Ripley Series Sound Design Asbjoern Andersen


Supervising sound editors Larry Zipf (sound designer/re-recording mixer) and Michael Feuser and re-recording mixer Michael Barry – at Warner Bros. Post Production Creative Services in New York – talk about building the world of '50s Italy for Netflix's neo-noir miniseries Ripley. In addition to creating a believable soundscape, they used subjective sounds to build a feeling of tension, recorded and cut breaths and efforts to draw the audience into Ripley's experience, cut in recordings of the era-appropriate production vehicles, and recorded region-specific loop group for different areas of Italy featured in the show. Zipf, Feuser, and Barry talk about all that and more in this exclusive interview.
Interview by Jennifer Walden, photos courtesy of Netflix; Warner Bros. Post Production Creative Services
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Netflix’s neo-noir detective miniseries Ripley is based on Patricia Highsmith’s 1955 crime novel The Talented Mr. Ripley. Set in 1950s Italy, the show follows con artist Tom Ripley, who takes on the identity of a man he’s murdered. The series is beautifully shot in black-and-white, with a rich soundscape that draws the audience into Tom’s world and builds tension throughout his narrow escape from the law.

Here, Larry Zipf (sound supervisor/sound designer/re-recording mixer), Michael Feuser (sound supervisor), and Michael Barry (re-recording mixer) – at Warner Bros. Post Production Creative Services in New York – talk about setting the scene sonically, working with recordings of production vehicles from the ’50s captured by sound mixer Maurizio Argentieri, building tension using subjective sounds, carrying pivotal scenes with sound design, and much more!



Ripley | Official Trailer | Netflix


Ripley | Official Trailer | Netflix

When did you get involved with the Ripley series, and what were the showrunner’s goals for sound? How did Steven Zaillian imagine this show sounding when you first talked about it?

Ripley_sound-02

Sound supervisor Larry Zipf

Larry Zipf (LZ): I started in November 2022, working à la carte on various scenes in the first episode. From there things progressed into a permanent role on the show.

From the beginning, Steve had clear ideas on how he wanted the show to sound, and his process helped me understand that vision. As opposed to tackling an entire episode, we spent significant time developing key scenes. I was able to learn what was important to him. Ambiences, in particular, were critical. Much of the show is sparse in terms of music and dialogue and as such, Steve was looking to build out Tom’s world through sound.
 

Ripley_sound-03

Can you talk more about setting the scene sonically? The show takes place in NYC and Italy in the 1950’s. What were some of your challenges in getting the world on screen to feel like the 50’s, especially in Italy?

LZ: We were definitely inspired by the beautiful locations and cinematography. The way that Steve and the Editors David O. Rogers and Joshua Raymond Lee cut the show left a lot of room for the ambiences to breathe. There’s just so much detail and thought in the composition of each frame. Steve wanted a similar approach to the sound. There was lots of attention to detail, but it was also concise and economical.

…the picture department sent me a folder of all the featured vehicles in the show recorded the same way we would have hoped to record them – multi-miked, mastered, and labeled.

One huge advantage for the scenes in Italy, especially for the urban areas, came from a large set of vehicle recordings I received from production sound mixer Maurizio Argentieri. He did an incredible job on set, and his production track is impeccable. In addition, during production, Steve had given him access to the majority of the period production vehicles. When I started working on the show, the picture department sent me a folder of all the featured vehicles in the show recorded the same way we would have hoped to record them – multi-miked, mastered, and labeled. They had various amounts of coverage, depending on how featured the vehicles were. That was an incredible resource because that’s not something we would have been able to come close to in terms of recording on our own. Anytime we had a vehicle on screen, we already had great material to work with.

Maurizio included a detailed spreadsheet that had photos showing all the miking. You could see all the original engines. I have not experienced that on another project before.

Recording boat sounds for 'Ripley'

Photos from the boat sound recording sessions for ‘Ripley’

Ripley_sound-04

Sound supervisor Michael Feuser

Michael Feuser (MF): The sound was incredibly well recorded and Maurizio took a lot of care about the period by recording the production sound with a tube amp, which added that harmonic richness.

The tracks were really pristine, but there were a couple of scenes that were a little more noisy, so before we got on the job, we cleaned those up to make sure we could, or to see if we needed to ADR any lines.

Steve was really into the mix track that he heard in the edit, so basically we were trying to provide Michael [Barry] with the tracks in the sense of how Steve was used to hearing them. We were just recreating that with the split tracks being aligned to each other. We had great coverage with the boom, and we used Auto Align Post to sync the boom and lavs to each other so Michael would be able to find that perfect balance between the mics and have it really sound natural.

Otherwise, we did as little as possible to the tracks because Steve was so into the sound of the mix track, which sounded really awesome.

6 sound facts about Ripley:

 

Q: Who did the sound design for Ripley?
A: The sound team at Warner Bros. Post Production Creative Services was led by sound supervisors Larry Zipf (also sound designer/re-recording mixer) and Michael Feuser (who won an MPSE Award for his dialogue editing on Succession), and re-recording mixer Michael Barry (who won an Emmy for mixing The Night Of – a series that was co-created by Ripley showrunner Steven Zaillian).

Q: Who composed the music for Ripley?
A: The music for Ripley was composed by Jeff Russo, who won a 2017 Emmy for his score on the Fargo series.

Q: What was one important sound the team recorded on-set of Ripley?
A: Production sound mixer Maurizio Argentieri methodically recorded the majority of the period production vehicles using a multi-mic approach. He then mastered and labeled all the recordings and delivered those to the post-production team for use in the show.

Q: Who handled the foley on Ripley?
A: The foley on Ripley was done by MPSE Award-winning foley artist Jay Peck (known for his foley work on Alfonso Cuarón’s Roma), foley supervisor Matthew Haasch, and foley mixer Matthew Kay, with additional help from Andy Malcolm (Foley artist), Kevin Schultz (Foley mixer), Kevin Jung (Foley recordist), Jenna Dalla Riva (Foley recordist), and Colton Maddigan (foley recordist).

Q: What’s the most surprising story behind the sound of Ripley?
A: Since Ripley unfolds in different parts of Italy, Lidia Tamplenizza (an Italian-speaking Sound Supervisor and Re-Recording Mixer) was sent to Kea Sound in Rome to record different dialects of Italian-language speaking loop groups: Romans, Neapolitans, Sicilians, Venetians, and Ligurians.

Q: What was the most challenging aspect of the sound on Ripley?
A: The dialogue and music in Ripley are fairly sparse, so the sound team built rich ambiences for Tom’s world that were appropriate for Italy in the ’50s; the recordings of the cars on set and the dialect-specific loop group were key backgrounds elements. Foley and the breath tracks were also crucial elements, helping to build tension and drawing the audience into Tom’s experience.

LZ: One initial challenge I had was finding enough Italian voices to play off-screen. We scraped together as much as we could from various libraries and other show recordings, but I was looking forward to eventually having group recorded to fill out and diversify all the voices, to help make up some of the texture of Italy. We finally got those recorded in July of 2023. The production sent Lidia Tamplenizza (an Italian-speaking Sound Supervisor and Re-Recording Mixer who works with us here at Warner Bros. in New York) to Rome for a week, to work at a fantastic facility called Kea Sound. She recorded tons of loop group and we used that all over the show to great effect.

Lidia cued all the group based on dialect. They did a group of Romans, Neapolitans, Sicilians, Venetians, and Ligurians. Everyone did a wonderful job and it was such a pleasure to have all of that to work with.

 

Ripley_sound-05

That’s fantastic that you got production vehicle recordings (and photos showing mic placements!) from the sound mixer. Some of those vehicles had so much personality, like the bus…

One of the primary sounds when we’re onboard the bus is a 5.0 array that Maurizio had set up inside.

LZ: The bus is incredible. It has a very distinctive exhaust note. One of the primary sounds when we’re onboard the bus is a 5.0 array that Maurizio had set up inside. 80% of the track inside the bus is that recording. He recorded two long takes onboard as it was driving around, in addition to several exterior pass-bys, ins, and aways.

Maurizio did a wonderful job recording it, but all credit to Steve for having the foresight to make arrangements for that during production. And it wasn’t just two vehicles; it was about 18 or so.

Michael Barry (MB): We can’t stress enough how involved Steve was in the entire world he created. He wasn’t just the showrunner; he was the writer, director, and producer as well. He paid attention to every frame, every footstep, every bird. He was really engaged and gave us the time to achieve the goals he had in mind, which is awesome. I can’t recommend that enough to other shows, which unfortunately don’t live up to the same standard.

 

Ripley_sound-06

You mentioned composing the backgrounds and being very specific about the sounds that were in there. Since the show is in black and white, did you find that affected your choices for sound? Since things aren’t popping out in terms of color, did you find yourself using sounds to help make things stand out in the black-and-white environment?

LZ: I don’t know if I thought of it in those terms exactly, but I will say that I did get a lot of inspiration from the black-and-white world of the cinematography.

There’s a lot of contrast and dramatic lighting in the black-and-white image, so we would try to create similar contrast or support that in some way if we could with the track.

 

Ripley_sound-07

I love the subjective use of sound to give voice to contentious objects in the show – for instance, in Florence, when Marge is in Tom’s room, you hear Richard’s suitcase lurking there under the bed. Can you talk about your subjective use of sound throughout the show and choosing when to give objects subjective sound design?

LZ: Over the course of working on the show, we developed a sense of the places where Steve might be interested in trying something like that. Also, Steve mapped out where much of that could go in the picture edit. Steve and the editors Josh and Dave were incredibly meticulous about their track in the Avid. That was always our number one guide.

…you often feel a sense that he’s being watched or judged – by the boat or the elevator or the cat.

The show is sparsely populated at times, and there are some long stretches where we are just with Tom. He’s this solitary figure, and you often feel a sense that he’s being watched or judged – by the boat or the elevator or the cat. We did whatever we could when appropriate to create this sense that Tom is always being observed or feels like he’s being observed. There’s a steady low-level paranoia throughout. The visual framing is very suggestive of that.

 

Ripley_sound-08

Yes! The elevator was another object that had fantastic subjective sound design. What went into the voice of the elevator?

LZ: The elevator primarily came from sound designer, Angelo Palazzo, who worked with Steve before I got started. Right after they had wrapped shooting, Steve went back to L. A. and they started editing Ep. 5. That episode (and the elevator in particular) was something that Angelo and Steve worked on for a month or so. Angelo did amazing work, bringing that whole elevator to life. When I started the show and eventually got to Ep. 5, I inherited all of his brilliant work there.

 

Ripley_sound-09

On the mix side, were there IRs from that specific elevator stairwell, or was that something you developed in post?

LZ: There weren’t, but we had some fun with that.

One idea for the stairwell/elevator shaft was that other people live in these apartment buildings, so as the elevator passes their floors, occasionally you can hear them. Or, if you’re up in Tom’s apartment, you can occasionally hear neighbors off-stage – you can hear their voices or movements as they come and go.

We have a very live concrete stairwell here at Warner’s in New York, so dialogue editor Michael McMenomy and I took some of the loop group that had been recorded for that apartment building and worldized it in our stairwell. That made it easy to grab pieces later on because they just fit in naturally. I mean we could have done some of that with plugins but what’s the fun in that.

Stairwell recording sessions for 'Ripley'

Stairwell recording sessions for ‘Ripley’

…I took some of the loop group that had been recorded for that apartment building and worldized it in our stairwell.

Similarly, we recorded footsteps and door activity in the stairwell, which was a great resource for generalized off-stage sounds. Some of that is featured in Ep. 6, when Inspector Ravini and the other officer are coming to see Tom. After Tom receives a call from the landlady that they’re on their way up, you can hear Ravini and this other officer coming up several flights of stairs. We used those recordings for the majority of that, and I think they credibly kept up the tension of their off-screen approach.

 


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  • 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.

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Need specific sound effects? Try a search below:


Ripley_sound-10

The death of Richard in Ep. 3 was a great sequence for sound – the lead-up to his death, Tom’s struggles in the water, and then on the shore as Tom makes a plan for what to do with the boat. Can you walk me through your approach to sound for this episode?

MB: That episode took the longest of any to get to the finish line and was the last one we finally put the finishing touches on. That goes for the picture portion, too. They had to do a lot of special effects in that area to accomplish Steve’s vision, and it took a very long time.

LZ: To Michael’s point, that scene was not shot in the ocean but in a tank. It was a huge challenge, but ultimately very rewarding.

Initially, the main thing we tried to do was just maintain interest and tension, because you’re with Tom for a long time. After that great, tense scene between Tom and Dickie, you have the murder and then there’s maybe 12 minutes where you’re just alone with Tom in this boat as he tries to figure out his next steps. It’s about 18 minutes long if you include the next scene at the cove afterwards.

We played through the scene to figure out where the perspectives were working and where they were distracting, making more choices from there.

We tried to create as much contrast as we could between shots. We had a great palette of sounds to work with between the wood creaking and the lapping water, distant thunder from the stormy skies, as well as some more abstract low-end wood groans (“boat voice,” as we called it). We played through the scene to figure out where the perspectives were working and where they were distracting, making more choices from there. It was a scene that took many iterations to develop.

It was also exciting to see the visual effects progress. A lot of it came together late in the process and it was both satisfying and rewarding to see it develop and give us more for the sound to stick to.

MB: One of the most special things about that whole sequence is the lack of music. And that was an intentional choice that Steve made. Larry had to create the environment with enough interest so that the music wasn’t necessary.

LZ: That was a bold choice – and we were given the time to work with Steve, to figure it out and make it work. It took a while to get this scene to come together and we’re glad we had the time to do it.

MB: Usually the music is what the audience reacts to in moments of tension, but we found ways to do it with sound.

LZ: In the boat, there aren’t that many different perspectives. You have a couple angles of a close-up of the bow, and on the stern of the boat. Occasionally, there’s a low angle from the bottom of the boat where Dickie is lying, and we hear more of the water slosh beneath the floorboards or in the pair of gas cans.

Usually the music is what the audience reacts to in moments of tension, but we found ways to do it with sound.

When we’re behind the stern, we feature more of the metallic sounds of the engine creaking and the hot engine ticks. On the bow, we featured more of the wood groans and creaks. We always tried to make some kind of change in the lapping water between these shots. Occasionally, we cut to a medium or wide out in the ocean and that would give us a chance to reset, to get away from some of those close, present sounds for a moment, and then have more contrast when we cut back into the boat. We tried to maximize the contrast between those points of view.

Some of the ADR breaths and efforts from Tom that Misha [Feuser] cut and Michael mixed I’m sure were challenging to make work but that was essential to keeping us with Tom.

MB: You really get the sense that Tom is figuring it out as he goes; he didn’t have a plan in advance. He just has to come up with a way to get out of this particular situation.

MF: In addition to those breaths on the boat, we had efforts and breaths in Ep. 5 for when Tom tries to get rid of Freddie. We did a good amount of loop for efforts. There were not too many lines that we needed to ADR because Steve was attached to production and we were able to clean up most of the more challenging scenes, but we recorded a lot of ADR for efforts.

I remember that during the mix every sigh, every breath was scrutinized. Steve was so focused on everything. When it came to the efforts, sometimes we changed a sigh from just being a sigh to something that conveyed the slightest bit of disgust or revulsion, and it changed that particular scene, which was really amazing.

 

Ripley_sound-11

All those breaths and efforts really sold the fact that he’s moving a body and it’s quite challenging, whether that was pushing Dickie out of the boat or trying to get Freddie out of the apartment and into the car…

MF: It was a lot of fun. For the recording sessions on Ep. 3, the ADR mixer just let it roll and had Andrew Scott (who played Tom Ripley) chase himself. We ended up recording an 18-minute take for that episode, which was pretty remarkable. And Andrew was game. It was really a lot of fun having him in the studio.

 

Ripley_sound-12

Going back to the boat in the cove; that was another great opportunity for subjective sound. When Tom is on shore, the boat is speaking to him, reminding him that he has to take care of it somehow…

MB: A lot of that was Steve not giving up until he found the notes he wanted to play in the scene. Larry hung in there and created a great character out of that boat. It took a long time, a lot of trial and error.

LZ: In terms of elements, there were many pitched wood groans with a bit of synthesized material snuck in there as another layer. There were also some more percussive low, slower creaks.

In terms of elements, there were many pitched wood groans with a bit of synthesized material snuck in there as another layer.

On the picture side, we really benefited from the first shot of Tom and Dickie as they are idling in. It’s a great close-up of the bow that’s very dramatic and shot from a low angle. That gave us an opportunity to establish this big groaning sound for the boat, which we could use more subtly throughout, without it just appearing out of nowhere. It was key to the boat in the cove as well.

We also had help from legendary sound effects recordist Eric Potter. He tracked down a 1950s or early ’60s two-stroke outboard boat engine for us. He befriended some members of a 50s – 60s outboard engine enthusiasts club – he’s amazing at that– and got a bunch of great engine recordings for us to use.

 

Ripley_sound-13

What about the underwater scenes? Did you pull the underwater sounds from library or did you end up recording your own underwater sounds?

LZ: It was primarily library effects. Eric also applied a hydrophone to the onboard rig of the boat he recorded. Much of that ended up being clipped, but there were a few great bits we did use. It was nice to have recordings of the real thing, but most of the underwater material was more or less constructed from library pieces and mixing.

 

Ripley_sound-14

What was the most challenging episode overall?

MF: Any of the episodes or scenes that were in Atrani needed a bit more work regarding the dialogue edit. The house was next to a harbor and so there were some obvious modern sounds that Steve didn’t want to be in the show. There was some editing effort needed to get those scenes clean but at the same time to keep them from sounding artificial. Michael McMenomy, our dialogue editor, did a fantastic job of achieving that balance.

MB: My job was made easier because of the work that Larry and Misha [Feuser] and the set recordist did. I just tried to stay out of the way. It was something I’d never really experienced in that way before. It was a pleasure.

 

Ripley_sound-15

What was unique about your experience of working on the sound of Ripley?

LZ: This was my first time working with Steve. I learned a great deal from him. His precision – how deliberate he was with every element, and the amount of care he put into every moment – was something really unique to his filmmaking and this show in particular. When it’s all over, all that care in those moments adds up to something really special.

Compared to a more traditional television schedule, this was significantly longer, more akin to an 8-hour feature.

The time we were given was also unique. Compared to a more traditional television schedule, this was significantly longer, more akin to an 8-hour feature. I worked for about 16 months continuously – from the start of the show to finishing it – which is double the amount of time I have devoted continuously to any other single project. That was a huge advantage.

There were a lot of things that came together. All of the performances are so strong. Andrew Scott, who has to carry the show, is particularly incredible. The cinematography was another constant source of inspiration. While working, you could just hit stop during any scene and look up and you’re parked on some frame that could stand on its own as fine art still photography. Steve’s incredible care and work ethic were inspiring.

MB: It’s not often enough that we’re given the time to give the show all the attention and detail it needs.

MF: Yeah, I definitely agree with Larry. That was my impression, to have the attention and to be challenged all the time was really rewarding in the end. You had to be on your feet. You needed to find solutions. But Steve gave us the time and gave us the space to do that. This was a great collaboration. He shepherded us through and you felt very respected. You could put in your work and were rewarded.

MB: I agree totally.

 

A big thanks to Larry Zipf, Michael Feuser, and Michael Barry for giving us a behind-the-scenes look at the sound of Ripley 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.

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    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.

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    KEYWORDS:

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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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