Smile 2 horror film sound design Asbjoern Andersen


The recent holiday season may have brought on the smiles, but what if smiling wasn't a sign of goodwill and cheer? In Director Parker Finn's Smile films, smiling is a very bad sign indeed! Here, supervising sound editor/re-recording mixer Dan Kenyon delves into the details of his work on Smile 2, talks about his approach to specific scenes, working with the sound design-esque score of composer Cristobal Tapia de Veer, and so much more!

Please note: SPOILERS AHEAD!


Interview by Jennifer Walden, photos courtesy of © 2024 - Paramount; Dan Kenyon
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Director Parker Finn’s horror hit Smile 2 – now streaming exclusively on Paramount+ – takes the Smile franchise to a whole new level. The film follows pop star Skye Riley who becomes possessed by the demon entity from the first Smile film, and her possession plays out in front of her family, her entourage, and her fans.

Finn once again collaborated with MPSE Award-winning supervising sound editor/re-recording mixer Dan Kenyon, who worked on the first Smile. Here, Kenyon talks about building on what they achieved sonically in Smile, and breaks down his sound work on specific scenes in Smile 2. He talks about the vocal processing on the possessed voices, working with composer Cristobal Tapia de Veer’s score, designing effective transitions, and more!

SPOILER ALERT!!! We discuss the sound for specific scenes in the film. If you missed Smile 2 in theaters, check it out on Paramount+ before reading the article.



Smile 2 | Official Trailer (2024 Movie) - Naomi Scott, Lukas Gage


Smile 2 | Official Trailer (2024 Movie)

This is your second Smile film. How did you want to expand on what you achieved sonically for the first film?

Smile2_sound-01

Sound supervisor/re-recording mixer Dan Kenyon

Dan Kenyon (DK): In Smile 2, we follow Skye Riley, a pop star who lives her life in the public eye. She’s constantly on edge as she tries to navigate her career and come back from a traumatic past that the whole world watched happen. She faces an entirely different set of challenges than Rose from the first film. The tension is higher and the stakes are higher. I remember rewatching the first movie and thinking there were some moments in the film where I could have gone bigger with sound and taken a bigger swing with the design. It’s hard not to over-analyze your work and I’m always trying to find ways to improve and bring something new to the films I’m working on.

Fortunately, when working with Parker on a Smile film, his style of filmmaking combined with composer Cristobal Tapia de Veer’s musical score allows plenty of room to get experimental with sound. I knew I wanted to go bigger, creepier, louder, and more unsettling to elevate the experience of Smile 2. Every aspect of the second movie is bigger and bolder, but at the same time, more intricate than the first one – this starts from the very first 8-minute opening one-shot. You are immediately propelled into the story, picking up 6 days after the first film left off.

 

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The handshakes between the sound design and score were incredible, especially with how the sound subtly builds up in the moments of Skye’s hallucinations. It gets so intense and then it’s gone when she snaps out it. You don’t notice the building intensity until it’s gone and then it’s like, “Whoa, that was intense.” Can you talk about how you made that happen with the sound edit and mix?

DK: That really starts with Parker. He’s great at transitional moments and he’s always thinking about how to make them more impactful, catch the audience off-guard, or get under their skin.

Parker loves post-production. It’s his favorite part of making movies. His enthusiasm for sound design is very apparent when you read his scripts. Lewis’s character is a perfect example of this. He falls victim to the entity and then returns in Skye’s mind cued by a grotesque, offscreen jawbone snap and blood spill. It still grosses me out when I hear it!

When it comes to the transitions, they’re almost always built for sound, and we play with how they work throughout post-production, right up to the final mix. Parker and picture editor Elliot Greenberg will work on their initial ideas in the Avid, and then I’ll get my hands on it and expand on what they’re doing.

When it comes to the transitions, they’re almost always built for sound, and we play with how they work throughout post-production, right up to the final mix.

The transition from the “Music Inspires Hope” fundraiser to Skye’s apartment was one that we changed during the final mix. For months, we faded out of the chaos of the crowd after the presenter crashed through a dinner table and let the score take us into the aftermath and eventual slow panning shot of Skye’s apartment. This was an elegant transition, but it’s a Smile film. Instead, Parker had the idea to build the crowd in volume, size, energy, and anger to an exaggerated level and then cut out hard on the next scene. It’s a perfect reflection of what’s happening in Skye’s head – a build of overwhelming anxiety, confusion, and loss of sense of reality. It was perfect.

Cristo’s music is so different and interesting and blurs the line between sound design and score. There’s a lot of opportunity for me to play off what he’s doing.

Cristo’s music is so different and interesting and blurs the line between sound design and score. There’s a lot of opportunity for me to play off what he’s doing. I similarly approached the sound design, using elements and sounds that could be interpreted as score, but in a way where everything seems to be interacting and speaking with each other.

The process is great in so many ways because Parker, Elliot, and I worked together before on the first Smile, and before that Parker and I worked on his short film Laura Hasn’t Slept. There’s trust there. They’re always open to ideas and how we can make something more effective, and more impactful. When you combine their style of filmmaking with Cristobal’s unconventional approach to score, that works together in a really interesting way. We’re all experimenting and finding the film together. We used those experiences from Smile to immediately jump into Smile 2, knowing where we could push things. It was a confidence that wasn’t there at the start of the previous film.

 

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Let’s look at the concert ‘lighting and prop test’ scene. Skye is on the stage but she’s not singing. The dancers are there and the big set piece (that egg-type prop) flies in. Skye has a hallucination, and the lights are buzzing and glitching and the song playback gets warped and weird. Can you talk about that scene?

DK: That sequence was designed to not have any dialogue or diegetic sound. It’s purely in Skye’s head and everything in her mind is unraveling. She experienced very strange things before this hallucination, so she’s in a completely unfamiliar headspace. That sequence is supposed to feel heavy, like an overwhelming feeling of dread creeping into her life and her mind. Parker wanted that to be very unsettling and uncomfortable but in a subtle way that also works with the score and saves room for more impactful sequences and sounds that are yet to come. The way it was blocked and shot throughout and the stage lights at the end were very cool. I leaned into all the details in the picture – what’s on screen and how each shot flowed into the next – using sound to give a sense of movement, confusion, and the feeling that Skye is beginning to question her sanity. We didn’t use any literal sounds for that sequence, except for the clacking of the egg doors opening. This ties into what we’ll see later in the film.

I leaned into all the details in the picture…using sound to give a sense of movement, confusion, and the feeling that Skye is beginning to question her sanity.

A lot of the sounds have the high frequencies filtered out and contain a lot of low-end. There’s a very ghostly female breath that happens when the egg opens and the smoke hisses out. I also played with a lot of different metal scrapes, squeaks, groans, and sharp, harsh sounds. I spent a lot of time making strange sounds by layering things in Soundminer’s Radium and changing plugin settings and rearranging their order in the processing chain. I experimented with Thomas Rex Beverly’s Bowed Cactus recordings layered with other metal scrapes and made something that sounded like an evil laugh, which felt perfect for this movie.

Now I have a set of custom sounds that instantly make you think of a ‘Smile’ movie.

I used these and similar variations when Skye is packing her bags and leans over, triggering the back pain from her accident, and also later in this scene when the Smilers appear and stalk her.

We discovered that the sound of Smile 2 was sharper, harsher, and more shrill than the first film. To facilitate this motif, I did a lot of experimenting with a variety of sounds to create a unique palette of random, strange, and different sounds. I love having that opportunity. It doesn’t happen on every project. Now I have a set of custom sounds that instantly make you think of a Smile movie. They’ll be great to revisit if there’s ever a Smile 3 or just to listen and remember this movie.

 

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That scene in the bathroom with Skye packing her bags, she smashes the glass shower wall. I love the sound of breaking glass. Was that something they actually did on set?

DK: It was practical. Parker likes to shoot as many practical effects as he can, which is another great thing about the Smile movies. There’s a bit more VFX in this movie than the first, but in general, he likes to do everything practical when possible. That makes a huge difference in the experience.

I think ‘Smile 2’ has one of the loudest shelf crashes in cinematic history!

The glass-breaking sound was a combination of production sound but also a lot of layers to support it. It’s a punctuation of Skye’s building frustration so it needed to feel heavy. The initial impact is big and so is the final slab crashing down before it shatters. I loved the sound of the glass debris settling that came from production. That glass break and the metal shelf being tipped over in the drug house were two of the sounds Parker specifically honed in on and we worked on a lot. I think Smile 2 has one of the loudest shelf crashes in cinematic history!

 

Smile2_sound-07

Did foley contribute to that glass-breaking sound?

DK: They did the detailed parts of it. That definitely helped in combination with the effects, production sound, and the low-end impact.

…I had recorded myself throwing the grenade against my 1920’s Hollywood apartment wood floor. That sound was perfect for Skye’s trophy…

I bought this old decommissioned World War II grenade back in college for a short film. (I almost got in trouble for having it when a resident advisor saw it on my desk and didn’t yet know it had no explosives in it!) Years ago when I first moved to LA, I was working on a found-footage horror film and I had recorded myself throwing the grenade against my 1920’s Hollywood apartment wood floor. That sound was perfect for Skye’s trophy and bouncing off the tub and the floor in her bathroom. It’s one of those sounds I like to go to now and then because it has a really specific weight and sound to it.

 


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Smile2_sound-03

What went into Skye’s zoned-out trance as she was getting her makeup done? At this point, she doesn’t know that she’s demonically possessed. Did you treat that moment differently since it’s early in her ‘possession’?

DK: Exactly. In the scene before this, she experiences her first hallucination after Lewis kills himself with the weight. As she’s catching her breath, it starts to reverberate and grow into the room and carries us to the next day when she’s sitting in the makeup chair. It’s the first time she’s starting to wonder if she’s losing her mind. We’re in her headspace.

It starts as a low, muffled underwater rumble that builds with other strange sounds to convey the disassociation from what’s happening around her.

It’s like she’s underwater. We can barely hear her mom, Elizabeth, talking to her in the background. It starts as a low, muffled underwater rumble that builds with other strange sounds to convey the disassociation from what’s happening around her. Then, we get sucked out of that as her chair spins around and she’s in a busy dressing room surrounded by people. There’s this cool juxtaposition of what’s happening in Skye’s mind compared to what’s happening around her. It was designed that way in the script. We’re hinting at the weight of what she’s only just starting to experience.

 

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Let’s talk about Lewis’s death. He hits himself in the face with a 35lb weight over and over until it’s all bashed in. What went into the sound for that scene?

DK: Everything with Parker is all in – as shocking and as gross and as big as you can make it. We continuously revised these weight smashes, constantly making them bigger, heavier, gorier, and sharper.

He really wanted to hear the sound of metal on bone. The primary sound is a heavy, sharp metal clunk.

Parker would say, “Is there anything else you can get out of that?” He really wanted to hear the sound of metal on bone. The primary sound is a heavy, sharp metal clunk. That was the aesthetic Parker was going for and it’s pretty effective. It’s shocking – literally, an impactful sound. With horror movies, especially with gore, the sound has to transcend reality. It’s got to be heightened and it’s got to be bigger and more grotesque than it would ever be in real life. It was fun, gross, and painful but we landed with a sound that I hope is iconic of the film.

 

Smile2_sound-10

I liked how the impacts get juicier as he hits himself more…

DK: It does get juicier. VFX added his teeth falling out after the second and third smashes. That’s just one of the details sonically that make this extra gross. Parker wanted to hear blood and flesh and gore after each smash as Lewis peeled the weight off of his face. That sound builds and gets more complex as his face gets more bashed in.

…you can really feel the progression of gore, weight, and bones breaking. We spent a lot of time getting that right.

There are a lot of layers that go into every detail of that sequence so you can really feel the progression of gore, weight, and bones breaking. We spent a lot of time getting that right. On the dub stage, Parker would ask if there was anything else we could do to just level it up a bit more. He’s always looking for more. It’s a challenge, but that’s why I love working with him. In the end, he’s always right!

 

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For Skye’s final performance, I love that the story is told through sound. We don’t see what’s happening. We just hear the thumps of the mic and the sound gets crunchier and juicier with every impact. The reveal of her face is perfect…

DK: That was such an interesting choice, and it goes back to Parker’s love of sound. It’s a completely sound moment. It’s all off-screen and it’s the climax of the movie and Skye’s journey.

I really got in my head about this, constantly questioning: how do you sell this concept that we don’t see? Is an audience going to understand what’s happening?

Sound designer Tobias Poppe played a big part in designing these final sounds. There were layers of thick, heavy punches, blood, sword chops, mic rustling and handling, and gore.

Sound designer Tobias Poppe played a big part in designing these final sounds. There were layers of thick, heavy punches, blood, sword chops, mic rustling and handling, and gore. The mic rustling was a perfect element, acting as the microphone being dragged through flesh and blood, but it also had a guttural quality that was similar to the vocal sounds of the monster. We stripped that out in the end which made the sound cleaner, and made it more about the thick juicy impacts.

Then there’s the final body fall that happens right before we cut to Skye on the stage. It was a fine balance of impacts, gore and microphone feedback accompanied with the crowd screaming. There’s no music in that section which helps sonically, avoiding a painful, uncomfortable experience for the audience. There was room to make the microphone impacts loud, and detailed which makes them effective.

The ending sequence was tricky and took us quite a while to mix. Tom Ozanich (music and dialogue re-recording mixer) and I did a lot of work to keep the energy up and keep the feeling of the size of the crowd and the arena but we didn’t want to blow everyone’s heads off for the last two or three minutes of the movie.

 

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In reality, the microphone would be picking up the sound of it being jammed into her eye, and that would be feeding all the PAs in the concert arena. How did you choose to play that? Did you do a bit of futzing and panning to sell the idea that the sound is coming through all the speakers in there?

You want to keep and overplay the blood and gore of the sound to be heavy and sharp and gross. It’s all offscreen so you need those things to poke through to get a reaction…

DK: I did some futzing of certain elements, and some EQing, but you don’t want to futz everything and play it too real because it would be far less effective. You want to keep and overplay the blood and gore of the sound to be heavy and sharp and gross. It’s all offscreen so you need those things to poke through to get a reaction from the audience. We did add a bit of the mic handling sounds back in to help ground the sound in reality a bit, but leaned on the gore. It was all about finding the right balance, and panning elements more than usual to keep clarity and density. I added some reverb on certain feedback layers and panned a few of them into the room and up to the ceiling to give it size.

Overall, it was a fun challenge, deciding what to pan where and which elements needed reverb and which elements didn’t need it so they could play clean and clearly in the mix. When I first saw the film, I knew it would be a tricky sound and sequence to sell, but I think it turned out well.

 

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What went into Elizabeth’s ‘demon voice’ when she gets her ‘smile’ in the care facility room? Was that same kind of processing used for Skye’s demon voice?

DK: All the voices were treated differently. With Elizabeth (Skye’s mom), Parker wanted to hear the actress’s performance on top of everything. That had to play dominantly in the mix. I processed a few different layers of her original performance, mostly pitching it down. I built a chain in Radium in Soundminer with a couple of plugins. I used Manipulator (Infected Mushroom/Polyverse) and a mixture of plugins from Antares.

Tobi designed Gemma’s voice, when she’s in the car driving away from the wellness center. He processed and layered her original production lines and also came up with this interesting delay effect where a couple of her words at the end of her sentences were repeated and delayed.

[Tobi] processed and layered her original production lines and also came up with this interesting delay effect…

Parker really liked the delay effect, so I recreated it for Evil Skye in the freezer. At first, I applied it to all of her lines, but we ended up reverting to actress Naomi Scott’s (who played Skye) original performance. It was so creepy and unsettling by itself. Then Tom [Ozanich] took those delayed lines and did some interesting things with reverb and panning, which made her dialogue sound like it was in that freezer location. He made it tangible, which I thought was really effective, rather than having an over-designy reverb or delay. It gave me the chills!

…our effects editor Xiao’ou Olivia Zhang processed the voice actor takes with a few different plugins, one of which was Zynaptiq’s Wormhole.

We had a voice actor record some evil takes of Evil Gemma’s and Elizabeth’s lines. We built the low-pitch and low-end layers, so the direction with these new lines was to sound like a raspy, shrill witch. I wanted something that would cut through what we already had but also make their voices extra special. During the final mix, our effects editor Xiao’ou Olivia Zhang processed the voice actor takes with a few different plugins, one of which was Zynaptiq’s Wormhole. She made these interesting, abrasive layers that were perfect additions for Gemma’s and Elizabeth’s lines. Tom mixed them in and Elliot and Parker were very happy with the enhanced sound.

I personally haven’t done a lot of vocal processing, but It’s fun to try different, weird processing techniques. That’s what I’m always chasing I guess – different and weird! With voices and sound in general, I tend to gravitate to results that are more natural and not too processed, or robotic. What Tobi and Olivia added to the evil voices in Smile 2 was really effective.

 

A big thanks to Dan Kenyon for giving us a behind-the-scenes look at the sound of Smile 2 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:

  • Khron Studio - Spells Variations Vol 4

    Spell Variations Vol. 4 marks the grand finale of our magical sound series, delivering a diverse and powerful collection of spell effects. Inside, you’ll find summonings, blood spells, petrifications, healing spells, dark incantations, and much more!

    This volume includes 255 high-quality sound effects, organized into 27 distinct spell types, each with multiple variations (3 to 17) to ensure no spell sounds the same, even when reused across your project.

    Each spell type is carefully named and sorted into individual folders, giving you intuitive navigation and maximum flexibility for magical scenes, game effects, or cinematic transitions.

    Recorded, edited, and mastered in 192 kHz / 24-bit, these sounds deliver exceptional clarity and full adaptability for pitching, layering, or creative processing.

    A must-have library for professional sound designers seeking drag-and-drop magical sounds for video games, trailers, animations, or any audiovisual production.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding magical sounds [Use them again & again
    Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a creature other than the one described, remember that the world of sound is totally subjective.
    – For any questions or problems: khronstudio@gmail.com

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

    40 %
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  • Uncategorized Overkill – Gore And Splatter Play Track 3390 sounds included, 160 mins total $149

    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    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.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHzElements Enhanced is your toolkit for elemental sonic storytelling.

  • Ignite your creativity with The Low Frequency Designed bundle from 344 Audio.

    Transform your projects by adding sweeteners and additional depth, to designing natural disasters, explosions, creature sounds, sci-fi drones, vehicle effects, and more. This library empowers sound designers by offering a variety of low-frequency effects that bring richness, depth, and body to any mix, sparking creativity and elevating your projects. Subsonic sounds can be notoriously difficult to record and edit, but our expert audio team has handled all the heavy lifting for you, delivering pristine, ready-to-use files. Beyond film post-production and game sound, this collection is also incredibly useful for music producers and composers seeking to enhance their tracks with powerful low-end elements.

    This sound library contains over 1,500 sounds embedded in UCS metadata. P.S. Don’t forget to turn down your speakers, the audio preview may cause neighbor complaints.


   

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