The Right Stuff Sound Asbjoern Andersen


The Right Stuff series from National Geographic on Disney+ — based on the homonymous bestseller by Tom Wolfe — recounts the early days of the U.S. Space Program and examines the lives of America’s first astronauts, the Mercury Seven. Here, Emmy-winning supervising sound editor Walter Newman talks about creating the show's 1960s era-authentic-and-NASA-approved sound.
Interview by Jennifer Walden, photos courtesy of Disney/National Geographic
Please share:
Animal Hyperrealism IV pre-launch deal

Imagine a tranquil sunny day, sitting in the bleachers beside your family watching the test flight of a rocket that’s supposed to propel you into space. Inside Mission Control, it’s all systems go. Ignition. Liftoff. The Atlas rocket ascends in a guttural, popping roar of fire and force. As it climbs upward, you explain to your kids what you would be feeling strapped into that capsule on top. Then, BOOM. The rocket explodes. Excitement and awe expire in the black smoke streak that now stains the sky. What follows is shock, and sirens, and incertitude.

That historical MA-1 launch is brought to life in the Disney+ series The Right Stuff , which chronicles the lives of the Mercury Seven astronauts vying for a chance to fly to space. Although the series is a dramatic reimagining of these lives and events, it’s more fact than fiction. On the sound side, five-time Emmy-winning supervising sound editor Walter Newman — at WB Sound — even consulted with NASA experts to ensure the accuracy of the Atlas rocket’s sound.

Here, Newman talks about designing by-gone rockets from modern recordings, editing in hundreds of switches for Mission Control and the Mercury capsule, cutting Foley effects, recording remote group and ADR, finding VO talent to match the quality and cadence of 1960s radio announcers, and more!


https://www.youtube.com/watch?v=Og0htvEVqJQ&feature=youtu.be
The Right Stuff | Official Trailer | Disney+


 

What were series creator Mark Lafferty’s goals for sound on The Right Stuff? How did he want to use sound to help recreate this time in history?

TheRightStuff_sound-2

Supervising Sound Editor Walter Newman

Walter Newman(WN): Since it’s a period piece, set in the late 50s – early 60s, we pretty much had to go straight period sound. The main object was to not get ‘spacey’ or sci-fi. Everything had to be pretty factual.

When we were done designing the sound of the jets and rockets, we had to play them back for a consultant from NASA who would comment on whether they sounded real enough. The jets and rockets of that time period had to sound ratty. They don’t sound like the pristine jets of today. They had to sound rough.

The main thing was being realistic. There was only one thing in the whole show that we took liberties on, but that was a story point and so we had to enhance that sound quite a bit.

 

TheRightStuff_sound-19

For the jets and rockets, were there existing collections of recordings that you were able to pull from?

WN: Yes. Warner Bros. (where I work) did the original The Right Stuff film. Not that we would use those rockets from 30 years ago but it gave you a good basis for how it should sound. We can pretty much manufacture all of that stuff. We didn’t have the liberty of going out to shoot jets or rockets during the pandemic; we couldn’t even go to work! This whole show was quite a different ballgame because of the pandemic. That was really challenging from top to bottom; it was a whole different work parameter. That was more of a challenge than anything.

 

TheRightStuff_sound-20

Did you have access to WB Sound’s rich resource of effects? Were you able to connect to their sound servers from where you were working remotely?

WN: My main sound effects editor is Ken Young. He has an inordinate amount of sound libraries. Yes, we could connect with WB Sound’s server from home (they made a way for us to do it) but we pretty much did it on our own. We have our personal libraries; I have a ton of rocket ships at home and jets. But these were old school jets so we basically had to manufacture what they sound like with different effects from different jets and planes and you name it.

But these were old school jets so we basically had to manufacture what they sound like with different effects from different jets and planes and you name it.

Our whole process was different. In general, before the pandemic happened, I would spot the show with the powers that be, and I’d take my notes back to Ken and our dialogue editor Darleen Stoker. We’d discuss it, go back and forth; we’d check stuff out and enhance things.

But this time around, it was totally different. Our process now heavily incorporates Zoom, or phone calls, and you have to be specific about what you want. Our normal process of reviewing every piece of the sound — to enhance sound effects or drop effects — before it went to the mix stage has disappeared.

 

TheRightStuff_sound-3

What was your collaborative process like with your sound team during the pandemic?

WN: In the past, I would go spot the show with the producers and showrunners and get a chance to read the room and figure out what everybody wants. I’ve been pretty lucky with that throughout my career. You just read people. It’s a huge thing that’s incredibly underrated. You kind of know what you can get away with and you know the direction they want to go and how far they want to go. You figure out how big you can go.

You just read people. It’s a huge thing that’s incredibly underrated.

This was different. There were no people to read. I was on a Zoom call with Jennifer Davidson (executive producer) and Joshua Levey (post producer) and Chris Long (executive producer); I would Zoom with Ken and Darleen, put up the episode, go through it, and email notes after that.

ADR was a whole other question. That was a nightmare.

Sound effects-wise, the three of us have all worked together for 25 years. I know how they cut. It wasn’t like hiring a bunch of people and guessing. I knew what I was going to get. I knew it was going to be 95% there and that other 5% you just fix on the stage. But this time around, after they got an episode, there was much phone review of sound effects, dialogue, and ADR and then it would just get shipped straight to the dub stage.

ADR was a whole other question. That was a nightmare.

And because of the pandemic, the fewer people on the stage the better. There could only be a couple of people on the stage at the same time. My editors couldn’t go up there but I could. It was me and Chris McGeary (music editor), Joshua Levey, and the re-recording mixers Aleksandr Gruzdev and Brad Sherman.

It was just different and you had to adapt. I don’t know that anyone watching would know the difference. I think, producer-wise, they wanted the best show they could get and the result is that no one would know if this show was done pre-pandemic or during the pandemic. I think it turned out really well.

 


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


Trending right now:

  • Level up with Kawaii UI 2 the perfect companion to Kawaii UI.
    Kawaii UI 2 follows up with more charming, modern, rounded user interface sounds designed to make your projects pop.
    This library provides an adorable blend of cute, satisfying interface sounds, crafted to enhance user experience and feedback.
    Bring your games and apps to life with Kawaii UI 2. It’s ideal for creating joyful menus, delightful HUDs, playful navigation and notifications, engaging pop-ups, and expressive text.

    What’s Inside?
    The designed folder of Kawaii UI 2 gives you a selection of ready to use UI sounds. You’ll find sounds for button presses, cursors, notifications, swipes, errors, bootups, app opens, loading loops, etc.
    Inside the source folder you’ll also find a large collection of general synthesised UI sounds, FM bells and telemetry style sounds. Combining these elements gives sound designers a robust sonic palette to create new UI sounds.

    Kawaii UI 2 Trailer
  • Fancy a vocal cat? Introducing the first 20 cats of the Istanbul cat federation! Find the true sound of it with Vadi Sound Library.

    About Cats of Istanbul Vol. 1

    With Cats of Istanbul Vol. 1, you can bring out a strong character of any cat in your projects. Angry, happy, distressed, and hungry! From loud meows to long purrs, through wild growls, cries, hisses and yummy eating. These are cats at their most expressive!

    98 files and 200+ sounds in 24-bit / 96kHz Wav format with easy to navigate naming. Go ahead and reflect the world of cats and kittens, indoors and outdoors. Complex tones of meowing, growling, screaming, mewling, purring, munching on various food, hissing, chattering, and howling and even digging in a litter box – in short, long and varied takes. Plus, you get the usual Vadi Sound craft and attention to detail!

    Starring 20 cat friends, namely;
    Oglus, Biyikli, Duduk, Disko, Zeytin, Puantiye, Paspas, Misa, Sans, Cinko, Kaju, Ucgen, Gunes, Teri, Eylul, Pofuduk, Ozmo, Ceku, Pusi, Lola.

    These meticulously recorded sounds have clarity and room for further usage and sound design with the flexible texture of the sounds for further customization. You can now set the bar higher for all your film, game, motion and video projects, advertisement, animation and all kids related projects.

    We donate 50% of this pack’s profits to animals in need.

    Keywords including Actions, Mood, Style
    Animal, Cat, Kitten, Indoors, Outdoors, Meowing, Growling, Screaming, Screaking, Fighting, Mewling, Purring, Munching on various Food, Hissing, Chattering, Howling, Snarling, Digging in a Litter Box, Short, Fast, Slow, Long, High-pitched, Relaxed Agitated, Mad, Angry, Tired, Aggressive, Happy, Distressed, Nervous, Hungry, Wild, Hostile, Dry Food, Cat Food, Water, Milk, Eating, Drinking, Crunching, Chewing, Tingling, Collar, Bell, Biting, Subtle, Gulping, Licking, Threatening, Kicking, Warning, Pleading, Complaining, Trilling, Welcoming, Attention-seeking, Street Cat, Stray, Sleeping, Snoring, Crying, Chattering, Dreaming, Wailing, Pinging.

    What else you may need
    You may also want to check out our Toys SFX Pack for access to 215 carefully recorded sounds effects of Toy Story-like ambiences.

    65 %
    OFF
  • Footsteps Sound Effects Ultimate Footsteps Play Track 1176-3056+ sounds included From: $160

    Need footstep sound effects? Get 5 Shoes, 25+ surfaces, 15+ variations – created by Foley Supervisor Joshua Reinhardt and professional Foley walker Lara Dale.

    Deep heavy metal, crunchy snow, old boat wood, crisp grass, gritty dirt, clean tile – this library has it all. Not only does this library contain walking but it's got pretty much every performance you can think of, from scuffs to jumps and lands and scrapes. With this library you can cut Foley for pretty much any film or game that comes your way.

    Highlights:

    • 17 different Performances – From slow walk to RUN, 5 scrapes, bodyfall/land, stomps and more
    • Every file is labeled with a description of the shoe, surface and performance type.
    • Every folder has a picture of the shoe and surface plus a description of the distance of the mic from the Foley walker.
    • Combine wood creak sweeteners with Ultimate Interiors wood for scary creaky wood or add grit to a clean interior to give character.
    • Same recording studio mics and preamps used in over 50 major motion pictures
    • Same boots that were used for Sylvester Stallone in The Expendable
    • Mix and match shoes, surfaces and sweeteners to make your own custom characters
    • Can be used as a stereo or separated and mixed/matched as a mono depending which mic works best for your project

    Specs:

    Foot wear type:
    Boots, Dress Shoes, Flats, Heels, Sneakers.

    Performances:
    Extremely Slow Walk, Medium Slow Walk, Walk, Jog, Run, Stairs Slow, Stairs Fast, Stomp, Land, Scuff, Scrape 1, Scrape 2, Scrape 3, Scrape 4, Scrape 5.

    Surface Types:
    Asphalt, Carpet 1, Carpet 2, Concrete, Hardwood, Hardwood house, Hardwood deep, Hardwood parquet, Hardwood boat wood, Hardwood Dock, Lino, Marble, Tile, Dirt, Grass, Metal grate, Diamond plate Metal, Metal Slab, Wood Creak 1 old, Wood Creak 2, Gravel, Rocks, SNOW!!, Puddle, Water shallow, Water Deep.

  • City Life Sound Effects Sounds & Ambiences of London Play Track 101+ sounds included, 264 mins total From: $60

    Get the sounds and ambiences of London: Here are 101 authentic recordings from the English capital.

    Featuring crowd sounds, traffic, general ambience, underground / tube, church bells, emergency and much more, this library is the perfect backdrop to any film / theatre project in need of that lively, living city sound. Detailed file names plus Soundminer, ID3 v2.3.0 and RIFF INFO metadata embedded.

    In total, this library gets you more than 4 hours of atmospheric London sounds!

    Sounds captured at famous (and some not-so-famous) London locations and landmarks such as:
    Alexandra Palace • Borough Market • Bricklayers Arms • British National Gallery • Buckingham Palace • Cardington Street • Carnaby Street • Chelsea Wharf • China Town • Courtyard Gallery • Covent Garden • Euston Station • Festival Pier • Gough Square Warwick Court • Greenwich Foot Tunnel • Hyde Park • Islington Green • Joseph Grimaldi Park • King’s Cross underground station • London Eye • London Underground • Old Compton Street • Palladium Theatre • Piccadilly Circus • Pubs around London • River Thames • Royal Horticultural Halls • Seven Dials • Shaftesbury Avenue • Soho • Somerset House • Southbank • Southbank Skatepark • Southbank Tower • Southwark Street • St Paul’s Church gardens • The Strand • Theatre Royal • Trafalgar Square • Warwick Court • West End • Whitechapel

    A special bundle opportunity:
    Get this library on its own – or get the special bundle featuring both Sounds & Ambiences Of London Vol 1 and Vol 2 at an excellent price, for more than 590 minutes of signature London sounds


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:


TheRightStuff_sound-4

And what about the Foley process? Because this world of the 60s is so tactile, and hands-on was there a significant amount of Foley? How did the Foley teamwork on the show?

WN: Foley is a whole different thing. I have a Foley guy Peter Reynolds, who’s been programming my Foley for more than 10 years. We’d go through the show and he would call me with any specific questions.

With Foley, we cue all the footsteps only.

With Foley, we cue all the footsteps only. We cue the different surfaces and whether they have space boots on, or whether they’re on the tarmac. Those footsteps are cued specifically for the actor and what they’re wearing in what environment. Then, Peter cuts all of our Foley out of a Foley library. We have millions of Foley sound effects. If we need anything special then we’ll have it shot. But mainly, we cut Foley almost like we cut sound effects and it’s much more specific, much more on the money.

But mainly, we cut Foley almost like we cut sound effects and it’s much more specific, much more on the money.

We work with Foley artist Sanaa Kelley and she walks Foley with another artist from time to time, Matt Salib, and her Foley mixer is Jordan McClain. We get back their Foley, review it, and Pete goes through it all and makes sure everything lines up. Then we send it to the stage.

Our Foley props and effects are cut like sound effects because there are a lot of actors — you have seven astronauts, seven wives, and all their children. There are all kinds of people in this thing. That’s really time-consuming to do all of their footsteps plus props and get it into sync. So we find the best way to do it is to let Sanaa perform the footsteps (and she did a great job) and then Pete would cut in the other Foley sounds from library. The times that we needed specific Foley, because this is a tin can of the space capsule and it has to sound a little different, that was pretty much cut as sound effects with additional effects as sweeteners on top.

 

[tweet_box]Behind the Sound of `The Right Stuff` Series[/tweet_box]

TheRightStuff_sound-21

Let’s look at the opening sequence, with John Glenn and Alan Shepherd lying awake in the dark waiting for their day to start. They go for a run and it becomes this competitive race at the end. Their morning jog is juxtaposed with shots of the shuttle being prepared for takeoff. How did you use sound to help tie these parallel events together and support the feeling of anticipation?

WN: The sound in the beginning is pretty bare. You hear a ticking clock. They’re waiting, and at that moment, neither one of them knows which is going to be the astronaut to go into space. It’s down to those two and one is going to be the backup.

You see them running and it shows a competition between Glenn and Shepherd. You hear their breathing and that adds that feeling of competitiveness. Both actors recorded their own breathing later in ADR.

The radio voices you hear in the background were a big deal.

You hear the banging on that spaceship and you know where you are. We’re not going to be subtle about it. We go in big. You hear the engine idling and the steam coming out and the radio frequencies in the background (which were also a big deal because they had to match the staccato type voices of the late 50s).

The radio voices you hear in the background were a big deal. They had to be mixed with the original voices of Walter Cronkite or John F. Kennedy or even the countdowns of the time. And as the show progresses, we had a lot of them.

You have to get the right kind of voice. You have to get a voice that isn’t too smooth and sounds like a disc jockey. The actor can’t sound like he’s from 2020. He has to sound like he’s from the 1950s.

We went through quite a few people to get that kind of sound. We had quite a few auditions of people trying to manufacture that sound so that you wouldn’t all the sudden hear Walter Cronkite in the background or some mission control guy and then we segue to the “fake” one. It had to match.

His chewing is telling you that he didn’t really want to be there with John Glenn.

In the scene where Glenn and Shepherd are eating breakfast, and they’re having filet mignon, it was important to hear Shepherd chewing and eating. It was his way of expressing angst. His chewing is telling you that he didn’t really want to be there with John Glenn. There are a lot of subtle details like that.

 

TheRightStuff_sound-13

In addition to the radio voices, were there other opportunities to get creative with dialogue on the show?

WN: The dialogue on the show was recorded really well. They did a great job of recording dialogue on the set. Everything that was in there we pretty much used.

ADR was a different story. You have seven astronauts, seven wives, and all the NASA personnel on–screen and no one would go to an ADR stage to record their lines. Because of the pandemic, the stages were closed.

We had Brian Armstrong who figured out a way to record the ADR from home, but in doing so, you are subject to all of the actors’ Wi-Fi setups. And everyone sounds different because of their different Wi-Fi connections. Some people’s Wi-Fi would drop out. Some people’s Wi-Fi was weak. Some people’s Wi-Fi was being drained by their kids playing video games in the other room. That was really a challenge until we figured it out. By the third or fourth show, we pretty much got it.

It was odd because the actor who plays Gordon Cooper was in Ireland and his ADR sessions over Zoom (or whatever we used!) sounded the best. One of the actors lived in an apartment building in Burbank or Glendale where the Wi-Fi was shared by the entire building and his connection was questionable at best.

We did tons of group ADR which was a whole other ball game because you have eight or nine people in group.

We did tons of group ADR which was a whole other ball game because you have eight or nine people in group. We were told we should record one person at a time. Cut one person at a time and mix that with the second person and so on. We have hundreds of cues in each episode because of Mission Control or wherever they are. Brian figured out a way to have all eight people on at the same time which really saved a ton of time.

We have hundreds of cues in each episode because of Mission Control…

That worked but you still have the problem of all these people being in their separate homes with different Wi-Fi and someone’s dog would be barking outside or there would be a lawnmower or someone’s ceiling fan kicks on. It’s not like being in a pristine environment of the ADR stage. Also, if an actor turns their head and their voice flanges and they’re mixed in with everyone else then you have to re-shoot it. It was quite a challenge.

I have to give Brian credit for figuring out how to do it. And, for the most part, the group was great. They stuck with it despite the challenges. For the first episode, the group took about 10 to 12 hours to do because we didn’t know what we were doing. By the time we were done, we were getting through group in 4 to 5 hours.

 

TheRightStuff_sound-6

I love the sound of Mission Control, with all those switches and knobs. Can you tell me about your work on those?

WN: In the day, in the early ’60s at Mission Control, you had switches instead of our modern-day beeps and boops. We used hundreds of different kinds of switches to make it sound interesting.

Being in a spaceship in those days, there were no beeps. No alarms. There were just switches. In a later episode, when they blast off and the astronaut has some issues, we had to make that scary without alarms and beeping. You have to make that shuttle rattle, like it’s going to fall apart. I stole a philosophy from Ford v Ferrari where they’re racing the Cobras and Corvettes and the cars are rattling like crazy. It sounds great and there is no extra stuff.

TheRightStuff_sound-36

We tried to do something similar. For instance, in the first episode when the two jets are chasing each other and Cal Cunningham goes down. As the jets are chasing each other, on the mix stage the whole room is shaking. As Cal starts to crash and his engine flames out, in a contemporary show you have the luxury of beeps and alarms going off to enhance the action or the peril of the pilot. That is the only place where we put in a kind of alarm as he’s about to crash, just to heighten it a little bit. But, that’s the only place in the entire show where something beeps.

Our sound effects mixer Brad Sherman killed it. He did a wonderful job of building that up, and then again in a later episode when the capsule actually takes off.

That was a huge challenge, staying with the parameters of the 60s and making it exciting.

Another thing we enhanced was ‘The Mastiff’ which is the machine that spins the astronauts around and simulates the experience of tumbling inside the capsule in space. That’s in Ep. 3 and Alan Shepherd has some issues with it. We did our research and discovered that the machine didn’t make a lot of noise but we decided to enhance the drama of it. We went a little “Magic Mountain” on that thing. But the sound sells it. And when we played it back for the powers that be, they didn’t have one note on it. That’s great. Sometimes you have to cheat just a little bit.

 

TheRightStuff_sound-43

What would you want other sound pros to know about your work on The Right Stuff?

WN: We tried to be as specific as possible. We tried to be as close to what anything would sound like in that period and the mix brought it all to the forefront.

Unfortunately, when it plays on TV, it doesn’t play like you mixed it which is a pet peeve of mine. You mix this big, beautiful show and the room is shaking when the rocket ship is blasting off. But you can’t get that at home. You lose a lot of stuff by the time it’s aired. And each network has their parameters for assets and you have to work within those.

TheRightStuff_sound-12

I think we did the best we could under a really trying circumstance. We got the very first episode at the end of March and we had it for two days before a 3-month shutdown. There was no knowing when you’d go back or what you’d do or how it was going to work or even if we’d have to wait to finish this next year. It was an unusual experience.

The pandemic was the challenge. I had Ken and Darleen with me. I’ve been working with them for 25 years and knew that what they would do for the show would be great. But the challenge was the pandemic and figuring out a way around what you do. We did. As did other crews in Hollywood have done by now. Their approach may be different but it worked.

All that said, I saw the first two episodes on the air and I think it played pretty well. It’s a rich show; it’s classy and people seemed to like it.

 

A big thanks to Walter Newman for giving us a behind-the-scenes look at the sound of The Right Stuff series 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:

  • City Life Sound Effects British Sirens Play Track 48 sounds included, 12 mins total $25

    This library consists of sounds of authentic British sirens recorded during a 3 month period in London including while in Covid-19 lockdown. The sirens’ source vehicles include ambulances, police cars, and fire trucks. Recoding techniques include recording with a spaced pair of 2 DPA 4060’s in DPA BLM6000 Boundary Layer Mount with wind protection as well as following the source with Sennheiser 8060 shotgun when opportunity allowed. As a result, the library offers 48 sounds recorded in 24bit/96kHz format delivered in 64 files with a total runtime of approximately 12 minutes. The sound was edited in RX7 to remove the occasional sounds of birds.

  • Roomtones Hospital Ambiance Play Track 24 sounds included, 59 mins total $33

    Hospital Ambiance is 59 minutes/1.80 Gb of ambiance recordings from an old hospital. 24 separate files – recorded in 24bit/96kHz A-B stereo. All sounds are UCS-compatible.

    Hospital Ambiance was recorded in the rooms and corridors of the old (now defunct) Aarhus County Hospital in Aarhus, Denmark. A prominent feature is the lack of acoustical treatment in corridors and hallways, giving a rather hard and reverberant sound, which is typical of Danish public building styles of the 1930’s and 40’s.

    Elevators and automatic doors are heavy and noisy; humming and clanking as patients and staff pass through them. Electric vehicles used to move patients and supplies around inside the complex are old and not exactly noiseless either. Finally, while I did not have access to operating rooms or the like, I did get into a couple of basement corridors, where there were less people and more Hvac noise (yay!).

    In some of the recordings, faint, muffled or smeared voices can be heard. While I have removed passages with distinctly Danish words (which might also be connected with specific, recognizable persons), there is still a certain tone and pitch to the Danish language, which may come through on occasion.
    All in all, this is the sound of a place that is no more, as this old hospital is being turned into expensive apartments or something to that effect.

  • Door Sound Effects Locker Doors Play Track 104 sounds included, 4+ mins total $12

    This is a collection of 5 different metal lockers, opened, closed, banged and handled for all of those school hallway situations you’ll come across. They are super clean and were recorded with close and “roomy” perspectives for all but one.
    Multi-channel, mono close, stereo room.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • 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.


   

Leave a Reply

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

HTML tags are not allowed.