Oppenheimer film sound design Asbjoern Andersen


Director Christopher Nolan teamed up once again with sound designer/supervising sound editor Richard King at Warner Bros. Post Production Creative Services in Burbank, this time to create a range of sounds that scale from a massive atomic explosion down to infinitesimal quantum particles and waves. Here, King discusses his approach to designing a range of explosions, emotions, eras, and much more.
Bonus: Also includes special features on composer Ludwig Göransson’s incredible score for the film.
Interview by Jennifer Walden, photos courtesy of Universal Pictures
Please share:

Director Christopher Nolan and his long-time collaborator – 4x-Oscar-winning sound designer/supervising sound editor Richard King at Warner Bros. Post Production Creative Services in Burbank – aren’t afraid to dig deep into the field of physics. Their previous collab – the film Tenet – explored the idea of entropy and reversing the arrow of time. This time, they take on quantum mechanics, black holes, and atomic bombs in Oppenheimer.

Nolan’s tasks for King on Oppenheimer were no small feat. He sought the epic sound of an atomic explosion and the sound of infinitesimal quantum particles and waves. He also asked King to create sounds that span decades and distances, and to craft sonic expressions of celebration and horror. It was an expansive scale of sounds in every way, and King delivered.

Here, King talks about creating a range of explosions that lead up to the Trinity test, designing the sound of that atomic explosion based on actual eyewitness accounts, manipulating natural sounds to work with Nolan’s practical effects for the quantum world, finding analog devices to record for the tech of that time, and so much more!



Oppenheimer | Official Trailer


Oppenheimer | Official Trailer

You were tasked with recreating one of the loudest man-made sounds – an atomic explosion. But to really understand how loud something is, you need a point of reference. In Oppenheimer, we get the idea of scale thanks to a range of different explosions – the Halifax ship explosion, and the implosion device tests. Can you talk about that process of creating a range of explosions that increase in scale up to the Trinity test?

Oppenheimer_sound-01

Sound supervisor/sound designer Richard King

Richard King (RK): Interestingly, Oppenheimer himself studied some of the largest phenomena in the universe (black holes) down to the smallest (quantum particles), and Chris [Nolan] wanted to exhibit that range of scale and give the audience a visceral sense of the enormous power that’s latent in quantum particles, which is ultimately revealed in the Trinity test.

For the Trinity test explosion, my inspiration was a sound that has occurred on rare occasions in nature. I found a recording of one of these events to use as reference. There are a number of elements, all chosen to help achieve this sound, which almost sounds like an enormous cosmic door slamming. The Trinity test explosion needed to be a sound unlike any other explosion. The witnesses to the test all mentioned the sound in interviews conducted shortly after the test. We accentuated the scale of the blast by making the bunker and everything in it shake and tremble when the shock wave finally hits.

The Trinity test explosion needed to be a sound unlike any other explosion.

Working back from that in the explosion world are the tests leading up to Trinity. They used fairly large amounts of conventional explosives which got bigger and bigger as they tried different methods of detonation. It’s fascinating how the implosion lenses work. They’re explosives that are shaped to focus their force inward. They detonate within a millisecond of each other, forcing the energy to compress the plutonium core, which is about the size of an orange. That orange-sized sphere is what makes that 20-kiloton explosion happen.

And then there was the Halifax explosion, which was the largest man-made explosion ever until Trinity. Oppenheimer is describing the event to the other physicists so there’s a more impressionist approach to that scene.

Oppenheimer is describing the event to the other physicists so there’s a more impressionist approach to that scene.

The smallest objects on the scale are the quantum particles and quantum waves that haunt Oppenheimer’s imagination when he visualizes their immense latent power. There was nothing exotic in this sound. We just kept fiddling around until something stuck. Chris created all those visuals practically; they’re not CGI. We worked with the same philosophy and created the sounds by manipulating natural sound elements.

 

Oppenheimer_sound-02

The Trinity test explosion had this really sharp crack sound at the start. It was more of a crack than a boom. The attack of that sound envelope was so intense…

RK: I read every book I could find on Oppenheimer and the Manhattan Project. There were a lot of very interesting eyewitness accounts which were recorded shortly after the Trinity test, interviewing the physicists who were there and stationed at different distances from the tower. Some described it as sounding like a Howitzer going off right by your head, or a freight train roaring by, or like an odd kind of thunder that kept on going for a long time.

It was a very sharp BANG that had a very long decay, like thunder rumbling around the hills surrounding the tower.

The detonation happened in milliseconds; it was a very sudden event. It was a very sharp BANG that had a very long decay, like thunder rumbling around the hills surrounding the tower. The site was in a large, shallow valley surrounded by low hills so the rumbling went on for quite a while.

It was inspiring to read these firsthand accounts. They gave me a good sense of what the experience must have been like. They all mentioned the intense light and the colors, of course, but almost to a person they also described what it sounded like and each one of them described it a little bit differently. I took all those descriptions and used them as inspiration for the sound we came up with.

 

Oppenheimer_sound-11

As you mentioned, dir. Nolan is really into practical effects and created an explosion (not atomic) to capture on film. Were you on-site to record the sound of that?

…we try to make the sound effects track sound like production sound…

RK: I think if Chris had his druthers, he would use only production sound recorded on set on the day. Not being able to do that, we try to make the sound effects track sound like production sound; the goal is to make you feel as if you are really there.

We avoided any electronic or synth sounds. So our sound design is derived from natural sounds that have been manipulated. But they all have a basis in actual sounds recorded in the world.

Much of what makes a good explosion recording is the location it was recorded in…

I sent a recordist out to capture one of those explosions, and they’re good recordings, but they were brief events. Explosions are hard to record. Much of what makes a good explosion recording is the location it was recorded in, like canyons or enclosed valleys that contain the sound. Otherwise, the sound dissipates very quickly and it is just a big, singular boom.

 

Oppenheimer_sound-03

In the film, as you see the atomic bomb explode (but before the shockwave hits), you hear the sounds of breathing and just close human sounds in this epic moment of history. Can you talk about your approach to that moment?

RK: It’s interesting that a lot of the critics who have mentioned sound understand silence to be strictly a directorial conceit. Chris designed that scene to take maximum advantage of the 30 or 40 seconds it took the shock wave to hit the bunker. There’s a feeling of magical awe at the sight, which is accentuated by the prolonged silence.

That was the focus, to create a suspended moment.

That was the focus, to create a suspended moment. It must have been incredibly powerful, majestic, and awful. We hear Frank (Oppenheimer’s brother) say, “I guess it worked.” What do you say after something like that? We hear Oppenheimer breathing and recalling that phrase from the Bhagavad Gita that he read for Jean Tatlock, which now has a different meaning for him and has a different resonance for the audience.

 

Oppenheimer_sound-04

I love the way the tension builds up leading to the Trinity test, using small detailed sounds like the keys turning in the machine that sets the timer for the ignition, and the countdown clock buzzes – smaller sounds to set up something that is going to be so huge. Can you talk about your approach to designing those lead-up moments to the Trinity test?

RK: We tried to be as accurate as we could while still making it interesting, using the analog testing devices that they would’ve used at the time. Chris, the production designer, and the Art Dept. did a lot of research to determine what devices they actually used as timers, fail-safe devices, etc.

…we rented period devices from prop houses like the old hand-crank detonators…

They were using what was then state-of-the-art equipment including lots of different kinds of cameras, both 35-millimeter Mitchell cameras running at sound speed and some Fastec cameras that ran at the unbelievable frame rate 10,000 FPS. That’s how they could get those still images of the explosion developing by the millisecond after the detonation.

So we dug around a bit to find out what all that gear might sound like. Then we rented period devices from prop houses like the old hand-crank detonators that they used on the implosion tests. We were trying to be as true to the time as possible.

 

Oppenheimer_sound-05

Following the Trinity test explosion, the bombs they made to drop on Hiroshima and Nagasaki were loaded onto trucks. I loved how simple the sound is here, just wooden crates and heavy chains. It’s very low-key for something that’s life-changing, and world-changing. That juxtaposition is interesting, having bombs of epic proportion and scale (and what it’s going to do to the world) represented by commonplace sounds of wood crates and metal chains…

RK: There’s a tension in that period of the movie. It’s anticlimactic because the Trinity test was successful and the scientists were made to understand that it’s all out of their hands now; they’re excused and no longer needed. I imagine for them it must have been just a weird time of intense activity leading up to Trinity and then nothing. They’ve done their part and now it’s in the military’s hands. There was nothing left for them to do. It must have been a strange time for them.

We tried to make the chain clanking on the sides of the truck as they drove away hypnotic as Oppenheimer watches.

We tried to make the chain clanking on the sides of the truck as they drove away hypnotic as Oppenheimer watches. He’s just in a state of shock, really. In a small way, it’s like finishing a movie in that there’s all this frantic activity and you’re really busy and your mind is racing and then you finish the movie and you’re dismissed. You’re no longer needed. That’s probably a microscopic version of what Oppenheimer and the other physicists felt.

 


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


Trending right now:

  • Cinematic & Trailer Sound Effects Cosmos Play Track 1476 sounds included $55.99

    Craft a unique sonic universe with Cosmos, our ultimate futuristic and neo noir sci-fi sound effects collection, which will elevate your productions to the next level.

    Our fully unique cosmic collection has everything you require and the flexibility you demand. With carefully crafted source and designed sound effects, you are ready to infuse your next project with a distinctive noir sci-fi allure.

    Supercharge Your Productions
    With Cosmos, the possibilities are endless. Whether you’re designing spacecraft fly-bys, impactful moments for a trailer, engine pass-bys, cutting-edge interface sounds or extraordinary transitions, our collection provides you with the perfect toolkit to captivate your audience and transport them to realms beyond imagination.

    Curation Applied
    Our top priority is always to deliver an exceptional experience to our end users. To achieve this, we have invested considerable time and effort into perfecting the audio content, customizing it to meet your specific production needs. Additionally, we follow rigorous editing protocols to guarantee seamless performance in every possible use-case scenario.

    Multiple Variations
    We made many versions of each sound to ensure versatility and variety in sound programming. Each source and designed sound effect contains multiple variations. This approach allows us to provide you with either various styles or durations of a single sound within a single file, instead of multiple files.

    UCS Compliant and detailed Metadata embedded
    Cosmos is fully universal category system (UCS) compliant. Additionally, to optimize your workflow and enhance productivity, our audio files are equipped with detailed metadata, allowing you to locate and access the sounds you require easily. Leading audio management software such as Soundminer and BaseHead are fully equipped to read and process the metadata, providing an intuitive and seamless user experience.

    What’s Inside

    764 Designed Sounds • 712 Source Sounds • 260 Designed – Impacts (45 Files) • 76 Designed – Risers (19 files) • 376 Designed – Whooshes (72 files) • 8 Source – Drones (5 files) • 141 Source – Impacts (22 files) • 251 Source – Synths (53 files) • 74 Source – Textures (15 files) • 88 Source – User Interface Sounds (14 files) • 202 Source – Whooshes (31 files)

    20 %
    OFF
  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $156

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    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 1715637600
  • Game Audio Packs Warfare Sounds Play Track 2492 sounds included $28

    WARFARE SOUNDS is a massive collection of 2492 professionally recorded, edited and designed sound effects.  Including guns, bullet flybys, bullet impacts, silenced guns, explosions, footsteps, Foley, nature ambiances and more!

    WARFARE SOUNDS contains sounds from our other sound packages, including:

    Gun Sound Pack
    Bullet Impact Sounds
    Silenced Gun Sounds
    Explosion Sound Pack
    Footstep and Foley Sounds

    Plus additional content from Pro Sound Collection! This is the ultimate sound package for anyone working on a military type film or game.  Perfect for an FPS or any type of shooter.

    ALL sounds from WARFARE SOUNDS are already included in our full package Pro Sound Collection. So if you need more sounds. Be sure to check it out before purchase.

    28 %
    OFF
  • Materials & Texture Sound Effects Glacier Ice Play Track 300+ sounds included $32

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

    The library contains sounds of all dimensions, from ice cubes being dropped in a drink to a designed iceberg collapsing.

    The majority of the material was recorded at 192 KHz with a Sanken CO100K and a stereo pair of Sennheiser MKH8040, making this library greatly flexible for pitch shifting and all sorts of heavy processing.

    A small section recorded at 96KHz features sounds recorded exclusively with contact microphones placed directly on the surface of a frozen water stream.

    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 1715637600

Latest releases:

Need specific sound effects? Try a search below:


Oppenheimer_sound-06

Oppenheimer gives a speech to the crowd in the auditorium at Los Alamos. They’re cheering and they’re stamping their feet. In the IMAX mix, this moment felt as powerful (sound energy-wise) as the atomic bomb going off. There was so much energy in that scene. And then it goes into a subjective POV where he doesn’t really hear the crowd anymore. He’s envisioning the blast and he’s hearing the rumble, and the cheers are mixed with screams and it takes on this edge of terror. Can you talk about your design for that sequence?

RK: That was a scene that we all worked on. Chris and picture editor Jennifer Lame created the template for us to use. It came together on the stage with all of the elements that everyone had brought to it. Chris wanted the scene to segue from a jubilant victory celebration to a nightmarish and nauseating one as Oppy visualizes the horror of it all. They’re getting drunk, people are ecstatic and laughing, and some of them are sobbing or throwing up. Different people were registering the event in different ways, but we see the scene through Oppenheimer’s eyes.

Chris wanted the scene to segue from a jubilant victory celebration to a nightmarish and nauseating one as Oppy visualizes the horror of it all.

Oppenheimer is an interesting character because he obviously knew all this was going to happen. The fact that the bombs were going to be dropped on human beings wasn’t a surprise to him. In fact, he helped pick the targets. But now facing the consequences with no problems left to solve regarding the project, it all came down on him in that one scene. He has a sudden sickening realization that this isn’t a celebration. This is a funeral. This is a funeral pyre and the world starts to come apart a little bit. He loses his ground and kind of loses his mind for a moment. He must have been (as they all must have been) in a state of shock and that scene is Oppenheimer’s version of that shock.

Behind the music of Oppenheimer:

Want to learn more about composer Ludwig Göransson’s incredible score for Oppenheimer? Check out these two special features + hear the full score:

 
The Music of Oppenheimer – The DolbyInstitute Podcast

Academy Award-winning composer Ludwig Göransson returns to the Dolby Institute Podcast to discuss his latest collaboration with auteur filmmaker Christopher Nolan, with guest host Jon Burlingame. They discuss the composer’s process which, on this film, was anything but traditional, including why he composed over three hours of music before principal photography even began:



The Music of Oppenheimer | The #DolbyInstitute Podcast



 
Ludwig Göransson Talks Oppenheimer – Soundtracking with Edith Bowman:



 
Hear the full score for Oppenheimer below:

He has a sudden sickening realization that this isn’t a celebration. This is a funeral.

One of the great strengths of the film and one of the gifts Chris has given us is a bit of a view into what that experience might have been for them, seeing all that through Oppenheimer’s eyes. By that time, we’ve gained a little understanding of how the bombs work and even a little quantum physics – enough to know that it’s not magic or hocus pocus. We understand that it’s a force of nature that’s been unleashed and there’s no putting the genie back in the bottle. The audience, of course, knows what happens after those trucks leave, and the decades of trouble that followed.

It’s a moment that really resonated with me and resonates with a lot of people when they see the film. Oppenheimer’s work ultimately ends with something unbelievably tragic, but he does a great job of building up the excitement for the scientists building the bomb. These scientists are really stoked to do this. And initially, they have a very good reason to do it knowing that Hitler was working on a bomb. So it’s really kind of an exciting adventure and that makes the realization (rubbed right in his face) that much more disheartening and sickening and terrifying.

 

Oppenheimer_sound-07

After the bombs are dropped on Japan, we hear Truman’s news broadcast. Was that actually the archival news broadcast or was that something that you created for the film?

RK: No, but it’s verbatim, it’s exactly what Truman said. And just like after the Trinity test, there are people who are jubilant and happy because the war’s probably going to be over very soon and because we stuck it to the Japanese, who, after all, started the war. And then others who are of Oppenheimer’s mindset, mostly physicists who actually designed and built the bombs. They are not sure if they should congratulate each other or cry on each other’s shoulders.

 

Oppenheimer_sound-08

I really love that we got to see Los Alamos before it became a whole town. Oppenheimer goes up there with his brother and a few others and they’re just sitting around the campfire. It’s peaceful and beautiful. You hear the beautiful desert winds and the sparks from the fire. I love that we got to experience that before the place gets blown to hell…

RK: They built this bustling town, which was a self-contained city for those years. People couldn’t leave, or come and go, except by permission. It’s really quite a transformation. It was a place he loved and he always wanted to combine New Mexico somehow with his work. And he sure did that.

 

Oppenheimer_sound-09

What was your favorite part of working on Oppenheimer? Now that it’s all over, what has stuck with you the most about this experience?

RK: There’s no particular part. Every single moment in the film was given a great deal of attention and we tried to give each shot a sonic reason to be there – give it some signature, or have some interesting sonic information conveyed. Even the simplest scenes, such as Oppy’s wife Kitty taking in the laundry, we worked very hard on.

Every single moment in the film was given a great deal of attention and we tried to give each shot a sonic reason to be there…

Re-recording mixer Gary Rizzo did a remarkable job with the dialogue cleanup. Almost all of it is production sound, there’s practically no ADR in the film. Both the IMAX and 65mm cameras are loud, so getting rid of that noise was a big job.

Re-recording mixer Kevin O’Connell mixed both sound effects and music and did a fantastic job with both. Ludwig Göransson’s music for the film is fantastic, scoring the excitement of the beginning of the project and the excitement of the ’20s and what that must have been like. The ’20s must have been a decade like the ’60s in that so much was happening in art, science, and culture. Ludwig did a great job of conveying that excitement. Then, into the next period of the war and intense war work on the bomb project and then the aftermath, he really takes us on a journey.

…I’m very proud of the part that sound effects had to play in that journey, in carrying us through all these phases of Oppenheimer’s life…

And I’m very proud of the part that sound effects had to play in that journey, in carrying us through all these phases of Oppenheimer’s life from the late ’20s to the mid-’60s. We’re in a lot of different locations over a span of five decades: Princeton, Washington D.C., Pasadena, Berkeley, San Francisco, and, of course, Los Alamos. Trying to give each one of those locations a specific feel was fun.

So, the whole experience was just a great fun, creative, and exciting ride for myself and my fantastic team. I learned a lot. It was just fascinating, and the fact that the film is so accurate in its detail I just find amazing. Chris is able to pull that off and explain a bit of quantum theory and also how black holes are formed all folded into a totally engrossing cinema experience. I’m fascinated by physics and always have been. And I love that Chris got all that in there and it is all dead accurate down to the smallest detail.

It was a fascinating journey and a fascinating sonic process from the beginning to the end. The track changed and evolved a great deal all the way through to the final days of the sound mix. It was a real challenge, and I enjoyed the experience a great deal.

 

A big thanks to Richard King for giving us a behind-the-scenes look at the sound of Oppenheimer 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:

  • The China: Temple Bells & Crowds sound library was recorded in two locations. The first within the Yungang Grottoes, a UNESCO World Heritage site from the Wei Dynasty era, and the second, an ancient Taoist temple built in the Tang Dynasty in the outskirts of Beijing.

    The library includes recordings of large prayer bells, Buddhist wind chimes, wooden wishing sticks adorned with twinkling bells, background and foreground crowd walla in Mandarin, Chinese, birds, and other ambient sounds captured on location in stereo. We’ve also included some bonus designed sounds made from the recordings.

    These authentic recordings offer a sonic window into the atmosphere of ancient Chinese temples and shrines as they exist today. The sounds can be useful for adding realism to cinematic, game, or multimedia projects requiring an accurate representation of this cultural setting, or as fodder for creating mystical and spiritual designs.

    Specs:
    34 Sounds – 18 Buddhist Temple, 9 Taoist Temple, 7 Designed Sounds
    Total Runtime 48:44
    1.64GB in Total
    Stereo – 24 bit, 96kHz

    China: Temple Bells & Crowds Sound Library Teaser

    21 %
    OFF
  • 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 1715637600
  • Western Black Powder Guns is a collection of 19th century firearm sounds, created by sound designer Barney Oram. It features 496 sounds in total, including 440 multichannel source sounds and 56 designed sounds, supplied in 192kHz 24bit WAV file format.

    This library contains a selection of classic Wild West style weapons, including; Colt 1851 Navy Revolver, Pattern-Enfield 1853 Rifle, Snider-Enfield 1861 Artillery Carbine, Winchester Model 1887 Shotgun and more.

    Recorded on a private shooting range in the UK, this library features multi-mic coverage and a range of distance positions captured on all included source content. Microphones used include; Schoeps, Sennheiser, Neumann, AKG and DPA, captured with recorders such as Sound Devices, Zoom, Sony, and more.

    In addition to source recordings, Western Black Powder Guns also contains a generous designed section, lovingly crafted to be of immediate use to sound designers. The designs are an homage to the classic gun sounds of Western movies, mixed with a tight and punchy modern edge.

    This library includes detailed SoundMiner metadata and utilizes the UCS system for ease of integration into your library.

    Behind the Scenes Video:


    Western Black Powder Guns Sound Library - Behind the Scenes


Explore the full, unique collection here

Latest sound effects libraries:
 

   

Leave a Reply

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

HTML tags are not allowed.