Behind the sound of Poker Face Asbjoern Andersen


Rian Johnson's murder-mystery series Poker Face – now streaming on Peacock – follows the affable Charlie Cale on the run from a casino boss's hitman. Charlie happens to be a 'human lie detector' and ends up a solving murder in each place she visits. Since each episode takes the audience to a new location where different scenarios playout, the post sound team needed to start from each for each one. Here, award-winning sound supervisor Nick Forshager goes behind the sound of some of the most challenging episodes.
Interview by Jennifer Walden, photos courtesy of NBCUniveral
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Director/writer/producer Rian Johnson – known for Glass Onion, Knives Out, and Star Wars: Episode VIII – The Last Jedi – takes a Columbo-esk approach to his new murder-mystery series Poker Face (now streaming on Peacock). The show follows “human lie detector” Charlie Cale who is on the run from a casino boss after uncovering the truth about the suspicious death of her friend. As Charlie travels the county, living off the radar, her deft ability to sniff out lies helps her to solve the murders that seem to follow her.

Since the show goes to a new place each week, with a new scenerio that unfolds around each murder, the post sound team was always on their toes to meet the challenges this setup posed. Emmy and MPSE Award-winning supervising sound editor Nick Forshager, owner/president of Wildtracks in Los Angeles, is known for his work on shows like Fargo, Ozark, and Breaking Bad, which all take place in one general location with a recurring cast of characters. The work on Poker Face was the complete opposite of those projects but definitely not outside of Forshager’s wheel-house, as he explains in this interview. Forshager comes from the theatrical trailer industry, where variety feeds creativity. Poker Face for him was an enjoyable call-back to those days.

Here, Forshager talks about the sound team’s approach to accomplishing the monumental task of designing detailed sound for each episode, from creative dialogue editing and processing on the theater performer-based episode “Exit Stage Death” to recording cars for the stock car laden racing episode “The Future of the Sport” to crafting low-budget sci-fi sounds to fit the film theme of “The Orpheus Syndrome” and so much more!



Poker Face | Official Trailer | Peacock Original


Poker Face | Official Trailer | Peacock Original

Poker Face offers many different opportunities for sound since each episode takes the audience to a new place as we follow the nomadic Charlie Cale (played by Natasha Lyonne). It’s very different from the other series you’re known for – Ozark and Fargo – both of which take place in one area. What was this show like for you week to week?

PokerFace_sound-01

Nick Forshager (NF): It was kind of scary going into it because I knew that this was the concept, that she’s traveling through all these different places.

I had the scripts for Rian Johnson’s episodes, but everything else was wait-and-see. It was really refreshing because we got to take a little journey every week — one week we’re doing this and next week we’re doing that. It was a challenge in that sense, but also really fun to do it that way.

 

PokerFace_sound-02

What was your timeline like? Did you get an episode a week?

NF: I got lucky in that Rian shot Ep. 1 (which was the pilot) and Ep. 9 (“Escape from Shit Mountain”) first, and then he went to do posting for Glass Onion. When that was done, he shot Ep. 2 and then finished some external pickup shots for Ep.1 in Laughlin, NV.

I had a good ramp-up on the first three or four episodes. So, for Ep. 3 “The Stall” and a couple of others, I had a lot of time. That was good because I could get a real sense and vibe of the show, but after that, the production schedule got shorter and shorter and shorter.

 

PokerFace_sound-03

As things began to pile up with the post schedule, how do you divide and conquer the work for each episode? All of the episodes sounded incredibly detailed. That must have required a lot of work all at once…

NF: I had some amazing editors working on it. Dhyana Carlton-Tims was co-supervising sound editor and my dialogue supervisor. She and Jane Boegel, who’s my dialogue editor, had been able to start earlier, to get those first couple of episodes done. That got them ahead of the game.

I had to bring in a couple of extra editors on the sound effects side because we were afraid that things were going to eventually pile up.

I had to bring in a couple of extra editors on the sound effects side because we were afraid that things were going to eventually pile up. We had those early episodes, as I mentioned, and we tried to get ahead on those so we’d have more people available at the end when we really needed more hands on deck.

It worked out. Normally, I would try to do this with one crew, with one set of editors, but because I knew it was going to bunch up, we front-loaded the editorial and got it done as fast as we could.

But you’re right. With Rian, we felt like we couldn’t really cut any corners or make any compromises. So we gave ourselves as much time as possible, to really go through the episodes and flesh out all the details that we knew he wanted to do.

 

PokerFace_sound-04

Where did you work on this show? Were you all at your studio Wildtracks in L.A., or were your editors working remotely?

NF: My editors are still remote. In-house, it was just me, and my assistant Jeff (Cranford). Dhyana and I would go to the stage when we would mix, but everybody else was remote. That’s the new model on the editorial side. We have a facility and we have a handful of people here, but it’s mostly remote working now.

 

PokerFace_sound-05

While there aren’t recurring backgrounds, one sound that does show up in every episode is Charlie’s muscle car, the 1969 Plymouth Barracuda. Did you get to record a Barracuda for use in the show? Or, were you able to find a helpful library or two to use for Charlie’s car?

NF: We were lucky in that we got to go out and record about a day and a half with the actual car when they were shooting in Laughlin. It was one of the last things we ended up cutting because we knew we were going to get the actual library of that.

… what you hear in the show are the actual recordings that we did of the Barracuda.

We sent recordist Charlie Campagna out to record it, and he had about a day and a half to get everything that we needed. We had a whole long laundry list because by then we had seen more episodes. We were able to get pretty much everything we needed.

We augmented a little bit here and there, but for the most part, what you hear in the show are the actual recordings that we did of the Barracuda.

That’s a great luxury to have. I probably did more recording on this series than any other series I’ve ever worked on. The Barracuda was definitely a big catch because we knew it was such an important part of the show.

 

PokerFace_sound-06

What else did you get to record?

NF: We recorded all the stock cars in Ep. 7 “The Future of the Sport.” We got a heads-up that they were going to start shooting this in upstate New York in September; we had already been in pre-editing with the early episodes. They said, “Hey, we’re getting ready to shoot this show with these stock cars. Do you have anybody that can go out and do some recording on this?”

…Coll Anderson…went out there and spent a day recording all of the cars.

I contacted a friend of mine, Coll Anderson, in New York and he went out there and spent a day recording all of the cars. They were doing this mock racing, and he got to record all of it. He got to meet all the drivers and go through the things we needed for that episode, like all of the gear shifts and steering wheels, on top of all of the racing sounds. We had to augment some of that obviously with some beefier effects to get it to be a little more exciting. But a lot of it is really authentic.

Then, for Ep. 9 “Escape from Shit Mountain,” we got to go out and record the Lamborghini Urus, which was really fun. Charlie [Campagna] handled the recording. I actually got to drive the car, which I never get to do.

 

PokerFace_sound-07

In the episode “Escape from Shit Mountain,” Charlie’s life goes from fairy-tale-like happiness to the absolute worst experience of her journey to that point. How were you able to accentuate that through your sound work?

NF: That episode was the biggest challenge we had because it was so isolated and we wanted the environments to really help tell the story. The biggest challenge was trying to create tension and mood throughout and take us along this journey. We had winds and the winter storm outside. Then, we tried to mimic that tension on the inside without getting in the way of dialogue and the feeling of isolation in the cabin. That was definitely the biggest challenge of that episode. I really enjoyed working on that episode.

 


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PokerFace_sound-08

In Ep. 8 “The Orpheus Syndrome,” Laura has a psychological break at the LAM event, and as she’s in the auditorium, she walks through a hallway of Arthur’s creations and they seem to come to life. Can you talk about your sound work here?

NF: What’s great about that too is that Phil Tippett actually did the stop-motion animation for that. He had done all the stop-motion animation for Star Wars: Episode IV – A New Hope and Star Wars: Episode V – The Empire Strikes Back. He did all of that. So just to be able to work with his animation was really cool.

For the vocalizations, I performed a couple of them for the melting guy.

It was neat that it had an ’80s vibe and a low-budget vibe. We added sound effects to create things that really mimicked what the animation was doing. Then, letting that fall into that Psycho feel in Laura’s brain was really fun to do.

For the vocalizations, I performed a couple of them for the melting guy. And then I looked for sounds in the library that I could manipulate to match the look of the one-eyed spaceman. I tried to find cool, synthy sound effects that I could lay on that. So they all had these characters that fit what was going on but also play into the whole cacophony of sounds that were going through her head as well.

Then, we have this great score from composers Nathan Johnson and Judson Crane that filled up on top of it. We had to find those little details around each of those images to make it work succinctly. It was one of the last things we did — that episode and that sequence. It was neat to be able to work against the music and create it from there.

…we have this great score from composers Nathan Johnson and Judson Crane…

The score for this series was completely genius. When we had our early meetings, they said that the score is going to be simplistic and it’s going to be banjo-based. I thought, “What? Banjo-based?” And then Nathan scored it, and it was like, “Wow, this is like nothing I’ve ever heard!”

I remember we were in our first playback and I said to him, “Man, this is the coolest thing I have ever heard.” There are times when the banjo feels like a sitar and it’s doing all these weird things. It’s amazing.

When they cut the “Orpheus” episode, they used the Vertigo soundtrack as temp. It was designed around this kind of opus. Of course, they couldn’t get the rights to that, so Nathan and Judson recorded their score based on the Veritgo soundtrack, incorporating the Poker Face theme throughout it. It’s amazing because it was a full score, the full orchestra was rewritten. It was really incredible to see that come together because the whole episode lived in the score.

 

PokerFace_sound-09

Ep. 6 “Exit Stage Death” is a great episode for dialogue work. It has a lot of ‘live’ performances — singing in the knock-off Hamilton musical called Franklin and theater performances. There is that great intercom sound in the kitchen during the tech rehearsal. (I loved the processing on that!) And for the sound of the performances on stage as heard from the audience’s POV, was there a mic set up in the back of the room to capture the sound in that space or was that something you recreated in post? It was perfect!

NF: We did it all in post. Dhyana and Jane did a great job on that episode. They double-cut all the lav mics and booms for all the performances and then as we were mixing it, we could really pick the perspectives we wanted to do.

Re-recording mixer Larry Benjamin is a master at perspectives and futz. He was really able to set the distances he wanted for each layer, whether we were on the stage or we were in the first row of the audience, or we were in the back of the audience. Double-cutting all the dialogue gave us the flexibility to do that.

Dhyana and Jane…double-cut all the lav mics and booms for all the performances…

We had so many different perspectives, like being up in the rafters, looking down; we were below the set, and we were backstage. Being able to create all of those different environments and getting it to sit in the mix where you are still focused on the action that’s in front of you, but you have an idea of what’s going on behind you the whole time, was really the challenge in that episode.

The sound of the intercom couldn’t be distorted in such a way that the audience would lose focus on what it is.

As with all the other episodes, we’re telling a story and then we’re telling the same story from a different perspective. So, as you mentioned, there’s the kitchen and the intercoms. That’s one of those scenes where we want the audience to know that they’ve already seen this, and then they’re seeing it again from Charlie’s POV. The sound of the intercom couldn’t be distorted in such a way that the audience would lose focus on what it is. It was a challenge to get that sounding right so that it fit in the environment and we’re still able to tell the story around this other action that’s going on at the same time. The whole dialogue team did a great job to make that episode work.

Another big challenge is that much of the action happens around the monologue that the girl gives on the stage. What was scripted wasn’t long enough to fill the time needed for all the action of that sequence to unfold. So Dhyana had to go back and re-record additional lines for the girl to extend through the scene so that it seemed like she was still giving this monologue while all these other actions were happening. It had to fit seamlessly with what was originally recorded. That was definitely a challenge and it worked in the end — you couldn’t tell that it was manufactured to fit underneath the edit of that sequence.

This episode is another perfect example of how unique, sound-wise, this show is. It’s so different from all the other episodes and that just kept us on our toes. Every week I’d sit down and think, “How are we going to do this episode??”

 

PokerFace_sound-10

What was the most challenging scene for sound in the series? What were your challenges?

NF: Being able to create the tension of “Escape from Shit Mountain” was really challenging. That was one of Rian’s episodes and it was one of the first things that we had done. Just being able to get that isolation, and get that feeling that they’re trapped in this cabin and there’s really no way out, took us so long to do. It was such an in-depth episode and it was almost an hour long, but 35 minutes of that were just in the cabin. Keeping up that energy was definitely a big challenge.

The stock car episode was also really challenging just because there was so much going on between the stock cars and the pit areas, the go-karts, and the arcade. A lot of those elements came in so late. They weren’t really finished until close to the end, so we didn’t have a lot of time to get that working. It was really a big challenge. Both turned out really great though.

 

PokerFace_sound-11

Did you have a favorite single sound that you created for the show so far? (Just a one-off sound that you were really pleased with how it turned out?)

NF: I would say the MAGA dog in Ep. 3 “The Stall.” Animals are always difficult to cut. They wanted the dog to be annoying, but it couldn’t be so annoying that you lost focus because of it.

The dog in the show barks a lot, so how do we make it sound like it’s repetitive but not too repetitive?

It’s funny because I had cut something on my first pass and I was really happy with it, but then spent probably a week listening to dogs, just searching for the right character. They wanted it to be mean, but not too mean. They wanted the dog barks to be funny but not too funny. So I went looking through my effects and must have listened to a million dogs. The dog in the show barks a lot, so how do we make it sound like it’s repetitive but not too repetitive? I would cut barks and add little growls underneath it, so it didn’t seem exactly the same all the way through. Ultimately, I went back to what I had started with. It was doing exactly what I think they really wanted it to do.

I would cut barks and add little growls underneath it, so it didn’t seem exactly the same all the way through.

Dogs and babies are two sounds that are so subjective. Everybody in the room is going to have an opinion on it. But I knew we were good because Rian started laughing like crazy when he heard the dog.

At first, I thought, “Oh my God, is he laughing at the sound of the effects or is he laughing with it?” And he was totally laughing with it. Thank goodness! It had worked out exactly the way I wanted it to. But you never know until you present it. You go into it sweating, thinking, “Oh my goodness, this is going to really come apart.” And the dog was such an important little character and I wanted to make sure it was right.

 

PokerFace_sound-12

In terms of sound, how has working on Poker Face been a unique experience for you?

NF: First of all, this was probably one of the most fun jobs I’ve ever had. Not only was it one of the most challenging because, as we’ve been talking about, there are different locations and different scenarios, and different ideas. But that was just fun.

…every week you’re doing a different challenge and really pushing your creative chops to come up with new ideas at a quick pace.

It was great to be able to jump into something and then do a 180 and go in a different direction the next week. It’s funny because you get to a certain point in a show where you’ve been so deep in it and so focused on it that by the time you’re done, you’re just done. But when we were done with this show, the whole team was like, “We’re done? Wait! I want to do more episodes.”

I came from theatrical marketing and did a lot of trailers and so every week was something different. This show was a lot in that vein where every week you’re doing a different challenge and really pushing your creative chops to come up with new ideas at a quick pace. I really loved that about this show and I hope we get to do more of them.

 

A big thanks to Nick Forshager for giving us a behind-the-scenes look at the sound of Poker Face and to Jennifer Walden for the interview!

 

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THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • 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

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  • 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.

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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
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  • 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.

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  • 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.

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