TheUndoing_sound-1 Asbjoern Andersen


Go behind the sound of HBO's The Undoing series with Sound 24's Oscar winning sound supervisor/sound designer Glenn Freemantle and MPSE award-winning sound supervisor/sound designer Ben Barker.
Interview by Jennifer Walden, photos courtesy of WarnerMedia/HBO
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In HBO’s murder-mystery mini-series The Undoing, set in modern-day NYC, the lives of an affluent family — Dr. Grace Fraser (Nicole Kidman), Dr. Jonathan Fraser (Hugh Grant), and their son Henry (Noah Jupe) — become entangled with the struggling family of amateur artist Elena Alves (Matilda De Angelis), her husband Fernando (Ismael Cruz Cordova), and their son Miguel (Edan Alexander). When Elena’s son finds her dead in her art studio, detectives pin the blame on Jonathan, with whom she was having an affair. But they also suspect Grace. Their defense attorney attempts to redirect attention toward Fernando. And then the murder weapon is discovered in the possession of a minor, muddying the waters even more.

Here, Sound 24‘s Oscar winning supervising sound editor/sound designer Glenn Freemantle and MPSE award-winning supervising sound editor/sound designer Ben Barker discuss their use of sound as a way to build tension, create immersion, and help focus the story as the plot thickens.



The Undoing: Official Teaser | HBO


The Undoing: Official Teaser | HBO

What were the showrunners’ goals for sound? How did they want to use sound to help tell this story?

Glenn Freemantle and Ben Barker (GF and BB): The challenge we had for the sound design was to create tension and to feel the pressure coming from the storyline.

Director Susanne Bier and Editor Ben Lester were very keen to use sound as a focal story-telling tool throughout the series. They wanted a collection of ideas and design which gently evolved as the episodes progressed and the plot descending into a deeper place.

TheUndoing_sound-4

Director Susanne Bier

We came up with the idea to use the organic sounds of the city as the core of our sound design work. New York has such an amazing palette of sound: subways, trucks, sirens, and so on.

These tools allowed us to use the city character and let the sound design grow out of the environment.

 

TheUndoing_sound-3

Did you go on any field recording trips for this show? If so, where did you go and what did you capture?

GF and BB: We did manage to go on a field trip to New York and record for the show. And with a city like New York, how could we refuse?

…the field recording was integral to our sound design ideas and concepts.

We wanted not only to have the most up-to-date sounds for the show but also the field recording was integral to our sound design ideas and concepts. We managed to get a copy of the location list which took us all over the city. We were capturing everything from crowd, sirens, and subways. NYC is a real character of any show and we wanted to record as much as we could to be true to this.

 

TheUndoing_sound-5

How did you collaborate/divide up the work on the show? Also, did you collaborate/work on the show remotely?

GF and BB: At Sound 24, we have a core team of designers, dialogue editors and assistants so we’re very used to collaborating together and working as an in-house collective.

The project was mixed by Howard Bargroff and his team at Sonorous Post, who again is someone we are very used to working with, so our work flow was very familiar and fluid.

…this approach really allowed the team to focus on individual sounds which gave the soundscape real depth.

The project was split into two for us as we were posting as the worldwide pandemic hit, so Episodes 4/6 were finished remotely. Of course, this had its challenges but we managed to seamlessly connect and create at home. As a result of the UK lockdown, our sessions were broken down a bit more than normal into BG’s, hard FX, design, foley, etc. Then we would merge our work and bring it back together. It actually worked really well, and this approach really allowed the team to focus on individual sounds which gave the soundscape real depth. Every footstep to large sequences got extra detail.
 

TheUndoing_sound-7

The show is set (and was shot) in NYC. Did this pose any issues in terms of prod. dialogue? Did it require extensive dialogue cleaning? ADR?

GF and BB: In terms of production dialogue shooting in NYC (and other major cities), that always has its problems, but we had a great sound recordist who delivered a great production track for us.

With certain scenes that had issues, our experienced dialogue team – led by Emillie O’Conner — was able to clean up the tracks in prep for the mix. The usual amount of ADR was recorded for the show and again worked well from a remote environment.

 

TheUndoing_sound-6

How did you manipulate the sounds of the city to help support the mood/emotion of the scenes?

GF and BB: To manipulate the sounds of the city, we used various plug-ins to help with the design. One of the key ingredients was that our recordings were at 192khz which gave us this sonic range to make sounds larger and slower. It was something we had to build into our Pro Tools sessions but the outcome was well worth the input. As mentioned, we used the sounds of the city as our palette so we were able to morph and merge our work with a variety of samplers and tricks.


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    • Continuous, unedited and uninterrupted, preserving the natural rhythms of the biophony.


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TheUndoing_sound-9

What was the most challenging scene for sound? Why? What went into it?

GF and BB: I think the most challenging scene for sound was the ending of Episode 6, since we had a lot going on there! Finales are always complex and with this conclusion we were dealing with multiple locations, car chases, helicopters, sound design tension, and the big reveal! It was a delicate process but one we think really works well.

 

TheUndoing_sound-2

What’s one thing you’d want other sound pros to know about your work on The Undoing?

GF and BB: I think that we’d just like other sound pros to know that we enjoyed doing the show!

A big thanks to Glenn Freemantle and Ben Barker for giving us a behind-the-scenes look at the sound of The Undoing and to Jennifer Walden for the interview!

 

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    Construction Kit – 2443 Sounds

    A treasure trove of raw, organic, and processed sounds including seamless loops divided into Fire, Water, Air, Earth and Explosion categories. Customize every detail with an extensive selection of sound components.

    • Organic Fire: Campfire sizzles, torch whooshes, and flame bursts.
    • Processed Fire: Distorted impacts and unique crackles.
    • Organic Earth: Rock crashes, gravel scrapes, and heavy stone hits.
    • Processed Earth: Stylized rumbles and granular textures.
    • Organic Water: Ocean waves, hydrophone bubbles, and fluid splashes.
    • Processed Water: Underwater whooshes and stylized liquid smashes.
    • Organic Air: Bamboo swishes, cloth movements, and pressure bursts.
    • Processed Air: Filtered gusts and dynamic noise sweeps.
    • Explosion: Firework detonations, Butane bursts, and cinematic impacts.

    Building Blocks – 416 Sounds

    Game-ready sound layers featuring Impacts, Whooshes, and Textures as seamless loops. Elevate transitions and enhance atmospheres with loops and pre-designed sound layers.

    • Fire: Explosive bursts, blazing infernos, and warm embers.
    • Earth: Ground-shaking impacts, crumbling terrain, and heavy collisions.
    • Water: Cascading waves, serene rivers, and underwater ambiences.
    • Air: Whispering breezes, stormy turbulence, and slicing gusts.

    Design Kit – 192 Sounds

    A collection of ready-to-use sound effects divided into Attack, Bend, and Explosion categories for quick integration into your projects. Perfect for high-energy scenes and immersive storytelling.

    • Fire: Crackling flames, fiery bursts, and roaring infernos.
    • Earth: Crushing impacts, shifting ground, and massive land eruptions.
    • Water: Splashes, fluid manipulations, and crashing tidal waves.
    • Air: Slicing winds, swirling currents, and thunderous gusts.

     

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    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
    – Intuitive file naming
    – 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

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    – 361 spell sounds
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    – Format: 192KHz / 24 bits
    – Do Sound FX loop yes
    – Minutes of audio provided: 12 minutes and 31 seconds

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Latest sound effects libraries:
 
  • Unleash your creativity with out-of-the-box loops and tones.

    HorrorSound’s Deep Tock is a unique collection combining two sample packs in one, offering a dynamic selection of stylized clock loops and signature sonic elements.

    Signature Sounds

    The Signature section boasts 145 modern horror abstracts and unsettling tones. These tormented and unique bleeps perfectly punctuate modern horror trailers and scores.

    Featuring: Twisted Vocals, Signals, Alarms, Bursts, Processed Toy Piano and Glissato Strings.

    Clock Loops

    The clock loops are organized into 8 folders, featuring over 270 tempo-synced loops from 60 to 140 BPM. Spanning classic to experimental, you’ll find everything from ticking mechanisms to haunting chimes and plucks. These incredibly realistic and pristine loops are ready for action horror trailers and suspense underscores.

  • This sound library boasts a comprehensive collection of door sound recordings taken around a Willerby Granada XL two-bedroomed static caravan on a quiet resort in Cenarth, Wales.

    As well as interior and exterior door sounds, this library also features sounds of furniture and cabinet doors.

  • Jaguar F Type SVR

    Probably the most extreme sounding Jaguar you could buy as of 2025, and since the future of company is electric – probably most extreme exhaust sound on any Jaguar ever.

    This SVR version has a supercharged 5-litre V8 engine with 567bhp.

    Exhaust is titanium, vs stainless steel on F Type R version, meaning a different and more agressive/much louder sound.

    The library consists of vehicle track day recordings with 2 exhaust mic configurations (different runs different rigs) – Shure SM58 dynamic mic and DPA 4062 rig and engine mic array capturing various engine sound perspectives.

    External recordings were made with Sennheiser 8060 shotgun mic.

    Library consists of startups, revs, onboards and variety of passbys.

  • This premium collection of sound effects was recorded over 3 years in the foothills and lowlands around the Southern Carpathian Mountains in Romania. This is the sound of the eastern and southeastern European countryside – meadows and hedgerows thrumming with the sound of insects and birds.

    Recorded in a spatially-open, exciting and realistic-sounding quad-surround NOS-based format*, these are ultra-low-noise recordings of cinematic quality. They are fully ‘rotatable’ for next-level sound editing options or alternative perspectives. Also available in stereo version.

    Key Features

    • 20 wildlife-rich atmospheres
    • detailed Soundminer and BWAV metadata including species lists
    • available in quad (4.0) or stereo (2.0)
    • ultra low-noise
    • fully rotatable surround format for alternate perspectives (4.0 version only)

    Featured Habitats

    Lowland rural meadows, scrub edges and hedgerows.

    Wildlife Vocalisations

    Some of the many birds to be heard include turtle dove, golden oriole, blackcap, buzzard, jay and great-spotted woodpecker. The birds have a range which extends across southeastern Europe.

    CLICK FOR FULL FILE LIST

    Technical

    Sennheiser MKH8040 based 4.0 microphone setup recorded into Sonosax SX-R4+

    Recording Characteristics

    • Ultra-low-noise
    • Carefully mastered to remove any unwanted artefacts whilst preserving low-frequency energy
    • Spatially balanced to ensure a coherent and immersive image appropriate to the recording.
    • Continuous, unedited and uninterrupted, preserving the natural rhythms of the biophony.


    All sounds recorded by Nicholas Allan, a Jackson Hole and BAFTA-nominated sound designer who, along with his team, has created the natural soundtracks for countless natural history TV documentaries and feature films for National Geographic, BBC, Discovery, Animal Planet, Netflix and others.

    Special thanks to: Christoph Promberger, Andrew Wilson and Jolanta Brdej-Allan.

    CLICK FOR FULL FILE LIST

    * tracks 19 and 20 are recorded in double mid/side

  • Roomtones and ambiences recorded in ambisonic B-format (ambix) and binaural.
    Including some actions like elevator in use, door open-close etc.
    Recorded with Sennheiser Ambeo VR microphone and Sound Devices recorder. See the track list for additional info.

    B-format (RAW-4ch.) and Binaural files. Audio preview is in Binaural (best with headphones). Metadata tagged.

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