Asbjoern Andersen


This is a post by sound designer and recordist – and founder of hzandbits sound effects – Christian Hagelskjaer From.
Here, Christian looks to the works of Danish film director and poet Jorgen Leth for inspiration on how we can – and why we should – rediscover the art of simply listening.

 

Jorgen Leth is a hero of mine.

I like his poetry, I enjoy reading his autobiographical books. I love his films. I admire him for his curiosity especially.

I guess all artists are curious by nature. They want to know more. Whether their area of interest is love, hate, death or any other of the infinity of things a human being can take interest in, they intend to examine it in greater detail than most other people. They are not satisfied with standard answers.

The films of Jorgen Leth are as good examples of curiosity in artists as I can think of. He wants to know more. He wants “to see what happens”, in his own words.

But where many other artists intentionally use themselves, their own feelings and opinions, to filter what their curiosity leads them to experience before expressing themselves to the world – Leth has a purer approach:

“I believe in slimming down, getting down to the basic rules, the basic grammar, of film making. What is a sound? What is an image? What does it mean to expose raw film to light? These are the questions I like to ask myself. ”
Jorgen Leth

In a source I can’t locate at the moment, he speaks of the “dumb camera” as a favorite method of his. The dumb camera doesn’t favorize; it is not opinionated about what it sees. It merely records what happens; often without panning or moving in any way.

There is no trickery, no selective editing – and because of this, we see exactly what is going on. We are not manipulated to see something that isn’t there, to feel more strongly or differently about the situation than it deserves.

This aspect of Jorgen Leth’s films reminds me of what I like about audio field recording – at least the way I do it. It is a question of positioning one or more microphones correctly to pick up the sounds you are interested in. Set the gain – and off you go.
Editing and mastering is usually done with a minimalist approach as well: merely performing cuts and fades in the right places; maybe removing a little bit of noise or extraneous low end.

Of course, it takes preparation to get a good take, whether you record in controlled environments (like a studio) or uncontrolled environments (such as gathering crowd sounds in your home town) – but it’s still simple stuff.

You record what is there, sometimes with a naturalistic perspective, sometimes focusing artificially with a shotgun or parabolic, sometimes with contact microphones.

You are basically “exposing raw film to light”, capturing the raw sound of something – or someplace. To paraphrase Jorgen Leth, you “hear what happens” – nothing more. For some, the quest ends there.

A Contrast To Predictability


The mainstream is used to different things, of course. Hollywood blockbusters know nothing of the dumb camera and “seeing what happens” – everything you see is extremely controlled.

Production time is too expensive to just roll film for the heck of it, and post-production of both sound and image is often very extensive and essential for the finished product.

There is nothing wrong with that though. I love a good sci-fi flick as much as anyone – and making one calls for anything but a naturalistic or purist approach to sound and image.

Big-budget movies are tightly orchestrated things. They are planned and controlled in every detail, with nothing left to chance – just like everything else in our modern lives.

We are led through generally very predictable plots (or verse-chorus-verse, in the case of music) toward a satisfying climax that never fails to emerge (unless the movie is crap, of course). We know what is going to happen – and that a lot is going to happen – and we like that, myself included.

You might argue that entertainment should be predictable and satisfying, that it should make sense and go somewhere. That, with the busy schedules running the industrialized societies of our world, movies and music, that provide instant and more or less guaranteed gratification, is not too much to ask for.

You can certainly easily convince me that this is what the mainstream consists of, and what most people seem to want.

I might just counter that argument though. How many of us can say, with maybe 80% certainty, that we don’t know what our work-day tomorrow will consist of?

The tasks or types of tasks, the workflow, problems we anticipate, our solutions to those problems? Our very ability to be efficient in whatever we do, depends on the premise that tasks are repetitive – at least to a degree – or we would be faced with reinventing the wheel every damn day.

No – jobs are repetitive and predictable, and that is not a bad thing to have in your life. But neither is a little contrast.

The work of Jorgen Leth is a contrast to mainstream movies for sure, and everyone should familiarize themselves with his work and his way of seeing.

But as a person with a penchant for the aural arts, I would also want people to become familiar with the “dumb microphone” way of listening, in a less planned, less prejudiced way.
What’s in it for the average person?

I would also want people to become familiar with the “dumb microphone” way of listening

Well, surprises:

Hearing things you never noticed before; learning things about your immediate environment to understand it better.
How sound travels differently at different temperatures, how there is no such thing as natural silence to be found hardly anywhere, anymore.

Is It Art?


There are some pretty profound sonic experiences in store for the vast majority of people in the industrialized world – we just need to start listening.

Some point toward the concept of acoustic ecology, others are more abstract; more like sound-art. Oh no – did I say art?

Only the most recession-hardened pleb would dismiss an art museum full of exquisite paintings and sculptures, whereas subjecting the public to weird noises in 8.1 surround is somehow less serious, less artistic.

In this mind frame, painting and sculpture is art, classical music is art, rock n’ roll is entertainment -and “sound” is just noise. In many parts of the world, we are used to experiencing visual art. We may not be experts on the matter, but we have heard often enough that the Mona Lisa is a great work of art – and so are works by Rembrandt, Dali, Pollock, etc. We may not like either of them personally – but not many will admit to just not understanding them at all.

In this sense, we all “know” what art is.


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


Trending right now:

  • 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.
  • Game Audio Packs - Game Sound Effects Libraries Retro Game Play Track 502 sounds included, 31 mins total $39.20

    Go (game audio) retro with all the classic 8-bit Arcade Game sound effects! Retro Game is here to offer you the ultimate sonic stockpile to turn your old school 80’s vintage production or idea to life! Over 500 game ready audio assets, over 30 minutes of pure 8-Bit epic-ness!

    20 %
    OFF
  • Looking to add some retro game flavor to your project? The Retro Game library delivers a host of old-school, 8-bit sounding sound effects, including beeps, bleeps, explosions, footsteps, UI sounds, hit and damage sounds, jumps, status and weapon sounds. And they all sound like they came straight out of an old arcade game.

    A total of 656 sounds are included, ready to add that retro feel to your next project.

    50 %
    OFF

Latest releases:

  • Hand Combat Sound Effects Massive Punches Play Track 505 sounds included, 1 mins total $29.99

    MASSIVE PUNCHES – 505 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Massive Punches comes in at over 1 minute, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Massive Punches filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Punch sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • MINI PUNCHES – 60 files of punch sound effects, from several sparring sessions. From quiet taps and hits to thudding and cracking impacts. Mini Punches comes in at over 15 seconds, of real skin on skin body and head shots. Bring the power of bare knuckle to your next project. Recorded at 192kHz and 32bit, using microphones capable of recording ultrasonic frequencies. Mini Punches filenames are in the Universal Category System format with additional Metadata baked-in.
    Looking for a Massive amount of Punch sound effects? We offer ‘Massive’ sound effect libraries as companions for all of our ‘Mini’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    30 %
    OFF
  • Environments & Ambiences Textured Rain Play Track 116 sounds included, 135 mins total $41.30

    Textured Rain features meticulously recorded rainfall on a wide variety of surfaces and objects. Each sound is delivered as a seamless loop, with three distinct intensities per surface for maximum flexibility.

    Captured in a controlled environment using mainly a DIY rain machine, this collection was recorded in both stereo and mono, ranging from light drizzles to heavy downpours and offering consistent, adaptable textures without unwanted background noise.

    The library includes performances on car interiors, metal and plastic props, umbrellas, vegetation, fabric, debris and more. Perfect for layering in film, games, or other audio projects, these rain loops are ideal for crafting atmospheres, enhancing ambiences, and adding realistic environmental detail.

    Loops in mono and stereo

    This sound pack have been recorded using multiple mono and stereo microphone configurations and exported as seamless loops for easy drag and drop in your project.

    Props and textures recorded

    Aluminium plate • Car interior • Fabric • Galvanized container • Galvanized tub • Glass plate • Green and dead leaves • Metal barrel • Metal roof • Metal sheets and plates • Metal scrap • Mud puddle • Newspapers • Plastic container • Plastic roof • Plastic sheet • Plastic tarps • Reed screen • Roof tiles • Shopping bags • Stainless steel sheet • Steel box • Tent • Trash bags • Trash can • Umbrellas • Water • Wheelie bin • Window skylight • Wood floor • Wood planks

    … and more!

    Gear used

    MixPre-6 II • F6 • MKH8040 • MKH30 • C411 • MKH416 • LOM Usi Pro • Oktava MK012


    Metadata

    This sound library is UCS compliant and comes with fully embedded metadata compatible with Soundly, Soundminer and Basehead.

    30 %
    OFF
  • Destruction & Impact Sounds Extra Crunches Play Track 74 sounds included, 27 mins total $9.99

    EXTRA CRUNCHES – is an auxiliary sound library containing 74 unique sound effect files of crunches. From close up scratching and popping to loud and rough breaking and chomping. Whether it’s crunches or crumbs you’re looking for; This Extra sound effects library will help supplement the snacks and cracker needs, of your next project. Extra Crunches comes in at over 27 minutes and was recorded at 192kHz / 32bit using an ultrasonic microphone. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    50 %
    OFF
  • Industrial Ambiences Airflow Collection Play Track 36+ sounds included, 157 mins total $48

    Moody wind drafts for game & cinematic sound design can always give depth and realism to your production. This collection of airflow sounds covers structural air pressure, howling and whistling wind through doors, rattling frames and cracking stuff. Perfect for creating bunker-like atmospheres, tense survival settings, or immersive environmental layers, these sounds bring authenticity and emotion to your projects. Whether you need subtle drafts creeping through an abandoned shelter or violent gusts shaking a refuge, this library delivers a versatile toolkit ready for games, trailers, and film sound design.
    Only acoustic recordings are used, no designed sounds. UCS compatible file names and embedded file descriptions for your comfort.

Need specific sound effects? Try a search below:


So what happens when we are subjected to sound that is clearly not Bach, Beethoven, Charlie Parker (and, possibly, not even music) or birdsong, waves crashing, etc? Most people don’t know what to do, when being forced to listen to sounds that are out of context – or which aren’t immediately recognizable.

While we all “know” what to feel when listening to a recording of crashing waves or whale song (relaxation, save the whales), we don’t “know” what to do with our selves, listening to Alvin Lucier’s “Sitting in a room”, his voice disappearing into the natural resonant properties of that room, with each iteration, each repetition.

We may not even know what to make of a recording of an everyday occurrence

 
We may not even know what to make of a recording of an everyday occurrence – if there is no visual clue to what is going on. Just the same, we don’t always know what to make of Jorgen Leth’s images. Is anything going on?

Is this art? When does he get to the point? The point is – and I’m obviously interpreting the man’s own words here – to observe.

To see what happens. Sure; there’s a lot more to his films than this, but it is an important aspect. So just watch – or set up a dumb microphone and listen. Don’t judge. Don’t expect art (unless visiting a museum or a gallery). It doesn’t have to be art – sometimes it isn’t.

But it’s always an experience.

Not seeing what you’re used to seeing, but hearing it only. It will be different from what you’re used to – which is reason enough to do it.

Thanks to Christian Hagelskjaer for sharing his thoughts!

 

Please share this:


 

Some of the SFX libraries from hzandbits:

  • Weather Sound Effects Wind In Trees Play Track 32 sounds included, 93 mins total $28

    Here are ambient and specific recordings of rustling leaves, fluttering twigs and creaking trunks. Pine and Fir trees, Beechwood hedgerows and leafless Oak trees, along tall grass and reeds. All in all, a collection representative of the cultured landscape in Denmark, as well as much of northern Europe. I was lucky enough to record a storm during the last days of 2016, and those sounds are of course included here. No human voices or man-made sounds, but a few of the sounds have bird vocalizations in them. All files are UCS-compliant.

    The focus is rather narrow, going for many nuances of the same flavor – rather than many flavors. If you need sounds of a storm or gale in northern European vegetation, then this should fit the bill. Note that there is audible buffeting in several files. I opted to leave it in there, as it might suit some purposes, and let me keep the most violent passages. You can try your luck with noise reduction, but since wind is mostly broadband noise anyway, it might not turn out well. YMMV.

    A few sounds appear in both mono and stereo versions, where the stereo version are X/Y derived from the M/S source files and the mono versions are simply the Mid channel. I did this, because most people seem to prefer X/Y files for post-work, rather than M/S – but a down-mix of X/Y to mono would be inferior to using the original Mid-mic signal. All sounds were captured in Denmark between October and January.

    You get:
    • Wind through trees, bushes and tall grass
    • Close recordings and wider takes
    • X/Y Stereo and Mono sounds (decoded from M/S)
    • Searchable file names
    • Metadata included in CSV and ODS (OpenOffice) formats
  • Howling Winds – Interior is 1.4 GB of high-velocity air molecules in 42 separate files – recorded in 24bit/96kHz stereo – from an interior perspective. All files are UCS-compliant.

    It is a collection of highly expressive, sometimes vocal, sometimes violent gusts of wind, squalls of rain and sleet – as heard from within the safety of a home.

    KEY FEATURES

    • Howling, moaning, whistling wind sounds
    • Roofs and windows pummeled with rain and sleet
    • Bad weather in an urban setting

  • Environments & Ambiences Urban Winds Play Track 38 sounds included, 49 mins total $26

    Urban Winds is 49 minutes / 1.33 GB of medium and high-wind sounds in 38 separate files – recorded in 24bit/96kHz M/S stereo (decoded to X/Y stereo and mono), using Sennheiser MKH micophones. All files are UCS-compliant.

    You get empty streets and construction sites, office exteriors and the port of Aarhus. You get plastic that flutters or thrashes, metal fences that clatter and vibrate, pipes and cavities resonating in the gusts. You get ambiances and specifics. I have tried to strike the balance between variety and nuance, to give you sound pros something to build a scene around. In that sense, this really is a construction kit of sorts.

    You will hear very little human activity – other than distant traffic. I recorded mostly at night, and in large, undisturbed areas – and on one occasion in the aftermath of a violent storm (the kind that rips the tiles off the roofs). Had a good time standing in the relative safety of my doorway, recording stuff getting blasted down the street! All sounds were captured in Aarhus, Denmark.

    Urban Winds gets you:

    • Howling, moaning, whistling wind sounds
    • Wind-battered city ambiances
    • X/Y Stereo and Mono sounds (decoded from M/S)
    • Metadata included in CSV and ODS (OpenOffice) formats

  • Foley Sound Effects Money Play Track 34 sounds included $9

    Money is just over 21 Mb of coins and notes/bills being handled. You get 34 files in 24bit/96kHz quality. All files are UCS-compliant.

    This collection contains sounds of coins being handled, counted, poured, dropped – in hands, on tables and in a cash register drawer. There are also a few sounds of bills/notes/paper money being handled and counted. The whole thing was recorded in the studio, meaning a nice, dry sound to build on. The coins and bills used were a mixture of various international currency.

    You get:

    • Clean, dry recordings of coins and notes.
    • Searchable file names
    • BWAV metadata embedded with even more included in CSV and ODS (OpenOffice) formats

 

 
 
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:
 
Explore the full, unique collection here
 

   

2 thoughts on “The Dumb Microphone – And The Lost Art Of Listening

  1. Very nice article. I was always a fan of the 70s flicks: gritty, human, amazingly executed and you never knew the ending. Of course, the dialogue sucked because it was ADR, but it embodied what film, and ultimately art, should be. It’s sad that it has been dumbed down and packaged for mass distribution. It seems that the speed at which technology develops has helped level the playing field so that more “art” can compete with larger budget productions. I hope art can experience a revitalization and, though it’s never going to be a mainstream commodity, that artistic communities and forums could flourish and find their places again due to the connectivity of the Web. I feel like that is the place of art in society, not necessarily to be at the forefront of culture, but to find it’s place to exist and impact those who choose to partake in it, share it, and create it. I hope sound finds it’s place with it.

    • Thanks for the kind words Jon. I certainly believe that the most powerful works of art mostly exist outside of the mainstream. That’s not to say that some don’t transcend the barrier – I can name a whole bunch of examples that have reached the general population in my country alone – by virtue of their scale, brilliance or ability to provoke. None of them are sound-related though; no field recordings or sound-art in the prime-time.
      But when did a band ever get TV-time just because they sounded good?
      Even the web is mostly image-centric in terms of things going viral, although places like SoundCloud is changing that to some degree. I believe some art forms carry more weight than others, in the eyes of the general public. Eyes, not ears, mind you. Paintings and sculpture, no matter how bizarre, will always draw a crowd – even among “regular folks”. Heck – staging 5 hour long German operas earns some people a living in huge, multimillion-dollar opera houses the world over! It shouldn’t be possible – but it is!
      I don’t believe field recording and sound art will ever achieve that kind of popularity, but that’s fine. It seems to tickle the brains of enough people for it to feel like a community. Good enough.

Leave a Reply

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

HTML tags are not allowed.