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
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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?

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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.

 

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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.

 

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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.

 

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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.

 


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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]

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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.

 

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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.

 

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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.

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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.

 

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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!

 

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

  • Seismic Core is a modern sound effects library crafted to give your sound design its defining foundation. Every element in this collection is built for layering. Designed not to dominate, but to enhance, shape, and energize your creations. Whether you’re working on cinematic hits, trailers, motion design, game audio, or abstract sonic branding, Seismic Core delivers the essential low-end weight, transient snap, and textured grit that bring your designs to life.

    These sounds are meticulously processed and polished, yet intentionally left with enough space to sit perfectly under your own layers. They’re bold enough to add instant character, but subtle enough to leave room for further creativity. This makes Seismic Core not just a toolkit, but a true starting point for powerful, flexible, and unique sound design.

    This collection of Building Blocks contains following categories:

    • IMPACT *
    • BREAK *
    • WHOOSH *
    • SUSTAIN *
    • TRANSIENT (high and low)

     

    * Also including HEAVY & SUB variants

    Build with it. Layer on top of it. Drop the anchor. Feel the quake. Design from the core.

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  • Cinematic & Trailer Sound Effects Spells Variations Vol 3 Play Track 247 sounds included, 16 mins total $9.35

    Spell Variations Vol. 3 brings a fresh wave of magical creativity and sonic variety. This collection dives deep into the mystical realm, offering everything from shimmering chime spells and celestial choirs, to demonic voices that feel torn from the depths of hell, along with earth-based magic, electric spells, powerful invocations, and more.

    Inside, you’ll find 247 sound effects across 27 distinct types of magic, each with multiple variations. As with our previous volumes, these variations ensure each spell feels unique, even when reused throughout different moments in your project.

    Each spell type is neatly organized into individual folders, giving you total flexibility when designing magical scenes, gameplay effects, or transitions. Whether you need a subtle magical aura or a powerful blast, you’ll have the perfect sound at your fingertips.

    All sounds were recorded, edited, and mastered at 192 kHz / 24-bit, delivering high-end quality and broad adaptability. This library is perfect for professional sound designers and creators looking for high-quality, drag-and-drop magical sounds for games, trailers, animations, or any audiovisual production.

    More about the pack
    . Intuitive file naming
    . All you’ll ever need regarding magical 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

    Khron Studio - Spells Variations Vol 3
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    Ends 1754776800
  • 100+ Toys, 1500+ Designed Sounds – From Childhood Playthings to Cinematic Gold. TOYED has it all.

    Think You Don’t Need a Library of Toys? Think Again.

    This release might just change your mind—and blow your mind at the same time! TOYED is an exclusive sound library from the Founder of SoundMorph, Jason Cushing. With a 25-year career spanning AAA games, anime, cartoons, and film, Jason has designed for Electronic Arts, BioWare, and Epic Games, contributing to titles like the Mass Effect Trilogy, Skate Trilogy, and Unreal Engine’s weapon sound design. His deep expertise in cinematic sound design, UI creation, ambient textures, and weapons makes TOYED a versatile, high-end collection of professionally crafted sounds.
    Jason’s meticulous approach to field recording and sound selection ensures that this library isn’t just about capturing toy sounds—it’s about unlocking rich, unique sonic textures that are ideal for games, film, animation, and futuristic sound design. With contributions from longtime SoundMorph sound designers Andrew Pals, Tibo Csuko, and Vincent Fliniaux (GORE 2, WATER, Robotic Lifeforms 2), TOYED is built to deliver exceptional quality and usability across multiple production styles.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • City Life Sound Effects NSL – 60s TRAINS Play Track 51 sounds included, 100 mins total $15

    This Sound-Pack features a diversity of 51 Punctual Sounds, including Train Pass by, Onboard High Speed Rolling, Raw Metal Railway Sounds, Train Doors, and a lot more !

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  • The Heart Beat library is a small collection of real heart beat recordings captured using stethoscope. Featuring BPMs from 50 to 120, this library covers a range of emotional states—from calm and resting to tense and elevated.

  • Thunder Drums is a sound effects library designed to deliver powerful low-frequency impacts, rumbles, and strikes for cinematic sound design. It features non-traditional percussion instruments, including a thunder tube (spring drum), loose drumheads, and large plexiglass sheets, struck with mallets and drumsticks to produce a wide range of impacts, thunder-like rumbles, deep strikes, and heavy drum hits.

    In addition to raw recordings, the library includes designed elements enhanced with granular processing, distortion, and impulse response reverbs. Perfect for sound design in film, games, and trailers where powerful hits and low-end energy is needed.

    All sounds were captured using a Sennheiser MKH 8050 microphone and Zoom F6 recorder at 32-bit / 192kHz, and are delivered as 24-bit / 192kHz WAV files. The library includes 185 files (512 sounds), is 3.7 GB in size, and is fully UCS-compliant with embedded metadata.

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  • Surround Sound LAB Complete Collection

    Unlock the full potential of your audio projects with the Surround Sound LAB Complete Collection. This bundle offers our entire Surround Sound Lab catalog in one comprehensive, perpetual one-time subscription.

        The Ultimate Audio Resource

    Our Complete Collection is the ultimate audio resource, meticulously curated and updated with our newest releases. Deliver your best work with the most extensive collection of world-class sound effects we’ve ever offered. This flagship collection is perfect for creators, post-production professionals, video editors, game developers, and more.

    Our equipment is proudly part of Blacktone Studio team in Madrid, a studio with over 10 years of experience in sound post-production for cinema and TV.

        Exclusive Benefits

    • 🚀 Future Releases Included: Purchase once and receive all future libraries for free, directly to your inbox.
    • 🔊 Ambisonic and Surround Recordings: Experience the richness of third-order ambisonic and surround recordings, capturing the most immersive audio environments.
    • 🎧 Pristine and Consistent Quality: Enjoy pristine, high-quality sounds with consistent audio fidelity across all files.
    • 🎤 State-of-the-Art Recording and Mastering Equipment: We utilize the best recording gear available, including cutting-edge third-order microphones and the latest technologies. Your sound experiences are crafted with meticulous attention to detail, edited, and mastered in our 9.1.6 Dolby Atmos immersive mixing stage.
    • 📦 Massive Library: Over 6000 files, totaling more than 600 GB of premium audio.
    • 🏷️ UCS Compliant: Fully compliant with the Universal Category System.
    • 📋 Detailed Metadata: Each file comes with descriptive, embedded UCS metadata. View the sound list in XLS format.
    • 💻 Flexible Delivery: Choose between download and hard drive delivery options.
    • 💰 Royalty-Free: Use all sounds without any additional fees.

     


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  • We’ve launched a new recording series focused on typewriters, and for this first volume, we’ve included four distinct models:
    Olivetti ET Personal 55
    Olivetti Lettera 31
    Olivetti Pluma 22
    Olympia SM2

    This library contains a total of 1008 high-quality audio files, and—as in all our sound libraries, each track includes multiple takes to give you flexibility and variety.
    In the preview, what you’ll hear is a combination of all microphones used simultaneously to give a full, rich perspective of each sound.

    🔊 What’s Included
    This collection captures every mechanical nuance and interaction possible from the included machines, such as:
    – Individual keystrokes for each letter, numbers, and special keys (both isolated and sequential)
    – Mechanical movements, gear shifts, and levers
    Paper roller actions
    Powering on the electronic typewriter
    Carriage movements with detailed gear and rail recordings
    – Sounds of the Olympia SM2 case being handled
    Side levers, paper insertion and release mechanisms

    We also used a Geofon contact microphone to capture internal vibrations and mechanical resonances, offering a layer of realism rarely found in typewriter recordings.

    🗂️ Well-Organized & Easy to Use
    All files are uniformly named and sorted by machine and action type, making it easy to drag, drop, and find exactly what you need in your workflow.

    🎧 Recording Approach & Equipment
    All sounds were recorded at very close range to ensure exceptional detail and clarity. The recording setup included professional-grade equipment:
    Sound Devices MixPre-6 II
    Sennheiser MKH 8050
    Sanken CO-100K
    Tascam Portacapture X8
    Geofon

    This high-fidelity setup allows you to alter pitch or stretch audio while preserving sonic integrity, making these sounds ideal for both hyper-realistic and creative sound design.

    Professional Quality Standards
    Recording resolution: Captured at 32-bit / 192 kHz, delivered at 24-bit / 192 kHz
    Editing: All files were meticulously cleaned to remove room reflections, background noise, and handling artifacts

    🎯 Ideal Applications
    Video games: Add depth and realism to vintage or stylized interfaces and props
    Film & documentaries: Use authentic machine sounds for historical accuracy or background texture
    Multimedia projects: Perfect for immersive installations, art pieces, or stylized animations

    📦 Technical Details
    Total Files: 1008
    Format: 192 kHz / 24-bit WAV
    Gear Used: Sound Devices MixPre-6 II, Sennheiser MKH 8050, Sanken CO-100K, Tascam Portacapture X8, Geofon

    45 %
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    Ends 1754776800

   

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