it goes from the air to underwater? That was a really cool transition. How did you do that sonically?

JH: It was a great craft, the stealthy bird.

So for that relatively short sequence, we had quite a variance of sound. At first, it is catapulted out of the cargo plane, then it goes into a freefall dive where the whole structure of the craft creaks and strains, then the wings unfurl and it turns into a glider, and then ultimately lands in the water and becomes a submarine.

We used glider recordings as well as air and wind treatments to give that sense of flight…

We used glider recordings as well as air and wind treatments to give that sense of flight, but obviously, it is a state-of-the-art machine so it has to sound modern and professional. There is a little bit of a sonar pulse when they do finally go underwater, just to sell the idea. Those moments are really good fun to have a go at.

 

NoTimeToDie_sound-16

I really enjoyed the vocal processing on Safin’s voice as it’s coming from all those monitors in the lab on the secret island. It’s bouncing around that laboratory. What did you use for the processing on that and for the reverb in that space?

OT: That was a combination of treatments that we had done, and then Paul Massey [re-recording mixer on dialogue and music] augmenting that further with his outboard.

Continuing Cary’s desire to be as immersive as possible, we had Safin’s voice coming from different perspectives through that section. This makes full 360-degree use of the surround space. The idea was for it to be unclear exactly where the voice is emanating from as the source is always moving; it helps sell the sense that the character himself is unpredictable.

 

NoTimeToDie_sound-19

There’s another huge aircraft, the C-17 that Q is onboard, and it gets buzzed by a Russian MiG as it’s flying over the island. You have a really great, big sound for that. It’s not very long, but it totally sold the idea that they just got buzzed by a fighter jet. What went into that sound?

OT: This is one of our favourite tricks. We get a subwoofer and place it inside a metal cabinet. We then play something very staccato out to the sub, triggering it in a violent way. As we crank that sound up, the result is a really effective resonant, metallic rattle.

As we crank that sound up, the result is a really effective resonant, metallic rattle.

Combining this with the natural sound of those jet-bys, when they are going fast and low, (which is already pretty terrifying), is what we used to create this final sound. We found this combination works really well.

 

NoTimeToDie_sound-20

For the tech sounds for Bond films (like the high-tech gadgetry that Q uses), is there a signature set of adjectives that would describe how this technology should sound?

JH: I don’t think there’s a definitive approach that goes along with that. It’s sort of what fits. Like in Q’s house when he’s searching on his computer database, obviously that’s got a specific sound, and when he’s searching through the bionic eye, that’s a slightly different tech sound.

We did use a lot of outboard Eurorack modules, which in itself is a digital modular synth system.

We did use a lot of outboard Eurorack modules, which in itself is a digital modular synth system. They are really good for experimentation, as well as being modern and up-to-date sounding, and for us, that’s what you want tech to sound like. We definitely didn’t want to be over the top or gimmicky; you want it to sound exciting but real.

 

NoTimeToDie_sound-21

Overall, what was the biggest challenge of working on No Time To Die? Or, what are you most proud of about this film?

OT: I really liked the variation and the dynamics we were able to bring to No Time To Die. James and I were discussing this before the interview, that with most films, once you have worked on a few scenes, you understand the style will inform your approach to the rest of the project. But I think the challenge of a Bond film, especially with someone like Cary at the helm, is that the range of the action sequences is immense. Sometimes they feel professional, precise. Sometimes they are wildly chaotic. Illustrating that variance well, across the whole film, I think that’s the challenge.

We are very conscious of keeping that energy, freshness, and innovation all the way through the film.

Our aim was to understand the personality of each scene and create a soundscape which not only embodies but heightens those distinctions and emotions. I believe that we achieved that.

JH: Energy-wise, it can be easy to spend a lot of time on the opening sequence of a film but then that can die down a bit towards the end. That definitely didn’t happen with Bond. One of the ways we like to work on a film is to do a pass through the film from the beginning, and then start at the end and work backward so that everything is mixed up a bit. We are very conscious of keeping that energy, freshness, and innovation all the way through the film. Every scene is extremely important, so every scene has to be treated like the first scene of the movie.

OT: We give an equal distribution of love across the whole film.

 

A big thanks to Oliver Tarney and James Harrison for giving us a behind-the-scenes look at the sound of No Time To Die 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.

  • Take a journey back in time with Ultimate Medieval SFX Bundle! Find the true sound of it with Vadi Sound Library.

    About Ultimate Medieval SFX Bundle

    With this collection you will have access to a carefully curated collection of Medieval Warfare, Medieval Town and Green Witch’s Cauldron sound effects. It covers your most essential historical needs with 1.200+ sounds, recorded and designed professionally.

    You can find rope stressing sounds, listen to the rain on a beach from a bush perspective, bottle up potions, and hear a soldier as he gets ready for a battle. Listen to barn animals, horses, weapons and tools; town ambiences, mine, blacksmith, tavern, field, church bells; dried seeds and herbs, defensive spells and transfiguration spells. Go ahead and check out the contents of these three different collections included in the Ultimate Medieval SFX Bundle one by one and start imagining a story already!

    You’ll find yourself first on a brutal battlefield, then come back to the busy town a little. Don’t be afraid to ask for some healing magic from the Green Witch! Travel back to the Middle Ages and take Ultimate Medieval SFX Bundle with you!

    These sounds are available in 24-bit / 96kHz, were recorded delicately with DPA 4060s and Neumann KM184 pairs, have clarity and room for further sound design with the flexible texture of the sounds for customization.

    About Medieval Town SFX Pack

    400+ sound effects from a simple town’s parts such as; barn, field, grassland, tavern, blacksmith, carpenter, library, church, graveyard, mine, and many more a medieval town could offer. With the Medieval Town Sound Effects Bundle you will have access to dressage sounds, kitchenware sounds, church bells, town ambiences, medieval mechanical devices, mining sounds, animals, tools, weapons and more. Medieval Town Sound Effects Bundle was recorded and designed delicately for all your historical needs.

    What’s Inside
    Medieval, Town, Ambience, Object, Church, Bell, Bird, Animal, Duck, Food and Drink, Lake, Horse, Blacksmith, Hammering, Fire, Tool, Metal, Nail, Chest, Materials Wooden Metal Iron Fire objects chest, iron bell vegetation nail tools bench firewood coin opening action closing creaking hammering breathing dropping ringing shaping picking rolling breaking church bell sunny peaceful weather with and without animals lake fire castle locations barn blacksmith church lake campsite animals actions birds chirping, flying ducks quaking cows mooing horse eating hay, from trainer’s hand, breathing, licking, chewing, bridle clicking perspective texture middle distant close very close heavy breaking pile ceramic tress rattling wallet heat blade shovel sand pebble doorbell saddle cart earthquake farrier book cough cloth cricket kitchen pottery frog mechanical winch copper lock rock axe mining pouring sailing boat rooster footstep rope tavern treasure water light.

    About Medieval Warfare SFX Pack

    Medieval Warfare Sound Effects Pack brings the most realistic 350+ medieval sound effects that you may need for your game/film/creative projects. It includes sound effects of; warriors, explosions, barn animals, horse sound effects, medieval life sound effects, weapons, and tools, human voices, and many more to find out.

    You will have access to weapon sound effects, animals, horse items, ambiences, medieval life items, sword hits, catapult, crossbow, arrow whooshes, battle cries, castle gates, foley sound effects and more. Medieval Warfare Sound Effects Pack is specifically designed for all your historical needs, with the texture of the sounds flexible for customization. Plus, you get the usual Vadi Sound craft and attention to detail!

    Great for film, video, game, advertisements, Foley and suitable further as sweeteners outside of the medieval genre as well.

    What’s Inside
    Medieval war warfare armor impact scrape leather punching footstep rattle arrow whoosh axe breaking bone gore hitting carriage castle gate chain catapult fire drag & drop ground rumble crossbow Leonardo style attack dagger sword destruction explosion flag wind flapping gate opening stabbing mechanical knife hammer hitting horse galloping concrete sand mud metal mount katana male grunt angry textile step chest inhale exhale hurt pain yell falling pushing laughter scream strong leg prisoner siege town arrow falchion buzzing shaking throwing shield clanking.

    Green Witch’s Cauldron SFX Pack

    Green Witch’s Cauldron brings you the 450+ sounds of healing white magic and spells of a playful and sometimes wicked witch. It includes collecting and drying herbs, bubbling boiling potions, bottling, casting spells with elemental magic, and many more you can find in a cauldron. With this pack, you will have access to cat sounds, witch reactions, dried seeds, dried herbs, defensive spells, attacks, transfiguration spells, whooshes and transitions and elements.

    Green Witch’s Cauldron Sound Effects Bundle was recorded and designed exquisitely for all your magical needs and covers all sound effects needs for any white magic, potion-brewing, voices and subtle sounds of a witch’s life for the relevant projects and games that you are working on.

    These meticulously recorded sounds have clarity and lots of room for further usage and sound design with the flexible texture of the sounds for further customization. With 24-bit / 96kHz Wav format and easy to navigate naming, you can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all witchy projects.

    What’s Inside
    Medieval, town, ambience, fantastic magic magicka object, witch cauldron maddening opponent laughter mind air attack destruction burst element transition whoosh crackle wall braking hiss bubbling potion zinc bowl fireplace sizzling animal cat angry reaction eating food meowing attack basket dried seed plant falling shell braking boiling metal burning chained bush rustle stone glass chemical reaction glass lid bottle coin purse crumbling lavender palm wooden finger defensive shield destructive hand dusting off sprinkles creature pass by roaring cork casting healing glittery spice earth vacuum pouring acid pebble leaves leaf shaking shiny tree branch squeezed shuffling stirring grinder water bending ladle summoning teleporting time travel transfiguration imitating groaning laughing screaming wicked giggle eerie.

    What else you may need
    You may also want to check out our Gore for warfare, Essential Magic for darker magic and spells and All About Games Master Collection for a mega collection of 23 different packs for game audio sound effects.

    70 %
    OFF
    Ends 1733439599
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.

    City Bicycles – Perspectives Demo

    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)

    City Bicycles – Extra Surfaces Preview

    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.
  • 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.