WhatIf_sound-01 Asbjoern Andersen


Marvel Studios' series What If…? is an animated anthology series that explores possibilities within the multiverse of the MCU. In S2:E6 'What If...Kahhori Reshaped the World?' – competing for 2024 Emmy consideration for 'Outstanding Sound Editing for a Comedy or Drama Series (Half-Hour) and Animation' and 'Outstanding Sound Mixing for a Comedy or Drama Series (Half-Hour) and Animation' – the show ponders the possibilities of the Tesseract landing in the hands of the Mohawk nation who might use it to defeat the Spanish Conquistadors.

Here, sound supervisor Mac Smith and re-recording mixer Jeff King at Skywalker Sound talk about creating sounds for the fantastical Sky World where pieces of the Tesseract infuse all things. They also talk about mixing the big showdown of Kahhori and the Sky World people versus the Conquistadors, and more!


Interview by Jennifer Walden, photos courtesy of Disney+
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In a multiverse, the possibilities are infinite. All one has to do is ask, “What if…?” That is the premise of Marvel Studios’ animated series What If…? – both seasons are available to stream on Disney+.

Supervising sound editor Mac Smith and re-recording mixer Jeff King – at Skywalker Sound – are in the running for 2024 Emmy nominations for What If…? S2:E6 “What If…Kahhori Reshaped the World?” in the “Outstanding Sound Editing for a Comedy or Drama Series (Half-Hour) and Animation” and “Outstanding Sound Mixing for a Comedy or Drama Series (Half-Hour) and Animation” categories.

Smith has previously won a 2022 Emmy Award for “Outstanding Sound Editing for a Limited or Anthology Series, Movie or Special” on Moon Knight, and King earned a 2021 Emmy nomination for “Outstanding Sound Mixing for a Nonfiction or Reality Program (Single or Multi-Camera)” on The Bee Gees: How Can You Mend a Broken Heart.

In “What If…Kahhori Reshaped the World?,” the Tesseract lands on a multiverse version of Earth and splits apart, creating a Sky World where one tribe of Native Americans finds themselves living in peace and harmony (thanks to the power of the Tesseract shards) while their counterparts on the ground are plagued by attacks from Spanish Conquistadors. A young woman named Kahhori, from a Mohawk tribe, enters the Sky World via the Forbidden Lake. She is welcomed there but is determined to return home to help her village defeat the Conquistadors. After learning how to harness the power from the Tesseract shards, she makes her way home to rescue her people. The Sky World people join her, and together they make their way to the throne room of the queen in Spain to put an end to their inhumane attacks for good.

Here, Smith and King talk about creating sounds for the Tesseract-infused Sky World, mixing the epic battle between Kahhori and the Conquistadors, and more!



Marvel Studios’ What If…? Season 2 | Official Trailer | Disney+


Marvel Studios’ What If…? Season 2 | Official Trailer | Disney+

What went into the sound of Sky World? How does it compare to the sound of Kahhori’s world?

Jeff King (JK): Both worlds are very atmospheric. They needed to feel connected, yet so far away. While we mixed the ambiences and foley to feel very natural, the main differences came down to the details that Mac designed into his sounds to highlight the power of the Sky people’s movements and the way they interact with objects. The portal in the Sky World is a notable distinction between the two worlds and is something we do highlight sonically that evolves throughout the episode. The Forbidden Lake was a cool location because it’s our only real interior environment in the entire episode so being able to play with the large reverb of the cave and how dialog and sound effects reacted in those environments was fun but also an important sonic marker between the two worlds.

Mac Smith (MS): Sound effects editor, Steve Bissinger did a lot of work to build the ambiences in both Kahhori’s reality and the Sky World. It’s a period piece, so the first challenge is to make sure that the natural sounds are appropriate to the time and place, which is prior to the colonization of America. The area around Kahhori’s village needs to sound serene, but then there needs to be the contrast to the sounds of the Sky World. The goal was to not make it sound like an alien planet or too strange. We wanted to make it a more beautiful sounding location, but still based in natural elements that are familiar to us on Earth.

The one thing, other than the Sky World powers, that did need to be distinctive is the portal floating up in the sky. It’s this presence that looms above, and almost taunts Kahhori. It needed to have an element of that Tesseract tone from the lake, but also swirling and pulsing elements.

 

WhatIf_sound-03

The Tesseract split apart and its shards power everything in the Sky World. What went into the sound of the Tesseract-powered things in Sky World? How did you vary the sound to make it fit with the different applications of it on-screen? (Like, Kahhori uses it to slow down, suspend, and flip the buffalo-type creature in the air during the hunt. And on her way back to the Sky World people, she has a huge collection of blue-powered fruit hovering over her head…)

MS: I started with steady tones of the Tesseract that Shannon Mills had sound designed for an earlier MCU film and created additional layers to make a larger chord of tones. This start became the primary sound of the underground, mystical lake that Kahhori falls into and gets transported to Sky World. I knew creating tonal musical sounds were going to be tricky, especially once you pair it with the music. Sound designers often avoid things that are too tonal and musical sounding for this reason, but knew that all of the magical blue powers were going to need to have a musicality to them. Luckily, our team was able to work against the demo cues from composers Laura Karpman and Nora Kroll-Rosenbaum.

I knew creating tonal musical sounds were going to be tricky, especially once you pair it with the music.

Bryan Andrews, our director on this series, emphasized that Kahhori’s powers were going to have to evolve from not only the first time that she uses them in the Sky World to then the end of the episode, but in the season finale, she was going to have to sound like she’s truly mastered her abilities. I had seen the finale, and it dawned on me that whatever Kahhori’s signature powers were going to sound like, they were going to have to work with Strange Supreme’s powers and Captain Carter’s Ultron suit powers since there are times that they are utilizing their magical blasts back and forth and on top of each other. So I decided to reverse engineer Kahhori’s sounds by starting to develop them within a short section of the finale episode. Doing it this way really informed me of the general frequency range that the Sky World powers should live in.

…I decided to reverse engineer Kahhori’s sounds by starting to develop them within a short section of the finale episode.

There’s a moment in the season finale when Kahhori is racing along the walls of this giant space. It’s circular and she’s doing her Sky World run that’s essentially a blue trail of magic whizzing around at a high speed. That look reminded me of the light cycles from Tron and sent me in a direction of finding source material to start playing with. I specifically decided not to revisit that movie or even clips of the lightcycles. I wanted to reference my memories of those sounds and let them inspire me. What was needed were propulsion sounds, high speed take offs, ethereal tonal elements, and recordings of things that were smooth and sliding. I really went down the rabbit hole in our sound library and pulled hundreds of things to start layering and playing with.

I’m a big proponent of trying to perform sounds in real time because it gives an expressive aspect to the sounds.

At this stage in the process of design, I really try to turn off the critic in my head and just start tinkering with elements. I found combinations of things like glass bricks bumping, copper sliding and other interesting sounds. Then I’d start manipulating some of them in various ways with plugins like Valhalla Delay. Once I had some combinations that were promising, I’d build banks of sounds for Soundminer Radium, the sampler that’s built into Soundminer. Radium is such a powerful tool and it’s easy to get creative very quickly in that sandbox. Again, I would just play in there with lots of pitch manipulation and the goal was to create sounds that really felt like movement. I’m a big proponent of trying to perform sounds in real time because it gives an expressive aspect to the sounds.

I would rinse and repeat this process again and again; oftentimes taking the new performances from Radium and loading them in again with even more sounds to layer and play with. Again, I had in mind that we had to develop the sounds of basic level Sky World powers all the way to master level. Part of the change in the more advanced powers came down to adding more low end on the start of Kahhori’s sounds to show that she had advanced in her skills.

JK: The sound of the Sky World starts at The Forbidden Lake. It is subtle but there is a continuous shimmer within the water that underscores that environment. This texture becomes the foundation for a lot of the power’s you hear going forward into their world. Mac never had a shortage of great sounds and provided many layers of separation that gave me a lot of flexibility in the mix. For example, one of my favorite sounds was during “The Hunt” sequence; all of their powers and energy have this wonderful quality that I can only describe as “electrified super-charged glass” that highlights all of their jumps and movements and surrounds them like an aura as they speed across the valley. These sounds had a number of layers to them which allowed me to pan and track each character as well as surround the audience in the same texture and energy to make you feel like you’re in the middle of the action.

 

WhatIf_sound-04

The Conquistadors fall into the Forbidden Lake and so they enter the Sky World. Can you talk about your approach to the sound of their guns in this world?

MS: We stayed true to the firearms of the time period and used the sounds of muskets. I don’t believe that we changed the source material for those guns once we’re in the Sky World, but Jeff may have mixed them a bit differently in that moment when the Conquistadors fire on Kahhori.

JK: We didn’t do any processing across the board to make them sound different between the two worlds. When Kahhori is being shot at by the Conquistadors, I certainly embellished the low end of the muskets firing by pushing the LFE. The real thing to note is how she stops the projectiles mid-air with more of Mac’s great Sky World shimmer. It was important to match the visual glow around them.

 

WhatIf_sound-05

The Sky World portal expands and lowers to the ground, allowing Kahhori to return to her world. What went into the sound for this scene?

JK: Throughout the episode we see the portal floating above Sky World. The sound of the portal is an airy tonal rumble that pulses in the lower-mid frequencies. We always wanted to sense the portal’s presence but certainly never over power the environment. I would send this sound through a subharmonic synthesizer directly to the LFE channel to give it some mass while maintaining its distance high in the sky by keeping it fairly mono.

I would send this sound through a subharmonic synthesizer directly to the LFE channel to give it some mass while maintaining its distance high in the sky by keeping it fairly mono.

When Kahhori summons the portal to the ground, we really lean into those existing elements letting them flourish through every speaker in Dolby Atmos. Mac added more sounds like wind and thunder as well as debris I was able to pan around to emphasize how turbulent the environment had become. To top it off, the score really underlines Kahhori’s intense monologue with a vocal chant that feels omni-present almost like a sound effect emerging from the portal itself.

MS: As I mentioned before, the portal in the sky was made up of elements from the underground lake with some pulsing and swirling. As it approached the ground we added more and more layers to show its power. It was going to go from a mono spot in the sound field in the sky to taking up almost the whole image, so we wanted to give Jeff elements that he can put in not only the left, center and right channels, but also into the surrounds and LFE channel. We also cut elements of how the portal was affecting the environment: different winds, leaves blowing, tree branches swaying, etc.

This ended up being a delicate balance in the mix because the score was very important here and was what communicated to the audience that Kahhori has not only advanced in her Sky World powers, but she now has the ability to go back and save her people.

 

WhatIf_sound-06

Kahhori takes on the Conquistadors in her own world, and it’s a very music-driven and subjective sound scene. Can you talk about your approach to the mix for this sequence, including when the Sky People show up to help her attack?

JK: On my initial pass, I premixed without any music and really focused on getting this scene to play with just sound effects. We knew the music would ultimately drive this scene but didn’t want to lose the intensity of the battle by simply turning down all of the effects. It still needed to be impactful. I ended up low pass filtering most of my FX pre-dubs, which softened the sounds a bit and allowed them to sit further back in the mix.

…I washed out the loop group and call-outs with reverb using Relab’s LX480 plugin as well as Exponential Audio Stratus 3D.

Once we had the music, we spent some time deciding which elements we wanted to highlight and poke through the mix that would keep the battle alive without clobbering the music. The music that carries us through this scene is two vocal cues from Joanne Shenandoah. The first one during the battle was the perfect piece of music to translate the emotion and imagery that is happening on-screen. To really keep the music forward, I washed out the loop group and call-outs with reverb using Relab’s LX480 plugin as well as Exponential Audio Stratus 3D. When the Sky People arrive there’s a tense moment of silence that introduces the second vocal cue that comes in quite strong giving a sense of relief and hope as they launch their attack on the enemies using their Sky World powers. It’s a great moment where Mac’s sound design seamlessly blends with the music shimmering and charging up as they run across the water exploding through the hulls of the Conquistador’s ships. A really challenging and fun sequence!

MS: This was not an easy scene, and we experimented with it in various ways. I remember one suggestion that it should be played with music only and to strip out all the sound effects. While this approach may have worked well, I knew that Bryan Andrews wanted to hear specific sounds like the cannon balls hitting Kahhori’s force field, so I’m glad that we were able to let Jeff really work the scene to make it music driven and have some of the story driven sound effects live in the background. It really turned out to be very beautiful and moving.

 


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WhatIf_sound-07

What was the most challenging sound to design? What went into it?

MS: It really had to be all the Sky World powers that challenged me most. They needed to work with the visuals, play nice with the score and be distinctly unique. Those powers also needed such a wide variety of versions from the water like trails, to the speed running and the more delicate dusty moments that you see.

I also had in the back of my head that Kahhori may end up living on in other parts of the MCU so whatever I created may live on in future projects.

I also had in the back of my head that Kahhori may end up living on in other parts of the MCU so whatever I created may live on in future projects. When it comes to signature sounds, the goal is to create something that is recognizable to someone, even if their eyes are closed. No pressure!

 

WhatIf_sound-08

What was your biggest challenge in terms of the mix? Why?

JK: This episode is very dynamic. A lot of big sound effects as well as dense music fighting for the same frequencies and sonic space. But there’s also a lot of delicate moments, especially at the beginning of the episode when we first arrive at Kahhori’s village. Finding the right balance between dialog, music, and effects while maintaining clarity is the key to any mix and this episode was no easy feat. The battle at the end and “The Hunt” were especially challenging because of their scale and how many elements I had to work with. We of course don’t have an infinite amount of time on shows like these so it’s important to be efficient and have a solid editorial team behind you and I certainly did.

 

WhatIf_sound-09

Of all the episodes in Season 2 to choose for Emmy consideration, why did you pick Ep. 6 “What If…Kahhori Reshaped the World”? What do you feel makes this episode stand out sonically?

MS: While we’re proud of all the work that our team did on all the episodes of the series, this one really stood out for me and Jeff. There was so much care from the crew at Marvel to honor these indigenous tribes with this story and we didn’t want to mess it up. Kahhori was a superhero that had not appeared anywhere in Marvel media until this episode. Most Marvel characters have some kind of established background in comics, but she was brand new and gave us the opportunity to give her a sonic signature with the Sky World powers. Her sound design had to be created from the ground up.

JK: This episode took us to a place we’ve never been to in The Marvel Universe. Starting with the Mohawk language to Laura Karpman and Nora Kroll-Rosenbaum’s beautiful score as well as vocal cues from Joanne Shenandoah’s body of work; there was a lot to be excited about from the start. I always love mixing the sounds of nature and water and to have this world that Mac and his team built-out sonically felt very authentic and true to the time while injecting some magic and superpowers; it just felt right. We’re all very proud of the work and feel it is something worth showcasing. Enjoy!

 

A big thanks to Mac Smith and Jeff King for giving us a behind-the-scenes look at the sound of What if… and to Jennifer Walden for the interview!

 

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    – 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

    Features
    – 255 spell sounds
    – Number of Audio Waves: 255
    – Format: 192KHz / 24 bits
    – Win/Mac: Yes
    – Minutes of audio provided: 19:21

    40 %
    OFF
  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
Explore the full, unique collection here

Latest sound effects libraries:
 
  • UI Interaction Elements by Cinematic Sound Design delivers a meticulously crafted sound effects library designed to enhance every click, swipe, tap, and notification in your user interface. This collection brings your apps, games, websites, and software to life, providing a rich auditory experience that makes every interaction feel responsive, intuitive, and satisfying.

    Inside this library, you’ll find over 200 high-quality sounds, ranging from subtle, crunchy clicks and soft taps to layered futuristic swipes, innovative button presses, toggle switches, and alert notifications. Each sound has been professionally recorded and mastered to ensure clarity, balance, and versatility across any platform or device.

    Whether you’re designing a mobile app, developing an interactive game, or building a modern web interface, UI Interaction Elements provides sounds that seamlessly integrate with your visual design, enhancing user feedback and engagement. The library has been meticulously designed, with each sound layered down and optimized for a maximum performance.

    Bring your interfaces to life and create a tactile, immersive experience for your users. Make your UI unforgettable, one sound at a time.

    20 %
    OFF
  • Animal Sound Effects Forests and Mountains Play Track 96+ sounds included, 220 mins total $110

    Forest and Mountains features nature and wildlife sounds from California, Washington, and Oregon.  Included are a number of bird recordings and forest ambiences, along with some insects, winds, rivers, and rain.  

    These were recorded over the past three years in various forests, foothills, and mountain environments.   A lot of these took place in or near Southern California’s Angeles Forest and San Gabriel Mountains, an area that spans 1200 Square Miles and varies vastly in terrain.

    Also included are some sounds from Northern California, along with recordings from the Pacific Northwest.

    The recording techniques for this varied as sometimes I went with the recorders running unattended to capture night, dawn and early morning.  Other times I’d record while being close by.

    Working as a Sound Effects Editor I’ve curated this collection with Editors in mind.  Background Ambiences and Spotted FX can really bring a location to life and give it so much story and character and that was a lot of the inspiration behind putting this all together. 

    Forests and Mountains

     

    The Locations

    California (61 Files) – This is where a majority of the sounds from this library were recorded and specifically Southern California.  Variety of areas and different environments, mostly around Angeles Forest, from Lower Elevation Foothills to more rugged mid-elevation Mountain Canyons and then much Higher Elevation and more remote terrain.  Also included are a few recordings from the Eastern Sierras and Northern California.

    Washington (19 Files) – Southern WA in Gifford Pinchot Forest and various Northwest Forest areas near Puget Sound.

    Oregon (16 Files) – Lakeside Recordings in forest and marsh at Klamath Lake in SE Oregon. 

    The Birds 

    Prominent / Specific Birds (36) (Closer Mic Perspective and more detailed) (* denotes multiple versions)

    Acorn Woodpecker, Barred Owl, Black-headed Grosbeak, California Towhee, *Canadian Geese, *Fox Sparrow, *Great Horned Owl, *House Wren, Northern Flicker, Oak Titmouse, Pacific Wren, Pileated Woodpecker, *Raven, Robin, *Song Sparrow, Spotted Towhee, Swainson’s Thrush

    Other Birds Featured (17) (Mixed together from various perspectives, calm to busy depending on time of day, and then closer to more medium and distant sounds.)

    Acorn Woodpecker, American Coot, California Quail, California Towhee, Cassin’s Finch, Fox Sparrow, Great Horned Owl, Hose Wren, Mallard, Mountain Chickadee, Northern Flicker, Nuttall’s Woodpecker, Oak Titmouse, Pied-billed Grebe, Common Poorwill, Raven, Red-tailed Hawk, Spotted Towhee, Steller’s Jay, Western Tanager, Western Wood-Pewee, White-breasted Nuthatch, Wilson’s Warbler, Wrentit, Yellow-throated Blackbird, Zone-tailed Hawk

    General Forest (9) – A mix of some wildlife (Chipmunk, Deer, Bullfrogs), and more general lighter forest ambiences.
    Insects (7) – Crickets from various perspectives and different forests along with some Grasshoppers.
    Rain (4) Light to heavier in a canyon with dense vegetation, some with distant birds.
    Rivers (5) Smaller detailed creeks to faster moving rivers.
    Wind (11)  A mix of calm to heavier with gusts, vegetation, and tree creaks.
    Metadata
    Detailed with descriptions and markers and photos to easily navigate and allow for options when searching.  UCS was used to categorize and various bird species are identified.  I’ve also labeled the metadata with what I consider Lower Elevation (up to 1500 feet), Middle Elevation (2000-5000 feet), and Higher Elevation (above 5000 feet).   Included are the season of the year which was mostly Spring and Summer.  Using Open-Tier in Soundminer you can use these to help get a bit more specific to particular environments.

    The Gear

    Sound Devices MixPre-3 & 6 | Zoom F3 & 6 | Sony PCM-D100

    Mics

    Sennheiser MKH 8020 | Sennheiser MKH 8040 |

    Sennheiser MKH 30 | Clippy EM 272

  • Hello Creators!

    Here’s my new pack: “General UI Sounds“

    General UI Sounds  ·  The Sound Guild

    I wanted to create a sound pack to cover different situations in an user interface.
    I hope you enjoy implementing this sounds in your project!

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were processed in Logic Pro X, mainly editing the recorded material but also I used the Logix Pro X sampler.

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects BMW Z4 E89 2009 sports car Play Track 221 sounds included, 47 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Toy Quadcopter is a focused mini library capturing the playful and high-pitched character of a toy drone in motion. Perfect for film, TV, games, and interactive media, it offers a variety of flight sounds, close fast pass-bys, slow passes, motor modulations, and essential electronic signals.
    This collection includes take-off and landing sequences, beeps for syncing, calibration and low battery warnings, as well as servo engine textures and detailed proximity recordings. Recorded with precision and clarity, it’s a compact but rich toolset for designing scenes that call for small UAVs, gadgets, or sci-fi elements.


   

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