A womanly figure in a rock. Asbjoern Andersen


Sound can take your project to new heights - but how do you make that happen? Here, film sound legend Randy Thom shares insights and hands-on tips from his decades in sound:
Written by Randy Thom and reprinted with his kind permission
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Sound designer Randy ThomFor me, taking “Sound Design” seriously means essentially one thing: allowing sound ideas to influence creative decisions in the other crafts. If sound (basically music and sound effects — though I resist the idea that there is a clear boundary between the two) is merely a decoration to be applied to a pre-determined product, then it isn’t collaborating on anything, and the likelihood of sound being an organic part of the whole experience is near zero.
At the beginning of a project the Director will probably tell you, the Sound Designer/Composer, that sound is extremely important to the film. He/She is probably being sincere, but what they really mean is probably something like the following:

“The sound in this movie has to be great. I don’t have time to put much energy into it myself, and I didn’t learn much about the creative aspect of film sound in film school where I got the impression that sound work is a series of boring technical operations you don’t understand unless you’re a physics major, but I’m hiring you because you’re supposed to be a genius. You’re so brilliant (I hope) and have access to such hi-tech gadgets (I pray) that the track will miraculously, without benefit of actual collaboration, (no time for figuring out what it might mean to let sound collaborate) fill the gaps left by the visual effects and dialogue.”

For me, taking ‘Sound Design’ seriously means essentially one thing: allowing sound ideas to influence creative decisions in the other crafts

What passes for collaboration will usually consist of you, the Composer/Sound Designer, being handed the Editor’s temp track and asked to make a 5.1 channel version of it which is somehow basically identical to the original, yet simultaneously transcends it, makes it breathe, and fills whatever gaps have been left by the other crafts. Sure, we can do that. But it won’t be what it could be. And no, it will not, has not ever, saved the picture.
On a little less cynical note, some progress is being made on the path toward collaboration. I can give you one very good example from the movie Contact

Bob Zemeckis is one of those rare Directors who sees the value in allowing sound to do what the other major crafts do: affect other crafts. There is a sequence in Contact when the Jodie Foster character is “flying” through a tunnel in space-time. When I saw the early experiments done by the visual effects people I noticed that there were typically ten to twenty “objects” of roughly equal size flying through the frame and around her at any one time.
I knew that if we cut a sound for every one of those objects, and panned those sounds through the frame and into the surrounds, we would wind up with so much happening in every speaker at all times that we’d get no sense of movement and no articulation: pink noise. I mentioned this to Bob. It made sense to him, so he asked the people doing the visuals to design them so that the audience would tend to focus on one or two objects at a time flying by the camera. I don’t tell you this in order to make myself seem brilliant.

Bob Zemeckis is one of those rare Directors who sees the value in allowing sound to do what the other major crafts do: affect other crafts.

There were no doubt lots of better suggestions I could have made if I’d had the brains to come up with them. The reason I say it is that I believe we as sound people should encourage each other to consider the possibility that our collaborative suggestions may, and sometimes should, be taken seriously and acted upon by members of other “departments.” Mere sound people, unless they happen to be high school buddies with the Director, (a status I can’t claim with Mr. Zemeckis) would typically never dare to make a suggestion about the way anything should LOOK in the film, even if it has a direct bearing on their sound work. That seems ridiculous to me.


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    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

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Don’t get me wrong, I love the fact that there is an individual, the Director, who gets to determine, to the degree physically possible, what the movie is going to look and sound like. I hate working for committees. And obviously it isn’t appropriate for everybody working on a film to be constantly tugging the Director’s sleeve with suggestions. That said . . . While it’s considered entirely appropriate for the Production Designer and Director of Photography to make suggestions about diverse aspects of the movie, it flirts with professional suicide for the Composer or Sound Designer to do the same.

In a further perversion of the old idea of ontogeny recapitulating phylogeny, it’s assumed that because the “visual” preceeded the “aural” in film history then sound should forever simply follow the picture in every respect. The best Directors of the last generation, people like Scorcese, Coppola, Kubrick, Bertolucci, Lucas, and Spielberg know this is a false idea, but even they aren’t sure how to deal with it. How do you treat sound as an equal collaborator? There are holes in every rule. I hate rules. But here, Sound Guys (notice nobody ever says “camera guy?”), are some, let’s say, “necessary conditions” for using the power of sound in “your” (YOUR) movie.

Number One:

If someone in the scene isn’t listening to what’s going on, then the audience isn’t going to be listening either.

If a character … seems oblivious to the sounds around him/her, then those sounds are nothing but noise

Most sounds in movies are not intrinsically interesting, no matter what a genius your Sound Designer is. They will tend to be interesting and compelling to the degree that they are perceived by one or more characters in a scene, in a story context that features them. The context is more important than the sound itself. When people are talking, they are not listening. Therefore, if a character is talking constantly (screaming constantly), or seems oblivious to the sounds around him/her, then those sounds are nothing but noise, and they have little dramatic value, unless they appear elsewhere in the movie in a scene where someone IS listening.

Number Two:

The frame needs to contain some mystery, something which is not obvious.

The human brain does seem to assign a certain kind of hierarchy to the visual and aural: when we think we are getting enough information with our eyes we tend not to fully use our ears.

Therefore, it is the ambiguous image, the darkness in the frame, the slow motion, the smoke, the fog, the odd camera angle, the ultra close-up, or the slightly eccentric POV which sends the brain to the ear for help. In the process, the audience is literally more engaged, each sense teasing the other. More of her is being brought into play. How can she resist being more compelled when more of her body is engaged in the act of perceiving . . . when each sense is shaping the other sense from moment to moment.

Number Three:

Storytelling is about making connections between characters, places, ideas, and experiences.

It isn’t enough for a sound to be merely loud, or high-fidelity, or digital, or authentic to a specific place or time. It needs to remind you of, resonate with, other sounds, places, feelings. No matter how much talent you have as a Sound Designer, you cannot make these connections by yourself. They need to be set up with the writing, acting, visual design, photography, and editing. Nobody successfully forces Sound Design onto a film, or even a sequence, which hasn’t been designed (consciously or unconsciously) to welcome it. It would be great to read about other peoples’ attempts to make sound a full collaborator in movie sound. Send them to me, and I’ll incorporate them into future articles.

 

A big thanks to Randy Thom for the insights, and for letting us share this post from his blog!

 

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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:

  • Firearms Sound Effects Analogue Ordnance Play Track 6300+ sounds included, 293 mins total $96

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    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

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    I have recorded a number of different materials, designed and processed to create some more aggressive, powerful and ready-to-use destruction sounds.
    Bread, Cardboard, Celery, Ceramic, Chips, Glass, Ice, Icy vegetables, Leather, Paper, Pasta, Plastic, Polystyrene, Rocks, Snow, Wood.
    The library contains over 444 sound files – around 2,5 hours of sounds included in total.
    Originally recorded at 192 kHz with two Sennheiser MKH8040 and a Sound devices 702.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

    Update 3 – New sounds added to the library:
    Cracks has been updated with 71 new recordings, and completely renamed and tagged in UCS .
    A total of 2 GB of free additional content, bringing the total library size to over 7 GB in 515 files.
    Update 4 – New sounds added to the library:
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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Firearms Sound Effects Analogue Ordnance Play Track 6300+ sounds included, 293 mins total $96

    Analogue Ordnance is a massive construction kit for science fiction weapon sounds, made entirely with hardware synthesizers, mastered entirely in the analogue domain, and with more variations per sound than any library of its kind. Absolutely no software plug-ins of any kind were used in its creation, except for its collection of ready-to-use designed sounds to show what can be done with the library’s constituent parts.

    Masterminded by sound designer Nathan Moody, this library’s unique sonic language delivers about five hours of material, pushed hard through op amps, transistors, tubes, and transformers. Boutique and unique, customized synthesizer modules were used in conjunction with mastering-grade studio hardware to create sounds that range from retro and cute to modern and devastating.

    Sounds are organized into mechanical, thump, body, tail, and charge-up groups for truly modular weapon construction. Each group has six to eight “banks” of related sounds, many with intensity (light, heavy) and duration (short, medium, and long) options. Nearly all sounds include 16 variations. In addition to the construction kit elements, some fully-designed weapon sounds are provided (using only the sounds from the construction kit), designed by Nathan Moody, Chase Steele, Axel Steichen, and Sergio Ronchetti. 

    But the flexibility doesn’t stop there. Reversing the sounds suddenly turns charge-ups into body elements, and vice versa. Each group has some frequency overlap with the others, so they can be mixed interchangeably outside of their labeled or intended uses with filtering and time/pitch manipulation. While the sounds are designed to be layered with themselves, this library plays very well with others, providing thousands of sweeteners to “tech up” any near-future gun or projectile-based firearm, magical attacks, superhuman abilities, or even user interface elements.

    Add some hardware to your warfare. From concealable stun pistols to orbital artillery, Analogue Ordnance provides a fresh injection of new source material for your sci-fi weapon designs.

    20 %
    OFF
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    The library includes a range of FX including various underwater movements, atmospheres, explosions and bubbles; this in combination with different sonic textures and deep underwater perspectives.

    Atmospheres are over 5 minutes in duration (for surround application).

    No hydrophones were used in the creation of this library.

    Please note that my sound libraries do not go on sale (this is so prices are fair all year round), and they are sold exclusively on asoundeffect. :-)

  • Car Sound Effects SUVs Play Track 2225 sounds included, 328 mins total $200

    Compilation of 10 different SUVs. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3 FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II, Zoom F3 and Zoom H4n recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. The library is also available in UCS.

    Models:

    1. Alfa Romeo Stelvio 2016 compact crossover SUV sport utility vehicle

    2. Audi Q5 2008 compact crossover SUV sport utility vehicle

    3. Lada Niva 1977 off-road compact SUV sport utility vehicle

    4. Land Rover Freelander 2003 compact crossover SUV sport utility vehicle

    5. Mazda CX-5 2012 compact crossover SUV sport utility vehicle

    6. Nissan Qashqai 2006 compact crossover SUV sport utility vehicle

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    WHIZ, WHIRS, REVS AND PURRS FOR YOUR PROJECT
    We captured the sounds of small electric motors from various household items, then meticulously edited them to be useful as practical effects or manipulated as sound design. Our recordings feature blenders, coffee grinders, drills, food processors, handheld massage vibrators, a tiny whipping frother, toothbrushes, razor/shavers, and a wine opener. Each sound was recorded in 24-bit/96kHz to minimize audio artifacts when processing as unique sound design. Every file includes Soundminer-compliant metadata and an organized file naming structure, allowing you to spend less time searching and more time creating.

    20 %
    OFF
    Ends 1727128799
  • Enhance your game with this Sci-Fi Menu Music Pack, featuring seamless loops designed for background ambiance in space-themed interfaces. Ideal for menus and GUIs, this collection offers immersive, ambient soundscapes that elevate the sci-fi experience. Perfect for creating a captivating and futuristic game atmosphere.

    10 %
    OFF
    Ends 1727128799

   

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