Tenet-sound-01 Asbjoern Andersen


Oscar-winning Supervising Sound Editor Richard King — at Warner Bros. Sound — talks about his approach to designing inverted sounds for director Christopher Nolan's film Tenet.

Bonus: We've also included a special audio interview with Richard King on Tenet's sound, a feature on the Tenet score with composer Ludwig Göransson (+ the full score), as well as interviews from the Soundworks Collection and Tonebenders Podcast.


Interview by Jennifer Walden, photos courtesy of Warner Bros. Pictures
Please share:

Popular on A Sound Effect right now - article continues below:

  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
    20 %
    OFF
    Ends 1733266800
  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

    50 %
    OFF
    Ends 1733439599
  • THE COMPLETE JUST SOUND EFFECTS COLLECTION
    Introducing the JSE Everything Bundle, your one-stop-shop for all your audio needs. This bundle includes every JUST SOUND EFFECTS sound library ever created by our team of sound designers and field recordists, giving you access to an extensive collection of high-quality sound effects.

    INCLUDED SOUND LIBRARIES

    80 %
    OFF
  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    20 %
    OFF
    Ends 1733785199
Get more deals in the huge sale

Talking about the sound of director Christopher Nolan’s Tenet made for a challenging yet extremely interesting conversation with Oscar-winning supervising sound editor Richard King at Warner Bros. Sound because the time-complexities of the film required us to first describe the characters’ direction of movement through time before talking about how the sound was created. And if you’ve seen the film, you know that in certain scenes there’s a mix of time directionality. We used terms like “inverted,” “arrow of time,” and “forward-moving” to help define what’s happening with the characters and their respective sounds. But even so, it was tough at times to keep it all straight!

So what were the defining parameters of an inverted sound? How would a backward moving object sound in a forward-moving world?

Here, King (who along with his effects editing and foley teams were recently nominated for an MPSE award for their work on Tenet) answers those questions and he also talks about creating a believable reality by using ambience captured in the film’s different locations, to make the audience buy into this world and the story.



TENET - Final Trailer


TENET – Final Trailer

Wow, Tenet was a heady film. They just legalized marijuana here in New Jersey. And I wish that had happened before I saw this film!

Richard King (RK): Yeah, I don’t know if that would have helped. Psychedelics would have been better.

It’s funny that the movie has a lot of basis in theoretical science. Chris [Nolan] did go to great lengths to run the physics of the story by people who know about such things.

And while there is obviously a lot of invention, we really try to not just put in sounds because they sounded cool or weird, but to think about the physics of an inverted sound and what that might sound like in our forward world.

And it did give us a framework to work in, I think, rather than just make it a sonic free-for-all. It gave us a direction and a structure in which to think about what sounds to use.

 

Tenet-sound-02

So how did you discover this process of what these inverted sounds should be? Or, what were the rules that governed how the inverted sounds are handled?

RK: We dealt with them really as forward sounds that were manipulated to sound reversed.

For instance, foley sounds were done in such a way that they were recorded in forward motion. We tried in one of the fights to record the foley both directions. We inverted the image so the foley walkers could walk the inverted character, and then they walked the non-inverted character and we put them together, but the reverse sounds just sounded silly, like a cheap audio trick that is very recognizable as a backward sound. It didn’t seem like we would hear backward sounds in our non-inverted world. We would hear a forward version of whatever was happening with the inverted car or gunshot.

 

Tenet-sound-03

That’s one thing I noticed about the sounds; they didn’t just sound like you reversed everything. Also, when you just simply reverse a sound, sometimes it doesn’t sound the way you want it to, or it actually just sounds like a forward-motion sound. So I was very interested to figure out how you handled these inverted sounds…

RK: We had to come up with some other formula because, for instance, a backward gunshot has no impact, no transient. So it’s not impressive at all. Or it doesn’t sound like a gun. It’s just a decayed sound that then rises to a crescendo briefly and then stops. So that didn’t work. We tried approaching it as if the sound that an inverted object or action makes is affected by our forward-moving physics.

…a backward gunshot has no impact, no transient. So it’s not impressive at all.

In other words, it’s recognizing whose point of view we’re in and applying the physics of that point of view to what we hear. So when the protagonist, for instance, is inverted and walks out of the warehouse under the dock and gets in the car every sound that he hears is twisted.

Audio Interview: Behind the sound of Tenet

Get the inside-story behind the the sound for both Tenet and Wonder Woman 1984, in this special A Sound Effect podcast episode featuring two interviews with legendary Oscar-winning supervising sound editor and sound designer Richard King. Richard King is joined by Emmy-winning sound designer Jimmy Boyle for the Wonder Woman 1984 sound story. Interviews by Jennifer Walden, hosted by Asbjoern Andersen and Christian Hagelskjaer.
 

Here’s what’s in this episode (with starting times):

0:00 Introduction and new independent sound effects
03:27 Richard King on the sound of Tenet.
26:21 Richard King & Jimmy Boyle on the sound of Wonder Woman 1984. Learn more about the sound for the film here.
46:44 Greetings from our friends in the Audio Podcast Alliance

 

Hear the episode below:


 

Sound effects libraries highlighted in this episode:

 

  • Gore Sound Effects Brutality – Gore and Combat FX Toolkit Play Track 2,381 sounds included, 144 mins total $150

    Brutality is a gore, combat, and weapon FX toolkit packed with the most gruesome and hard hitting effects that are guaranteed to make all audiences squirm. This library includes 638 carefully designed and 1,743 meticulously recorded source sound effects. This enables you to jump into any bloody fight and start chopping away, or craft all new sounds that are only limited by your imagination; the horrific possibilities are endless.

  • Cinematic & Trailer Sound Effects Dark Future Play Track 414 sounds included, 48 mins total $49.99
    96KHZ 24BIT • 1.74GB • 414 FILES • STEREO • UCS METADATA  

    Step into a world of cinematic darkness with Dark Future, a powerful and immersive sound effects library that transports you to a dystopian realm where darkness and futuristic elements collide.

    This meticulously crafted collection features a diverse range of cinematic impacts and whooshes, perfect for adding depth and intensity to your creative projects.

    With 414 meticulously designed sound effects, Dark Future delivers a cinematic audio experience like no other. Each sound effect has been carefully crafted to evoke a sense of foreboding, mystery, and awe, making it ideal for enhancing the atmosphere of your films, video games, trailers, and more.

    What sets Dark Future apart is the unparalleled attention to detail in its sound design. Over 1500 source sounds were used in its creation, resulting in a rich and dynamic collection that offers a wide spectrum of tones, from dark and dystopian to futuristic and cutting-edge. From thundering impacts that shake the ground, to swooshing whooshes that create a sense of movement and speed, each sound effect in Dark Future was designed to improve your project.

    Download includes:
    96KHZ 24BIT version
    RECORDED WITH: MKH 8040, MKH8060, DPA4060, JrF, Sound Devices MixPre 3 MK2, Sound Devices MixPre 6, Serum, Modular, Reaktor, Vital.
    EDITED AND MASTERED WITH: Pro Tools, Live 10 & 11, Fab filter, Plugin Alliance, Oek Sound, Valhalla.

    29 %
    OFF
  • This library, recorded during a trip to the ominous Death Valley USA in February 2021, features sounds of the harsh desert being carved by winter winds, as well as sounds of life such as wetland birds from the oasis at Ash Meadows. If you listen closely to the recordings from the infamous Devil’s Hole, and inhospitable Salt Creek, you can hear the endangered pupfish bark. Many recording styles were used to capture immersive stereo images of the landscape that provides such stark contrasts being both foreboding and breathtaking in its beauty, included are surround and binaural recordings. This is by no means a comprehensive collection, if anything I learned that I have much more to discover about Death Valley than I thought I did starting out.

    Sale Policy: To keep things simple, I never put any of my libraries on sale or offer any kind of discount. I sell them at a reasonable price given the effort to record and compile them, I find this is the most honest and transparent approach to the sale of sound effects.

  • Monochrome is a premium sound library for composers, sound designers and experimentalists fusing a rough electronic aesthetic with film and trailer sound design for a unique set of modern sonic tools.

    Heavily processed ambient field recordings, short and long build-ups and transition effects, hits, slams, abstract foley fx, a vast selection of risers, cinematic kicks and hyper detailed impacts, found sounds patterns played in real time, then chopped and sculpted into percussive textures.

    Monochrome is simultaneously alluring and disorienting with its experimental aesthetic. There are long, dissonant and amorphous echoes manipulated beyond identification, intimate atmospheres with an identifiable aesthetic and and hi peaks of emotional resonance.

    Monochrome is a collaboration between SampleTraxx and French sound designer Julien Caraz.

    450+ Wav sounds all labelled by key to guarantee ease of use when played with pitch-related compositions.

I think we all went down a rabbit hole thinking about it. It brings up all these questions: what is time? And I just found that very interesting. What is time really? And really the only thing in physics that determines a forward direction, or a direction of time (the arrow of time) is heat transference.

Heat always moves from warm to cold. It never goes in the other direction independently of outside forces. That’s why when the protagonist’s car blows up it instead freezes because his arrow of time is going in the opposite direction. But I don’t want to give the impression we were wearing lab coats and using slide rules to come up with sounds; we had a lot of fun with it and tried to make it exciting and cool and do what sound editors do. My sound effects team of Michael Mitchell, Randy Torres, Joseph Fraioli and Mark Larry all contributed a great deal, truly a group effort.

…we wanted great sounds from all those places from India and Northern Europe, and England.

And we had a huge canvas to work with. We’re in so many different countries and cities and in specific cities, not just generic European or Northern European cities, but specific places. And we wanted great sounds from all those places from India and Northern Europe, and England. I had friends all over the world who contributed sounds, who recorded for me —recorded locally.

It was a wonderful project. Great fun to work on.

 

Tenet-sound-05

You and director Nolan have done seven films together now and I believe three of them won Oscars for the sound work. Obviously, there’s a lot of trust in your relationship. So when you sat down to talk about the sound of Tenet, did he have a specific plan of attack for you? Did he want you to start with world-building in reality, or did he want you to hop right to the inverted sounds and figure out what that was going to be?

RK: We never really sat down and talked about it. We had a couple of brief conversations before he started shooting and he shared his thoughts at the time. Then when I started getting cut scenes about the time they finished shooting, I just waded into it. I just worked on whatever I got and would send it to the picture department. Then Chris [Nolan] would give me notes, which is how we’ve generally worked. I just start and send him sounds.

Rather than discuss things in any theoretical manner or philosophical manner… I just started.

Rather than discuss things in any theoretical manner or philosophical manner, or trying to think of rules that apply to the movie, I just started. And then if I went down the wrong path, Chris would let me know. And if I was on the right path, I wouldn’t hear anything back!

It’s a good way to work, I think, because he wants the best from the people he hires. He doesn’t want us to sit around and wait to be told what to do. He wants the best ideas and from those ideas, he selects the ideas that he likes. He’s very involved every step of the way. Chris is ultimately the sound designer of his films.

[Dir. Nolan] doesn’t want us to sit around and wait to be told what to do.

But I definitely started working on the inverted sounds early just to try to wrap my head around what they would ultimately be like.

And, of course, we tried the reversed-sound route. Like I said before, that was quite a long evolution and some of the specific sounds we were still working on right up until the end to try to get something different, like with the explosions. We were really trying to find some other feeling that we could squeeze out of the sound.

It was an exciting process because there are no rules to follow and you’re really just going on gut instinct. Luckily, we had a good length of time to mix. We had time to live with our ideas and we could better refine what was working and what wasn’t working. We had several temp mixes prior to the final, and the track evolved. I think by the end of the mix we had explored every path that any of us could think of.

 

Tenet-sound-04

It feels like you must’ve done a lot of custom recordings for this film. You can’t really go into a library and look up a sound for a car driving inverted, or inverted gunshots. I know you were working during the pandemic, but were you able to go out and do custom recordings? Besides the foley, were you able to go out and record things?

RK: We recorded the vehicles in the car chases, some weapons, and a thousand oddball things.

Our DIA/ADR supervisor Dave Bach recorded all of the group outside, which sounded so great. We did most of our sound effects and group recording before the COVID lockdown, which was very fortunate, looking back.

As I said, friends did a lot of recording for us overseas. Eilam Hoffman recorded the F50 foiling catamarans off the Isle of Wight while they were shooting the sequence.

Eilam Hoffman recorded the F50 foiling catamarans off the Isle of Wight while they were shooting the sequence.

It wasn’t like we had to invent reels and reels of inverted sounds. It was a lot of practical, nuts-and-bolts sound editing, where you try to define and make clear every environment you’re in, every locale.

There’s a couple of scenes on Sator’s yacht, where we’re in a lower-deck machinery space where there might be generators or other equipment running, bow thrusters you’d hear through the hull and whatnot. You’re in a machinery space and you really want to hear that sound, or you wanted that feeling rather. You want to almost smell the hot oil and hear metal plates rattling a little bit as the machinery is running. We really tried to make tangible in a multi-sense kind of way, if possible through sound, every locale, every city, every town, every situation the characters found themselves in, which is basic sound-editing and what I think all of us try to do.

Ludwig Göransson on Tenet and Collaborating with Christopher Nolan:

 
Rolling Stone has posted this interesting interview with composer Ludwig Göransson – on Tenet and working with Christopher Nolan:



Ludwig Göransson on Tenet's Film Score and Working with Christopher Nolan | The Breakdown


 

Bonus: Hear the full score for Tenet below:


But it really started to become clearer to me, in my experience with sound, that when I hear something oftentimes it’ll bring up a smell memory or a sight memory or some other thing that’s associated with that sound. And if you find the right combinations of sounds, it really can make an illusion of a three-dimensional world with the feeling of wind on your cheek or the feeling of a slippery metal floor or the feeling of being on a busy city street in the spring.

…if you find the right combinations of sounds, it really can make an illusion of a three-dimensional world

We all just worked until we felt like every sequence, every shot, had a purpose. It had a sound that represented that shot. And as I said, it’s a huge canvas so we had a lot of environments to play with, and we’re never in any place long enough to get tired of it. The movie is so quickly paced that it always felt like we were jumping to another continent within a few minutes.

Yeah, it was an exciting project to work on and overlapped into the COVID lockdown by three months, so we were able to sort out different ways of working and had to come up with different strategies for getting the temp mixes done.

We had to get the project finished and I don’t think we missed a beat. By early March, it was becoming pretty evident that L.A. was likely to be locked down. And Andrew Bach, who has worked with me for 20 years, worked with Warner Bros. engineering to come up with a work from home solution. We only worked at home for 5 weeks before we returned to WB for the final mix under strict safety protocols.

 


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    20 %
    OFF
    Ends 1733785199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

    20 %
    OFF
    Ends 1733785199

HIGHLIGHTS:

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

    20 %
    OFF
    Ends 1733785199
  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
    Earth, Ice, Fire, Air, Black, Energy, Liquid, Foliage, White, Cartoon/Anime, and Generic

    SOURCE: (1,110‬ sounds)
    The source folder is packed with useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

    • GLUED (Multiple variations of the same sound glued in one file)

    • SEPARATED (Each variations of sound are separated in different files)

    20 %
    OFF
  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

    Enter GORE 2, The follow up to our first smash hit GORE sound library. Full of the most insane blood explosions, drips, flesh rips, splatters, blood gurgles, and intense fight and ultra violence sounds. Why did we make it? Because we wanted a HUGE collection of bigger, wetter, juicer, and crazier GORE sounds that could be a forever go to for professional sound designers. We recorded over 5,000 sounds and 300+ files to make this a whopping 20+ GB collection with lots of variations for all your scenes, film, gameplay or project. The GORE 2 library is split up into 3 sections, designed, source, and builds. Design – Bone, blood, melee & slaughter categories. Source – Featuring 192Khz 32 Bit Sanken Co-100k mic recordings, allowing you to pitch up ultra high or ultra low without loosing fidelity. Builds – Halfway between source material and designed, allowing you flexibility to start with some sounds that are slightly designed. GORE 2 is a classic giant collection that will serve you for years and years.

    70 %
    OFF
    Ends 1733353199
Need specific sound effects? Try a search below:


Tenet-sound-06

In one sequence early in the film, they break into the Freeport storage building. They crashed that big jet into it. And then later in the film, they come back to that same place during that same event, but we see it from the inverted perspective. What were some of your challenges in revisiting that sequence and playing it from the inverted perspective?

RK: The sequences do portray the same events, but the viewer’s POV isn’t always the same so different stuff is happening. The hallway fight is the exception and since visually it’s different — camera angles, editing rhythm and such — we treated each separately.

 

[tweet_box]Richard King on Inventing Inverted Sounds for ‘Tenet'[/tweet_box]

There’s so much potential for chaos in those forward-running, inverted moments, like at the end when they go to the Hypocenter. You have non-inverted and inverted people in one space and things are happening in the same event on a different sort of timetable, or timeline…
I don’t know how to describe it!

RK: Chris is brilliant to imagine all of that and shoot pretty much all of it practically. I really hope that now that it’s opening in theaters again in NY and L.A. more people will get to see it. We were presented with a Swiss watch of a movie when we started and really had a blast working on it.

 

Tenet-sound-08

What was your most challenging sequence for sound? There are so many really interesting opportunities here for sound design. Did you have a favorite one or a most challenging one? And what went into it?

RK: The jet sequence was challenging. For the jet crash into the building, we didn’t want it to be too overwhelmingly loud or oppressive. And we wanted to get some music in there too. So we had to figure out what logical plan we might apply to allow us to make it seem exciting without making it be overbearing.

Ludwig Göransson, the composer, came up with a wonderfully clever variation on the score for the inverted scenes.

The end battle at the Hypocenter was quite challenging because of all the multiple inverted and non-inverted events that were happening, sometimes simultaneously. We tried to exaggerate the opposing POV’s sonically. We would try to use crazier inverted bullet rico’s or gunshots or bullet hits just to make that difference more apparent.

Also, Ludwig Göransson, the composer, came up with a wonderfully clever variation on the score for the inverted scenes.

There are lots of sonic hints throughout that sequence highlighting which direction we’re meant to be following in that moment. That was a very complicated sequence.

 

Tenet-sound-07

During that battle, the music cues really helped me as an audience member to understand that the helicopters are landing and they’re inverted at that moment. The music was definitely a key ingredient there…

RK: Ludwig killed it; his score is awesome.

The prologue was another scene — the opening opera house sequence — that was complicated in that we worked on it for quite a long time. That was the first scene we worked on, completing it in December 2019 for release as essentially a long trailer that Christmas. So we worked on the prologue for quite a while and then worked on it some more once we began the feature. They added some shots so it wasn’t quite the same. So we tweaked our sound.

Every scene had its own challenges. I’m trying to think of a simple scene that was challenging. Well, the torture scene in the train yard was something that we worked on for a long time to try to find the sound of pain, and creaky freight trains kind of fill that bill. They scream, they moan, they groan and make some very emotional sounds. Eric Potter did some wonderful train recordings for us.

More on the sound for Tenet:

Want to know more on that Tenet sound? Check out these great interviews from our friends in the Audio Podcast Alliance:

 

Soundworks Collection: The Sound of Tenet



The Sound of Tenet


Tonebenders: Richard King talks Tenet


My friend Vijay Rathinam did a lot of recording for me in India…

And then we get into India and we really wanted to make that as lively and as tangible a place as we could. The Indian recordings were fabulous. My friend Vijay Rathinam did a lot of recording for me in India for those scenes. The film was a real sonic feast; it was so much fun for somebody who loves sound to work on.

For principal dialogue, we almost strictly used production sound. Chris likes production sound, the noise of the world which we’re never without. And so we always had the production track on just to add a center channel grounded-ness and we looped just a handful of lines. Gary Rizzo did an amazing job with the dialogue.

 

Tenet-sound-09

What are you most proud of in terms of sound on Tenet?

RK: There’s not one specific thing. I love the whole track of the film. And to me, it’s all of a piece. I’m proud of the whole thing. I’m proud of any given moment. I feel like we worked it as hard as we could and literally tried every idea that we could think of and come up with. And I’m just tremendously proud of the entire film, beginning to end, and so happy and thankful that I got to work on it.

 

A big thanks to Richard King for giving us a behind-the-scenes look at the sound of Tenet and to Jennifer Walden for the interview!

 

Please share this:


 



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

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

    20 %
    OFF
    Ends 1733785199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

    82 %
    OFF
    Ends 1733353199
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    City Bicycles – Perspectives Demo

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    City Bicycles – Extra Surfaces Preview

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
    20 %
    OFF
  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

    25 %
    OFF
  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
    70 %
    OFF
    Ends 1733266799
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    30 %
    OFF

   

One thought on “Richard King on Inventing Inverted Sounds for ‘Tenet’:

  1. Thanks for this Jennifer!

    It’s cool to hear how they didn’t just go for reversing sounds through the movie, but rather crafted forward sounds into inverted effects. Richard King is the man! I can imagine it was a challenge to wrap their heads around this project in order to properly tell the story with sound.

    Thanks again for the great article,
    Jeff

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.