Asbjoern Andersen


What does a superhero sound like? That was what Empty Sea Audio’s Mark Camperell had to decide when designing the sound for hit series ‘The Flash’.

‘The Flash’ is a spin-off from popular superhero series ‘Arrow’, and it’s been a runaway hit on The CW network, making it their most popular show ever. Season two premieres this Tuesday at 8pm/7pmC on The CW, and I got the chance to get the story behind the sound for the show:

Here’s sound designer Mark Camperell, on superhero sound effects, excitement, workflows – and how you strike that delicate balance between high-impact vs too much in sound design:

 

I was hired by the good folks at Atomic Sound Post Production to edit and design the sound effects for The Flash. I had previously worked with Atomic Sound on Almost Human so they were familiar with my work. The show’s sound supervisor, Michael Mullane has been kind enough to let me, more or less, have free reign on the sound effects and sound design. It’s always great to have ownership of something! (Aside, I don’t cut the BGs on the show. Sebastian Sheehan Visconti, another one of the team members at Atomic Sound, expertly cuts the BGs. I’m just on the hard sound effects and sound design. It’s a big show)
 

What does a superhero sound like?

BOOM! ZOOM! BAM! CRAAAK! BOP! CRASH! POW! THWACK! We’ve no doubt all seen these in countless comic books (and Adam West era Batman episodes) over the years. “The formation of a word… …by imitation of a sound made by or associated with its referent” is onomatopoeia, according to Dictionary.com. The challenge of sound design and sound editorial for superhero shows is to give the onomatopoeia of comic books a voice in a manner that is organic, iconic, signature, and consistent with the feeling of the book. All in real acoustic space mind you. The signature nature and iconic qualities have been my focus on The Flash from day one. These also prove to be the most challenging sounds to get right because they are so subjective. Every comic book fan could have a different idea of what “THWACK!” sounds like. Thankfully though, the more challenging a sound is, the more fun I get to have. I feel pretty lucky to work on a show that challenges me in this way every week.

Excitement is the key goal for the sound of The Flash. Everything I’m doing on the show is to excite the viewer and to add to the overall storytelling experience. There are superpowers, special weapons and gadgets, natural disasters, creatures, futuristic vehicles and plenty of other craziness to contend with. There are also good and evil variants of these categories and thus the sounds need to be consistent with a viewer’s already preconceived notion of this classic dichotomy.

Excitement is the key goal for the sound of The Flash. Everything I’m doing on the show is to excite the viewer and to add to the overall storytelling experience.

Finally, I’m trying to make sure that everything is properly covered. I don’t go to the mix stage, so I end up having to over cut stuff in case the client wants an alternate take on something or they might want to hear something that I might not have considered the focus of the scene. There isn’t a lot of time for back and forth, so we have to make sure absolutely everything is covered.
 

Sound workflow on The Flash

This is how I work: I’m not suggesting that this is for everybody, but for me it has managed to be a good strategy.
When we receive an episode from the picture department, the first thing I do is drop markers in Pro Tools for just about everything I see. I’m not dropping markers for every gunshot in a gunfight, but I am marking those sections. VFX dependent shots are marked as such and the marker isn’t deleted when I’ve cut this so that I don’t have to search the timeline for them. Again, time is at a premium so we don’t want to miss anything. Dropping the markers gives me a visual list of how deep an episode is sonically. Additionally, it helps me to figure out exactly how much I need to get through each day. After I’ve dropped in my own markers, I’ll drop markers for the stuff that the supervisor and clients have noted as needing coverage.

After the markers have been dropped in, I start cutting sound effects in. This is where things might be really unusual

A big episode will have well over 500 markers dropped. A lighter episode will have 350-400 dropped. And this isn’t even taking BGs into account.

After the markers have been dropped in, I start cutting sound effects in. This is where things might be really unusual. I have a master sessions built with all of the episodes from each season. There are a lot of repeated sound effects throughout the series that need to maintain continuity so these things need to be moved over and dropped in. For the stuff that is continuity based, its like a really big conform. The sync won’t be exactly the same, but it’s a start. This way too, the SFX mixer (Ethan Beigel) is getting the material in the similar way every week. Avoiding surprises for mixers will keep them happy and hopefully make their process run smoothly.

Once the continuity type things get cut in, (screens, Flash powers, weapons and gadgets) I move on to the new material for the episode. We only get about a week on each episode so the first couple of days are spent doing the continuity items. After that, I try to leave myself an entire day for the material that is new and unique to the episode. Usually each episode is dealing with at least one new super power, vehicle, disaster, or some new and unique piece of technology. I’m trying to build these new items from scratch as much as I can and giving an entire day to these things helps me to focus on them.

Finally, the VFX shots start trickling in and I go back and check my sync on these shots and adjust the sound accordingly as the final concept can be drastically different than the pre-vis and temp VFX, both in look and in detail.Usually what I end up doing is re-syncing stuff and adding detail to the shots.
 

Mark Camperell and the independent sound effects community:

Some of you may know Mark Camperell from The Library by Empty Sea, a great collection of independent sound effects libraries. He’s been involved with the independent SFX community for many years, and has also written this guide on how to get started creating your own indie SFX libraries. Here are some of the libraries from The Library by Empty Sea:
 
  • Drones & Mood Sound Effects Dronos Play Track 154 sounds included, 154 mins total $30

    Brand New Sci-Fi Ambiences from The Library by Empty Sea. 6+ GB, 150+ sounds, almost 3 hours of material, all 96k, all looped for easy use.

  • Tired of those same old door knobs and hinge squeaks that you hear in every single game, film and TV show? Well, Gateway aims to remedy that issue while providing you with a brand new palette of sounds.

    Gateway comes packed with doors, doors and more doors! Low end, high end, slow horror creaks and squeaks, huge slams and impacts, tiny compartment doors.

    The Gateway family now includes the just-released Gateway Part 3, with more than 1400 new sounds.

    Doors, gates, overhead rollups, cabinets, closets, drawers, garage doors, fireplaces, sheds, you name it!

    Latches and knobs, wrought iron and chain link! Metal, wood, glass and MORE! All of these doors were acoustically captured in the real world. You won’t find anything synthesized here!

    Did we mention doors? Yeah, Gateway has those too.

    Gateway Part 1 features 675 files, 1200+ sounds

    Gateway Part 2 features 365 files, 600+ sounds

    Gateway Part 3 features 772 files, 1400+ sounds

    The Gateway 1-3 Bundle features 1812 files, 3200+ sounds

    Special offer:Do you already have Gateway Part 1 or 2? Send a message here for a special upgrade offer for part 3.

    Choose your preferred version below – or land some great savings by getting all three in one handy package!

  • Robobiotics is an exciting new sound effects collection from The Library by Empty Sea. It delivers 3600+ original sound effects for scifi and robots. We’re talking about almost 3 hours of material here.

    We spent over a year recording and designing Lasers, Robot Vox, Impacts, Servos, Ratcheting Metal, Ambiances, Transformations, Foley, Vehicle Bys and much much more!

  • This collection contains over 1400 original sound effects for user interfaces, telemetry, gadgetry and more.

 

Designing the sound of speed

The Flash is all about speed. In season 1, Barry was discovering his abilities and learning to push them to the limit. He is really, really fast. Sometimes he’s only on screen for a few frames as he motors by. Sometimes he’s on screen for 20 seconds and objects are flying by him. My approach for the sounds of The Flash’s ability was to editorially treat him like a really aggressively driven hot rod. This doesn’t mean that I used car sounds for him, though. What I mean is that when thinking about how to edit his sounds, I thought about it like cutting a car chase. There are approaches, bys, aways, stops, on-boards, even power slides and skids… but all for a superhuman speedster and not a Ford Mustang. This approach for cutting has helped to keep up the aggression and the excitement of his power.

My approach for the sounds of The Flash’s ability was to editorially treat him like a really aggressively driven hot rod. This doesn’t mean that I used car sounds for him, though.

Next up were the sounds themselves. I have blended several items together to make up Barry’s sound. There are elements of thunder, electricity, jets, fireballs, and various custom whooshes and impacts. These things are manipulated for certain situations to give a feeling of perspective. A more distant shot of Barry speeding through the city could be more on the side of fireball and jet, whereas a closer Flash by is heavier on the electricity and impact elements. POV and on-board type shots are more focused on the blur of his body moving, electricity zapping around him and environmental elements speeding by. If this isn’t crazy enough, there is of course the evil variant of Barry in season 1, The Reverse Flash. So same approach, but you know, completely different and evil sounding.
 

Serious about superheroes – striking a balance between high-impact vs overblown & too much

Very few superhero-related things on this show are requested as subtle elements. It’s a big show in size and scope. I’ve alluded to our short timeline for an episode previously. My thought has always been it’s a lot easier for a mixer to pare something back and make it smaller than it is for them to make something bigger. So I always aim to provide the elements as big — bordering on overblown, big. The SFX mixer, Ethan, has the difficult task of adjusting the size of the sound to be appropriate for the situation. (Bless his heart.) This could be via EQ, some reverb for perspective, or ducking out elements of what I have provided to make a sound fit better. It varies from situation to situation.

So while what I’m cutting for The Flash is big, I aim to hit it hard quickly and then try get out of it quickly. This keeps things punchy and allows for space between elements, which in turn gives clarity and dynamic range.

That being said, I try to be sensitive to a mixer’s plight. Something I learned early on in my career is that when you’re working with a lot of material that is large, you need to hit the big moments quickly and get out of them. Then, fill in the gaps with unique, detail elements. That way, you aren’t simply filling your entire timeline with massive stuff. If you make everything big, the viewers won’t perceive it as such. So while what I’m cutting for The Flash is big, I aim to hit it hard quickly and then try get out of it quickly. This keeps things punchy and allows for space between elements, which in turn gives clarity and dynamic range. Big is always exciting. But so are dynamic changes.

In some of the more cinematic sequences, a sound designer / editor needs to try to make sure to think like a mixer. With all of these choices though, we need to be prepared for the possibility that the producers will want it the opposite way. This leads to cutting variations or alternate versions of things. For instance, I might want to let music have a section completely to heighten an emotional connection to a moment. But if something is happening on screen there, I still have to cut the material and leave it muted on the tracks. This way, if my concept doesn’t pan out with the producers, the material is already cued and ready to be played.


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  • Step into the world of everyday life with this collection of cloth sounds that capture the essence of human activity. From the gentle drag of cloth against various surfaces to the rhythmic impact of clothes hitting furniture, each sound adds depth and realism to your auditory landscape. Experience the soft rustle of cotton coats and jackets, accompanied by the satisfying thud of their drop. Delve into the subtle whoosh of fabric boxes and the distinct friction of jeans, offering a versatile range of textures that enrich any scene with authenticity and detail.

  • Add playful charm and polished precision to your apps, games, devices, and everything in between with Quute UI. This carefully crafted collection of sonic treats strikes a great balance between vibrant and sophisticated, with over 500 carefully curated and ready-to-use sound effects. From crisp button clicks and snappy pops to smooth swipes, delightful selects, and charming notifications, each sound is fine tuned for intuitive feedback. Whether you’re building a sleek app, developing a vibrant game, or working with dynamic motion graphics, Quute UI gives you the sounds to bring your User Interface to life.


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    Keywords
    Click, Tap, Button, Press, Touch, Toggle, Push, Select, Confirm, Notification, Message, Text, Achievement, Accept, Tactile, Activate, Verify, Tick, Scroll, Type, Adjust, Pop, Bubble, Plip Plop, Like, Sparkle, Magical, Crystal, Chime, Shimmer, Anime, Twinkle, Interact, Interface, Navigation, Alert, Response, New, Unlock, Success, Level Up, Upgrade, Victory, Complete, Reward, Trophy, Celebration, Prize, Win, Goal, Correct, Approved, Positive, Finished, Back, Undo, Discovery, Haptic, Motion, Swipe, Slide, Swish, Virtual Assistant, Droid, Communication, Data, Telemetry, Signal, Beep, Emergency, Computing, Scanning, Emote, Calculating, Loading, Transmission, Delete, Cancel, Deactivate, Remove, Decline, Deny, Error, Refuse, Reject, Incorrect, Mistake, Wrong, Invalid, Block, Failed, Hi-Tech, Futuristic, Menu, Console, UI, Keypad.

    Additional Download Information
    This download includes two types of file structures to suit different workflows:
    1. Individually edited files for ready-to-go direct integration into your games, apps, and devices.
    2. Grouped/Glued files containing 4–10 sounds per WAV, ideal for Sound Designers who prefer this type of file management.

  • Charge up on magical energy with our Spells Variations Vol 1 sound library! We’ve designed this collection to give you a wide range of magical effects, allowing your project to shine with an extraordinary variety of sounds. With 361 fully categorized and carefully named magic sounds, you’ll have everything you need to create an immersive and magical atmosphere.

    Explore categories such as arcane magic, water magic, electric magic, zaps, whooshes, celestial magic, dark magic, summons, and much more. Each effect has been meticulously recorded,edited and distributed at 192 kHz and 24-bit, ensuring exceptional sound quality. Whether you’re a professional sound designer or just looking for magic effects to drag and drop into your projects, you’ll find what you need here.

    Our files have been named to reflect the essence of each magic, making it easy to intuitively find the perfect sounds for your creation.

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

    Features
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    – Do Sound FX loop yes
    – Minutes of audio provided: 12 minutes and 31 seconds

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    Make the hair of your audiences, listeners or players stand on end with the Jump Scares Bundle!

    All sounds included were meticulously edited for maximum sonic quality, enabling you to drop each sample into your projects with no need for further enhancement or modification.

    Each library is delivered at 24Bit. Jump Scares Vol. 1 is delivered at 96kHz, while Vols. 2 and 3 are delivered at 192 kHz. The entire bundle is tagged with extensive Metadata for ease of use.

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Need specific sound effects? Try a search below:


Favorite sound design tools for the show

As much as I’d love to be able to build everything from scratch on a show like The Flash, it simply isn’t possible in the time allowed. So first and foremost, my number one tool for the show is my ever-expanding sound library. That is slightly misleading, because it makes it sound like I have a massive library.

I know my library extremely well and that’s important for hitting a deadline

It’s actually kind of on the small side, but I feel having a smaller library helps me to better know what I have to work with. I know my library extremely well and that’s important for hitting a deadline. I also like constraints and limitations. I feel they help me to make better choices because I don’t have the ability to noodle around as much, looking for all the sound possibilities that could work.

I guess it’d be nice to give some credit where it is due so here goes. My library is made up of indie collections (in no particular order and I’m sure I’m forgetting stuff too, sorry) from Rabbit Ears Audio, Echo Collective, Airborne Sound, Tonsturm, The Recordist, Sound Morph, Boom Library, Sound Dogs, and my own material from The Library by Empty Sea as well as proprietary stuff I have recorded that isn’t a part of any collection. There is also stuff from The Hollywood Edge and even some things that I personally recorded for the Soundelux Library back in the day.

As far as software tools go. I’m using a lot of Izotope Iris, Waves Element, and Absynth to make unique UI for some of the story-driven screens and sci-fi stuff for weapons and vehicles. I’m using Waves Soundshifter to varispeed things quite a bit. I’m also using Melted Sounds Whoosh to create layers for the sounds of the Speedsters (Flash / Reverse Flash). With Whoosh, I’ll start with their presets, manipulate settings and add in my own sounds to create weird stuff. There are countless others, but I’ll round out the name-dropping with Waves MondoMod and SuperTap Delay. They have been very useful for making unique layers on pretty much everything.
 

Looking back at the sound for season 1 – and what awaits in season 2:

Season 1 was a blast. We had a girl who could teleport, a guy that could shoot lightning from his hands, another guy who could turn into a toxic mist, people who could manipulate the weather, a giant telepathic gorilla and that’s just a few of the super powers.

We had a girl who could teleport, a guy that could shoot lightning from his hands, another guy who could turn into a toxic mist, people who could manipulate the weather, a giant telepathic gorilla and that’s just a few of the super powers.

We had tidal waves, weird vortices, wormholes, and event horizons. Special weapons like a gun that could freeze people, a super flamethrower, a gun that could turn things to gold. Weird vehicles like drones and time machines. In short, we had lots of fun stuff to play with sonically.
I can’t go into much depth as to what there will be in season 2, but I can say with certainty that it is going to be just as challenging as season 1. You’re going to have to tune in to hear it!

 

Please share this:


 


 
A big thanks to Mark Camperell for sharing the inside-story on the sound for The Flash! The Flash Season 2 premieres Tuesday October 6 at 8pm/7pmC on The CW.


 
 
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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Add playful charm and polished precision to your apps, games, devices, and everything in between with Quute UI. This carefully crafted collection of sonic treats strikes a great balance between vibrant and sophisticated, with over 500 carefully curated and ready-to-use sound effects. From crisp button clicks and snappy pops to smooth swipes, delightful selects, and charming notifications, each sound is fine tuned for intuitive feedback. Whether you’re building a sleek app, developing a vibrant game, or working with dynamic motion graphics, Quute UI gives you the sounds to bring your User Interface to life.


    Perfect for

    • Mobile & Desktop Apps
    • Video Games
    • Animation & Motion Graphics
    • Smart Devices & Wearable Tech
    • Film, TV & Commercials
    • Interactive Kiosks & Installations
    • Websites & Social Media
    • Kids’ Media & Edutainment
    • Product Demos & Walkthroughs

    Features

    • Over 500 tastefully designed sound effects.
    • Edited with precision to ensure minimal latency & optimal responsiveness for seamless integration directly into apps, games, and devices.
    • UCS-compliant with fully embedded metadata, making it easy to search and organize.
    • High Quality – 96kHz, 24-bit WAV files.
    • Robust Mono Compatibility, helping the sounds translate excellently across all devices, big or small.
    • 100% Royalty-Free – Use in unlimited projects, no extra fees.


    Keywords
    Click, Tap, Button, Press, Touch, Toggle, Push, Select, Confirm, Notification, Message, Text, Achievement, Accept, Tactile, Activate, Verify, Tick, Scroll, Type, Adjust, Pop, Bubble, Plip Plop, Like, Sparkle, Magical, Crystal, Chime, Shimmer, Anime, Twinkle, Interact, Interface, Navigation, Alert, Response, New, Unlock, Success, Level Up, Upgrade, Victory, Complete, Reward, Trophy, Celebration, Prize, Win, Goal, Correct, Approved, Positive, Finished, Back, Undo, Discovery, Haptic, Motion, Swipe, Slide, Swish, Virtual Assistant, Droid, Communication, Data, Telemetry, Signal, Beep, Emergency, Computing, Scanning, Emote, Calculating, Loading, Transmission, Delete, Cancel, Deactivate, Remove, Decline, Deny, Error, Refuse, Reject, Incorrect, Mistake, Wrong, Invalid, Block, Failed, Hi-Tech, Futuristic, Menu, Console, UI, Keypad.

    Additional Download Information
    This download includes two types of file structures to suit different workflows:
    1. Individually edited files for ready-to-go direct integration into your games, apps, and devices.
    2. Grouped/Glued files containing 4–10 sounds per WAV, ideal for Sound Designers who prefer this type of file management.

  • In the quiet narrative of spaces, doors play a pivotal role, their sounds marking transitions and moments of privacy. The click of a lock on a wooden door, the gentle sweep of a corridor door opening and closing, and the tactile feedback of an entrance handle offer a sense of security and belonging. The unmistakable sound of a key turning in a lock, the soft thud of a closet door, and the distinctive clinks of lock mechanisms punctuate the silence with intention. The smooth hiss of a hydraulic door contrasts with the creak of an old wooden apartment door, each adding its own chapter to the story of daily comings and goings, encapsulating the essence of threshold moments in the fabric of everyday life.

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Explore the full, unique collection here

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    Our recordings encompass a variety of actions including wire bending, handling, and cutting with different tools, as well as driving on varied surfaces at multiple speeds. You’ll hear manoeuvres such as pickups, drops, skids, crashes, impacts, and a range of passes at slow, medium, and high speeds.

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  • During my stay in Nepal I visited a small village called Nala, and the people there all used hand made bamboo brooms to clean their homes. I thought it would be fun to do a bit of recording, as the sound of the broom is much rougher and thicker than most western brooms.

  • Gym Machines Sound Library – Extensive Collection of Fitness Equipment Recordings

    Whether you need metal impacts, heavy machinery sounds, or layered textures for sound design, this library offers an unparalleled selection of gym machine recordings to enhance your projects.

    All recordings were captured at 192kHz / 32-bit, allowing close-up recording without distortion and preserving ultrasonic frequencies for advanced sound manipulation.

    Extensive Machine Collection
    – Back Machine
    – Bench Press Bar Set
    – Cable Crossover Machine
    – Chest Press Machine
    – Multi Power Machine
    – Pec Deck
    – Pulldown Machine and more

    Flexible & Organized for Sound Designers
    – Each recording is available in separate microphone takes, giving you control over the tone and texture of each sound.
    – Files are intuitively named for seamless navigation and layering.
    Some recordings retain their natural reverb, providing versatility for different applications.

    40 %
    OFF
  • PIANO FX is an extensive selection of 500 meticulously recorded and processed WAV files, focusing on dissonance, tension, and impact. Designed to enhance horror, thriller, and suspense-driven soundscapes, this collection explores the piano’s raw and expressive potential beyond traditional harmonic structures.

    Core Features:
    • Music Box & Toy Piano FX – Fragile, eerie, and detuned textures, perfect for unsettling childlike melodies and psychological tension.
    • Piano Clusters (Low & Mid-Range) – Dense, resonant note groupings that generate deep, evolving tension.
    • Trilling Piano Strings – Agitated, unstable textures that enhance sonic dissonance.
    • Reverse Piano FX – Eerie, unnatural swells for cinematic buildups and unsettling transitions.
    • Piano Stingers – Sharp, high-impact tonal strikes for dramatic punctuations.
    • Hits & Impacts – Processed percussive piano effects designed for weight and depth.
    • Phantom Note Strikes – Isolated, haunting resonances that evoke spectral presence.

    Each sound has been carefully recorded, processed, and designed by sound designer Alessandro Romeo to integrate seamlessly into modern trailer music, film scoring, and experimental sound design. The toolkit provides a versatile foundation for composers looking to push the boundaries of cinematic tension, offering a balance of organic rawness and designed precision.

     

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