StrangerThings_sounds-24 Asbjoern Andersen


It isn't strange to see Netflix's Stranger Things back in Emmy contention for sound editing and sound mixing awards — this time for S3, Ep. 8 'The Battle of Starcourt.'

With each passing season, the show continues to grow — bigger monsters and bigger emotionality. Here, sound supervisor/designer Craig Henighan and re-recording mixers Will Files and Mark Paterson talk about their approach to growing the show in terms of sound.


Interview by Jennifer Walden, photos courtesy of Netflix. Please note: Contains spoilers
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Action! Monsters! Comedy! And heart-string-tugging emotional moments that make your eyeballs well up (It’s just an eyelash caught in there, I swear!) This season of Netflix’s Stranger Things culminated in a finale that seemed to have it all and yet the audience is left anticipating Season 4.

Craig Henighan (Sound Designer/Supervising Sound Editor/Re-Recording Mixer), who’s been with the show from the start, is joined this season by Will Files (Supervising Sound Editor/Re-Recording Mixer) and Mark Paterson (Re-Recording Mixer). For Files and Paterson, this wasn’t just their first season of mixing on Stranger Things; it was their first experience of mixing for TV.

Here, Henighan talks about designing the different stages of the Mind Flayer — from a pack of ‘hive-mind’ rats to a massive monster — and how he made their varying range of vocalizations and gore. And Files and Paterson discuss the Duffer brothers’ aesthetic tastes for the final soundtrack, pushing the limits of a television mix, mixing that magical, musical moment when Dustin and Suzie serenade each other with “The Neverending Story” song, and so much more!

 

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Supervising sound editor/sound designer/re-recording mixer Craig Henighan

Three seasons already! Wow! Has your approach to the show changed in any way over the years?

Craig Henighan (CH): As you probably have noticed over the course of the seasons, everything has gotten bigger — the scares have gotten bigger, the monsters have gotten bigger, the sets have gotten bigger. So that’s one facet of it.

I remember Matt [Duffer] saying that it was going to be gory and gross and sure enough with the monsters, it was definitely gory and gross!

Back in 2016 when I was brought on board, I wanted to bring more of a cinematic workflow to this show. The Duffer brothers were really open to that. Picture editor Dean Zimmerman was on the first season and back for Season 3 and we’ve worked out a creative workflow over the years.

Season 3 was all about the gore. I remember Matt [Duffer] saying that it was going to be gory and gross and sure enough with the monsters, it was definitely gory and gross! I set about making early ideas for the monsters and for conceptual sound design stuff, getting those sounds to the brothers and into the Avid and letting them live with it. Then we take it from there as the edit evolves.

 

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Re-recording Mixers Will Files and Mark Paterson keeping safe on the dub stage

Will and Mark, this was your first season on the show?

Will Files (WF): Yes. And, in fact, it’s the first time that Mark and I have mixed for television. We normally mix feature films.

We had some trepidation going in just because we hadn’t mixed for television before. But other than the schedule being much tighter, we basically approached it the same way we would always approach a mix.

We had some trepidation going in just because we hadn’t mixed for television before.

Mark had to deal with more technical things, like hitting the loudness spec on the dialogue. But from an aesthetic point of view, we approached it the same way we would approach a movie of the same scope and size. We tried to make it as big and cinematic as possible.

We got through the very first scene of the opening of the first episode, and by the time we finished it the Duffer brothers stood up and cheered. At that point we knew we were on the right track.

Mark Paterson (MP): That was a great moment. We played them the first episode and we had no idea what their reaction would be. Their expectations of us were quite high so we felt a lot of pressure. At that point we didn’t know each other very well and we still had to learn the way they liked things to sound. The first playback can sound great but what is more important is that you are telling the story in the correct way.

WF: We were really nervous about it.

MP: We wanted to make sure we delivered for them. So about four minutes into an episode, when they stood up and cheered, we knew we’re doing something right.

We had talked about our approach, to do the big things, the important things first. We didn’t have three months to spend on the stage focusing on each frame. So, we decided to focus on the big things and it ended up being a life lesson for us. Both of us walked away feeling like, “It’s nice to know our instincts are intact. That when we have to do something in a short amount of time we can make the important decisions right.” Then, once we get to that point, everything else’s like icing on the cake.

WF: It was a purely creative process because we didn’t have a lot of time to second-guess ourselves. So we had to go with our first instinct and hope it was right. And 9 times out of 10 it was.

MP: We had a very strong editorial crew. For instance, Ryan Cole the dialogue editor was such a solid editor that I was able to use my short amount of pre-mix time to focus on creative ideas. In every episode, you’ll notice there are 10 to 15 different kinds of stylistic dialogue treatments. Ryan, and the rest of the editorial team, set me up to focus on those things and to be able to explore ideas as opposed to trying to remove clicks and pops from the dialogue, and those more mundane (but necessary) things.

So about four minutes into an episode, when they stood up and cheered, we knew we’re doing something right.

WF: The mix schedule changed as the season went on, because the episodes got longer and bigger. When we started, we had six days for one episode.

MP: But that was for the first presentation. The guys will spend additional time after that to get what they want from the mix. So our initial target is to get something to play them in 6 days knowing that we can spend some additional time developing ideas together.

WF: It was pretty compressed. When we first started, we would split up for the first day to pre-mix alone. I would mix in my studio and Mark would mix on the stage. Then, we’d come together on the second day around lunchtime. We’d put up our material that we mixed separately to get a ballpark shape of it. Then, we had one more day of mixing after that. On the fourth day, we played it back for the producer and got the first round of notes. Then Day 5, we played it for the Duffer brothers. Day 6 we played it for Netflix.

MP: It turns out — after talking with mixers on other shows — that we had quite a luxury schedule.

 

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What are the Duffer brothers’ tastes for the mix? What was your guiding light in terms of how you premixed it to get it ready to present to them?

MP: Well the first thing I’d say is that you can’t go too far with any creative idea. Both Matt and Ross encourage creativity in a way that is very rare in my experience.

WF: We learned that very quickly from them.

Both Matt and Ross encourage creativity in a way that is very rare in my experience.

MP: On the first episode, I thought maybe I had gone a bit too far with some of the dialogue treatments. I’ve always tried little stylistic accents on poignant lines of dialogue which I present to directors knowing that not all of them will make it into the final mix. But the Duffers loved every single one and even asked for me to try more. If I had an idea that was cool and tasteful, I was confident they would go for it. It even became an integral part of the way the dialogue sounded in this season. We were allowed to be bold and think outside the box.

WF: And we know how to do that.

Craig [Henighan] was really helpful in regards to setting us up for what the Duffer brothers liked because he has done the last two seasons with them. So he was able to tell us that they like it big, that they want it to be cinematic, and give us feedback in terms of what he thought they would be expecting. That was a super helpful thing to know going in.

 

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Was this season mixed in 5.1 or Dolby Atmos?

WF: It was 5.1. Although, by the end of the first episode, the Duffer brothers started asking us about Atmos. Maybe we’ll do the next season that way. We’ll see.

It was 5.1. Although, by the end of the first episode, the Duffer brothers started asking us about Atmos.

We certainly would’ve liked to mix it in Atmos. But at a certain point, it comes down to schedule and we didn’t have time to do it.

Somehow the Duffer brothers find a way to make this show even bigger. In Season 3, there were some episodes we watched for the first time and wondered how we were going to get through all of it. It’s massive.

MP: Episode 8 was particularly busy and we had it on our minds from the beginning. As each episode got bigger and bigger we wondered how we would hold our schedule.

WF: And everyone, like the picture editor, kept telling us that we need to prepare ourselves for Ep. 8; that it was a monster!

 


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One of the biggest things this season was the physical manifestation of the Mind Flayer…

CH: Last season he was more behind-the-scenes, but this season he manifested into not one monster but two monsters. The first one was made out of rats to begin with and then human beings.

The first two episodes set the tone for me in terms of how scary the Mind Flayer was and how big of a role it was going to play.

The really big monster we see that shows up in Episode 7 and 8, I didn’t get a peek at him too early. I got a lot of conceptual art about the rats. The first two episodes set the tone for me in terms of how scary the Mind Flayer was and how big of a role it was going to play. I think it was Ep. 1 when we’re in the mall and all the lights go out. Then there’s this great traveling shot over Hawkins and we go into this warehouse; we don’t really see the monster but, with sound, we get to feel it and give a little hint of what’s to come in later episodes.

 

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There’s that great scene with the Mind Flayer on top of the mall’s glass ceiling, which cracks and breaks, dropping the monster down inside. What went into your work on that scene?

CH: The whole challenge when he’s on the ceiling was: how do we make it quiet before all hell breaks loose? When Steve is working on the car trying to figure out how to make it start, we’re trying to make that quiet so you can start clueing into the glass breaking slowly overhead. One reference I used for that was The Lost World: Jurassic Park where they’re in the motor home and it’s about to fall over the cliff. You hear the specific ideas of the glass splintering and cracking, slowly amping up until it falls.

I didn’t want to play vocals. I didn’t want to play big monster footsteps and thumps. I wanted it to be a couple of creaks and a few breaks.

If you dissect the Stranger Things scene, there are a lot of similarities to that idea. That was how I started. The monster is up there and he’s creeping up. I didn’t want to play vocals. I didn’t want to play big monster footsteps and thumps. I wanted it to be a couple of creaks and a few breaks. Then, just before they look up you hear one or two footsteps plant and make that heavier sound, to clue everyone to look up.

Then the monster falls through the roof and crashes onto the ground. There’s this big roar and we’re off to the races with this big monster ready to kill everybody.

 

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How did you make the vocalizations for the big Mind Flayer?

CH: Aggressive and angry roars from the animal kingdom, lions, tigers, some walrus and pitched dry ice and bird vocals, sounds that give you size that can be pitched and layered, lots of experimenting. Then there are small detail things he does and those are my own voice performed through some different plug-ins I like to use. I find it’s always a good marriage of using animal and non-literal sounds in relation to a vocal performance from either myself or a voice actor to get those things to gel.

I applied some of the filtering and presets and settings I have for some of the monster sounds to the ironing board squeak and performed it with that processing on it.

I like to use regular objects, like ironing board squeaks and different dry ice sounds, door squeaks, balloon squeals etc. Like, this season I recorded an ironing board that was really squeaky and I basically set that up in my studio and instead of recording that dry, I recorded it through Krotos’ Dehumaniser plug-in. I applied some of the filtering and presets and settings I have for some of the monster sounds to the ironing board squeak and performed it with that processing on it. Out of that came bits of sounds that I could piece together and make the Mind Flayer.

So there’s the animal roars for when he comes through the ceiling and crashes to the floor, but then he settles down into more of inquisitive, gurgling, and growling sorts of sounds. There’s a tradeoff of the big animal roars in conjunction with my own performance and performing sounds with inanimate objects. It’s cut together and curated a bit to make it feel like he’s one Mind Flayer, one entity.


The Sound of Stranger Things season 1 – with re-recording mixer Adam Jenkins, re-recording mixer Joe Barnett, Sound Designer Craig Henighan and Supervising Sound Editor Brad North

 

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At one point the Mind Flayer’s tentacle arm is searching around for the kids, and its vocalizations sound like a Speak-n-Spell!

CH: That’s my voice doing little chittery-chattery type noises combined with the ironing board squeaks and cappuccino machine squeals that we recorded for the vines in Season 2. Those vines show up in Ep.1. So, again for me, I’m always tying in familiar sounds in the Stranger Things universe.

So, I ran some of those squealy, cappuccino-machine noise and squawks, and my chittery vocalizations and growling, gurgling sounds through different plug-ins to get it to chitter and chatter a bit.

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Those were all done in an attempt to make the tentacles appear sentient, like they were the smarter part of the big monster. Those tentacle arms were the smart guys. Those were the things that were going to figure out where the kids were hiding. When they are hiding in that sporting goods store and those tentacles come around the corner, those are prime opportunities to do smart character/intellectual vocalizations for those little guys.

The great thing about that scene are the dynamics, trying to play off the big monster stuff with these quiet moments where you hear the tentacles sliding around corners and searching for the kids. Thankfully, Matt and Ross [Duffer] shot it that way and it was edited with the right pacing. It was fun to play around with those two things to make sure the storytelling was supported with what we were doing with the sound design.

[tweet_box]Behind the growing, evolving sound of Stranger Things Season 3 – with Craig Henighan, Will Files and Mark Paterson:[/tweet_box]

 

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Another fun sound for that scene (when the Mind Flayer falls through the mall’s ceiling) was the smashed-up walkie-talkie. Dustin’s voice is coming through all broken–up and crackly…

MP: That was a combination of Audio Ease’s Speakerphone with EQ futzing and reverb. Also, I literally just cut holes in Dustin’s dialogue track, without fades, so you get that click where each hole happens. Sometimes the simple approach works best.

 

This season is definitely gorier. Can you tell me about creating those gore sounds?

CH: The gore sounds were made from a lot of raw chickens and slimy stuff from the supermarket — different types of vegetables and fruits — and messing them up. Sound Effects Editor Angelo Palazzo also did a bunch of recording and cut a lot of great gory sounds too!

I found the best way to do that was record myself in big rubber boots stomping around in mud.

I did a whole pass of mud footsteps for the monster. So, along with the giant thumps and classic monster stomping, I wanted to add a layer of gore and slime to that. I found the best way to do that was record myself in big rubber boots stomping around in mud. Last winter we had a pretty good rainy season so it was easy for me to go in the backyard and record a bunch of footsteps, muddy type sounds. That layer gave the monster an interesting footstep sound. So it was a good combination of stomps and details of mud and slime.

 

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When they cut open Elle’s leg to get that wormy thing out, that was nauseating!

CH: I think that was small chicken bone breaks with some guts still on there. Some of those sounds make you jump from the performance in the recording, whether it’s raw chicken or anything that can be manipulated or performed while recording.

There were also some vocal squeals in there for the little flesh thing that jumps out of her leg. That sound was a call-back to the rats in Ep.1, which is a call-back to the vines from Season 2. It’s the idea of having those squeals and squawks feel familiar but still evolve into what they need to be for the scene.

More about the sound for Stranger Things:

We’ve covered the sound for all 3 seasons of Stranger Things – check out the in-depth interviews below:

• How the outstanding sound for Stranger Things is made
• Behind the thrilling sound of Stranger Things – Season 2
• Hear the story behind the sound for Stranger Things 3

 

Any favorite sound toys for sound design on this one?

CH: My usual suspects for this world are the Krotos stuff, Dehumaniser for sure. Eventides H3000 for a lot of pitch processing. One plug-in I used fairly often was Infected Mushroom’s Manipulator from Polyverse Music. I have a few different workflows here, with three or four different plug-ins in a chain and I’ll playback my sounds from a sampler or record live right into a chain of processing.

 



The Full Dustin and Suzie NeverEnding Story Scene | Stranger Things S3


The Full Dustin and Suzie NeverEnding Story Scene | Stranger Things S3

Another scene I liked in Ep. 8 was Dustin and his girlfriend Suzie singing “The NeverEnding Story” song to each other…

MP: Music editor Dave Klotz was very involved in it because he had to write/record a lot of parts himself to make it work. As a talented songwriter himself, he got to dust off some of his 80’s gear. It was a fun time because I mixed the song for the soundtrack album before we mixed the episode. So that was our rehearsal run and it gave me a chance to play around with a few things and experiment. Of course, that version didn’t have all the dialogue treatments for the phone and radio perspectives.


The Music of Stranger Things (Season 2) – with Composers Kyle Dixon and Michael Stein

It was a fun time because I mixed the song for the soundtrack album before we mixed the episode.

The vocals were all production audio so, it’s all live vocal performances from the actors on set. That brings its own challenges. When you have multiple actors singing live in different locations they have to be crafted carefully to sound like they are singing the same song together. Noise, pitch and tempo are the tricky aspects and, of course, they both have to stay in sync with the picture on-screen. Split-screen in this instance, which adds an additional complication.

I decided to pan their voices in the split-screen shots, with Dustin on one side and Suzie on the other.

Then, we had to consider how much to do to make it sound like a produced song versus the vocals sounding like it’s still in the scene. What we did was establish the singing as part of the scene, and then open it out so it sounded more produced as you get into it. I toyed around with the idea of not using futz treatments even though they are on radios in the scene but in the end, it was about getting a reasonable balance and I decided to keep them in. Actually the different radio perspectives add to the humor, I think. Then I decided to pan their voices in the split-screen shots, with Dustin on one side and Suzie on the other. I think it worked out well. It feels pretty smooth where we ended up.

All the work I did on mixing the vocals and instruments for the soundtrack, I was able to use that automation as a starting point when mixing the song in the show.

CH: Dustin is a trained singer and Suzie is too. That’s the great thing about the Duffers. They write these things into the storyline, Dustin needed the code and they came up with this whole idea of how to do “The NeverEnding Story” and it’s so great.

 

Highlights from A Sound Effect - article continues below:

 
  • FilterBank is three plug-ins:

    • The E606 FilterBank configuration includes high and low pass filters, low shelf EQ, high shelf EQ, and two parametric EQs.

    • The F202 FilterBank configuration includes steep high and low pass filtering with resonant Q control.

    • The P606 FilterBank configuration includes a parametric EQ with variable Q modes.

    Features

    • Shelving and Parametric EQ
    • High and Low pass filters with resonance control
    • Unique Peak-Slope-Dip shelving EQ parameters
    • Analog saturation modeling
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions
  • The SA-2 Dialog Processor is made up of 5 bands of active equalization, configured in a variety of modes to best address common issues of dialog.

    Features

    • Five independent bands of strategic active equalization
    • Multiple process modes for a variety of applications
    • Unique signal reduction metering
    • Double precision processing
    • Ultra low latency
    • Mono and stereo versions
  • Realtime Pitchshifting PlugIn version 2!

    Elastique Pitch is the real time pitch shifting solution for RTAS, VST, AU and AAX. Powered by zplane’s élastiquePro pitch shifting engine which is used by millions of end users around the world, the plugin ensures the highest, program independent pitch shifting quality.

    Elastique Pitch focuses on the essential things: you won’t find any unnecessary or confusing controls or functionality. Instead, the plugin offers you quality, stability, and ease of use.

    In the second edition we´ve added a feedback delay and the infiniSTRETCH function of the new élastiquePro v3 engine. Both make it easy to use Elastique Pitch in a more creative way.

    The key features of Elastique Pitch V2 are:

    • multi channel: support for synchronous pitching of up to 8 audio channels
    • real time: no offline pre-analysis required
    • feedback with delay for more creative usage
    • Three different views
    • Program-independent high quality with the highly-acclaimed élastiquePro v3 engine (speech, single-voiced, classical/popular music, etc.)
    • phase coherence: absolute phase stability between all channels
    • MIDI input: for pitch control
    • formant shifting: shift formants independent from pitch
    • factory presets: for typical film pull-ups/pull-downs
    • AU, VST, AAX and RTAS support for Mac & PC

    technical specifications

    • audio format: 1-8 channels (I/O), 44.1-192kHz sample rate
    • plugin format: AAX, RTAS, AU, VST
    • pitch range: ± 12 semitones = 50-200%
    • timbre range: ± 12 semitones = 50-200%
    • plugin latency: 150ms @48kHz
    • min. system CPU: 2GHz
    • OS: MacOsX >10.6.8, Windows 2000/XP, Vista, Win7/8
    • Host: Pro Tools > V8

    DOWNLOAD THE DEMO HERE
    WIN | MAC

  • A crush on music

    Distortion and saturation play a very important role in music production. From subtle, clean and warm tube or tape saturation to the wildest multiband guitar amp effects: FabFilter Saturn 2 delivers.

    Saturn 2 introduces a host of new features such as a redesigned interface with modulation visualization, new subtle saturation and linear phase processing for mastering, many new distortion styles, and more.


    Warmth, harmonics, color and dynamics

    FabFilter Saturn 2 offers a range of different high quality distortion models, inspired by the vintage sound of tubes, tape, transformers and guitar amps. In addition, you get five creative FX distortion styles to mangle your sounds in weird and unexpected ways.

    With its multiband design and per-band feedback, dynamics, drive, tone and modulation options, Saturn 2 will bring a unique flavor to your music.

    Bring your sounds to life

    Add life and depth to your music using the extensive modulation section. By applying subtle modulation to crossover frequencies, dynamics, band levels or tone controls, great warmth and definition can be achieved.

    With all the XLFOs, EGs, XY controllers/sliders, envelope followers and MIDI sources you will ever need, you get practically unlimited modulation possibilities. Creating new modulation connections could not be easier: just drag and drop. And Saturn 2 visualizes all modulation in real-time to show exactly what’s going on.

    FabFilter goodies

    Finally, FabFilter Saturn 2 contains all the usual FabFilter goodies: perfectly tuned knobs, MIDI Learn, Smart Parameter Interpolation for smooth parameter transitions, interface resizing and full screen mode, support for Avid control surfaces, GPU-powered graphics acceleration, extensive help with interactive help hints, SSE optimization, and much more.


 

The EQ treatments were great too. You hear their singing over the ham radio and then in Hopper’s car…

MP: When it comes to that sort of processing — not just for the singing but for other dialogue too — I consider what the phones and small speakers from that period sounded like and try to replicate that. Obviously, you want to retain clarity in the words so again it’s a balance

…we end up filtering it as well. Just a classic hi-pass/low-pass filter. Because that’s 75% of what makes a futz sound like a futz.

For futzing, it was mostly Audio Ease’s Speakerphone and some reverb treatments.

WF: Even when we use Speakerphone, we end up filtering it as well. Just a classic hi-pass/low-pass filter. Because that’s 75% of what makes a futz sound like a futz. Speakerphone is great for adding a bit of distortion or resonance, or a little noise that’s modulated with the signal. The stuff it can do is really cool, but it’s also easy to go too far with it. I tend to use it as just the frosting on top and not as the main source of the futz.

StrangerThings_sounds-13

 

What was the most challenging scene in terms of the mix on Ep. 8?

WF: It’s hard to narrow it down to just one scene because it was a really complicated episode.

I’d say the whole intercutting at the end, between the action happening in the mall and the various cars and then, when Billy shows up things get emotional. That was a hard scene because we were going from a full-on big action-type style to make it pivot and be more of an emotional moment between Billy and his sister. We had to start peeling the mix back in layers and pushing the sounds away so that it didn’t feel jarring to the audience. We had to do it in stages.


The Sound of Stranger Things 3 – with Sound Supervisor Craig Henighan, Dx and Music Mixer Mark Patterson, Music Editor David Klotz , SFX Editor Angelo Palazzo, SFX Editor Katie Halliday

MP: The scene with Billy and his sister was very emotional. It’s great to have the creature sounds, but when it’s a seven or eight minute sequence, you need to go in a few directions. It’s how we get in and out of them that was the difficult bit.

WF: A lot of it was dealing with the transitions.

StrangerThings_sounds-12

 

And this episode was all over the map. You had a lot of action, and some really emotional scenes, like Elle reading Hopper’s letter near the end…

WF: For that scene, many tears were shed on the mix stage. When we played it back to the Netflix executives, they were a mess. There was running mascara and boxes of Kleenex. But that’s when you know you got it right.

 

StrangerThings_sounds-21

I admit, I was a mess too!

WF: Me too.

MP: When we first had it all come together, we just needed a minute after we finished.

WF: That’s what makes the show work so well, the emotional stuff. It has a lot of heart and I think that’s why it resonates for people. It has a lot of comedy and action, and the monsters are really cool and it’s scary but the reason everyone likes it so much is because it has so much heart.

That’s what makes the show work so well, the emotional stuff. It has a lot of heart and I think that’s why it resonates for people.

The Duffers are so good at taking all of those different tones and putting them together into something that feels cohesive. That was definitely an ongoing challenge for us in the mix — how do we support both big action with big sound effects and make a big cinematic sound for a TV show but then also make sure we are tracking the emotionality of the scene, leaning on the music when we need to…

MP: It’s hard for us to go too far. They love big action and so we push it is much as we can. If we go into a more emotional moment we commit 100% to that as well. They want to embrace those moments and they like that contrast between the two. How you get there — the transition as we call it — is something that Will and I like to focus on with every project we work on.

They love big action and so we push it is much as we can. If we go into a more emotional moment we commit 100% to that as well.

It’s just a thing that we find is a core part of the sound and a way we can connect scenes together. As it turned out, the Duffers understand the importance and benefit of this too. It was nice to be completely in sync with them, and to take the time to really get some cool ins-and-outs for each moment. We were all looking for unique ways to achieve them and in the end I think the transitions became one of the identities in the sound this season.

WF: They understand that sound can make something feel bigger and more impactful. There always looking for how to maximize every moment.

 

StrangerThings_sounds-16

What are you most proud of in terms of sound on Stranger Things?

CH: Stranger Things is a real team effort, from the directors and producers and picture editors, vfx, music, sound design and mixing. From Production right into Post. That’s what I’m most proud of, the team effort that it takes to bring a show like this to life.

MP: I feel like we went into this with the idea of somehow making it sound like a feature on the small screen. We wanted to make sure we’d be able to do that and I think we did. We knew it would be an opportunity for sound and I think we managed to give it a style that is instantly recognizable as Stranger Things.

WF: One thing we talked about going into the season was the Duffer brothers wanted it to feel like the ’80s and ’90s movies that we grew up watching, which had really great cinematic soundtracks. It was the dawn of the era of sound for film. I think we achieved that, which is cool.

This was one of the most creatively rewarding experiences of my entire career. It was also a huge amount of fun. I hope we get to do it again.

 

A big thanks to Craig Henighan, Will Files, and Mark Paterson for giving us a behind-the-scenes look at the sound of Stranger Things 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
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    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

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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 World Ambiences Play Track 567 sounds included $199

    344 Sound Effects proudly presents World Ambiences, a masterfully crafted collection capturing the sonic essence of some of the world’s most iconic destinations.

    This bundle invites you to explore curated ambiences from around the world, captured by our dedicated in-house team. After countless hours of fieldwork, World Ambiences delivers rich, detailed recordings from the USA, Brazil, India, Macao, Hong Kong, Japan, Spain, the Netherlands, Iceland, Greece, Bulgaria, Romania, and Serbia.

    Experience the vibrancy of American life, from bustling markets in Orlando and serene forests in Connecticut to the urban-rural blend of Washington and Oregon, including rainforest wildlife, farm rides, ocean scenes, and Portland’s city buzz. Not to mention the iconic pulse of Chicago, subway rides, and classic American traffic.

    Hear the natural chorus of Brazilian cicadas, then cross to East Asia for markets, public spaces, and coastal cityscapes from Japan, Hong Kong, and China. Head further west to India, where the lively soundscape includes highways, temples, busy streets, train stations, and atmospheric public spaces.

    In Europe, soak up the energy of Madrid’s Casa de Campo and Atlético fans, or discover the charm of Amsterdam’s city center. For a quieter touch, the lush Irish countryside awaits. Eastern Europe offers a rich mix of city life, traffic, wetlands, and hotel ambiences from Bulgaria, Romania, and Serbia. And finally, experience the coastal beauty of Crete and Iceland’s waterfalls, town centers, beaches, and geothermal eruptions.

    Carefully crafted over time, these sounds have supported top-tier professionals on projects for Netflix, Warner Bros, Activision, Infinity Ward, the BBC, and more.

    With 43GB+ of content and 567 professionally recorded ambiences in 24-bit, 48kHz, and 96kHz, World Ambiences gives creators the tools to build authentic, immersive global soundscapes.

  • Environments & Ambiences Sub-Antarctic Winds Play Track 108 sounds included, 319 mins total $150

    A powerful collection of 108 extreme wind ambiences, recorded on a remote sub-Antarctic research station in the Southern Ocean by Andy Leeder.

    Ranging from 50 to 150km per hour gusts, Sub-Antarctic Winds delivers raw recordings of both interior and exterior storms — including howling winds with open doors, turbulent gusts outside, and reverberant building-shaking hollows.

    Captured over a full 12 months, you’ll hear the strongest southern ocean winds and storms of the year. From locations across the island, inside a vast array of research station structures, and outside in the elements among the cold, sands and tussocks.

    These wind ambiences will be perfect for setting the scene in wild weather films, games and other projects. They impose a powerful environment and lend authenticity to any extreme moment you create, indoors or outdoors, or even otherworldly winds with recordings from unique research station locations.

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  • Hello Creators!

    Here’s my new pack: “Fantasy Combat Sounds – Volume 02“



    Fantasy Combat Sounds (volume 02)  ·  The Sound Guild


    The approach for this pack was to create some special weapon & combat sounds suitable for RPG/Fantasy video games (although this sounds can be used in different audiovisual creations)

    In this pack there are: 

    – Slashes, magic swords, different special attacks…
    – Impacts, hits, magic impacts, etc…
    – Arch sounds

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

    Check all my packs on Asoundeffect

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  • 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!


   

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