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5 Essential Books For Sound Design & Audio Post Production

This blog features 5 must-read books on sound design and audio post-production, offering practical insights on sound effects, game audio, film sound, and dialogue editing for both beginners and professionals.

Alex Gregson

November 23, 2021

Educational

Over the past couple of decades there have been some fantastic books written about sound design and audio post production. Here is our list of 5 essential books that we think you should add to your reading list.

Sound Effects Bible – Ric Viers

In this comprehensive guide, sound designer Ric Viers dispenses everything he knows about creating sound effects. Working through the beginner, intermediate and advanced levels of sound design, this book covers everything from field recording, studio equipment, acoustic treatment and recording gunshots. The Sound Effects Bible is known for its “Commandments” chapters, and for its “Sound Effects Encyclopedia” section that contains a huge list of sound design tips and tricks.

Principles of Game Audio & Sound Design – Jean-Luc Sinclair

This book covers the topic of game audio and offers an accessible introduction to the subject both from a creative and technical standpoint. With a focus on creating interactive audio assets using the free program Unity, Principles of Game Audio and Sound Design is a great book for those who want to learn the skills required for game audio. This book also includes a library of ready-to-use, adaptable scripts.

Sound For Film & Television - Tomlinson Holman

Originally published in 1997 and written by one of Hollywood’s leading sound experts, this book offers a fascinating guide into the world of sound for Film & Television. Many different areas of the sound process are covered, including recording, editing, and mixing. There is a great balance between technical and aesthetic content making this book a great source of knowledge for those looking to up their game.

Practical Art Of Modern Picture Sound – David Lewis Yewdall

Written by a veteran of over 140 motion pictures, this book approaches the subject of sound for Film & TV with an emphasis on real world problems and solutions. With tons of practical guidance from craftspeople who have spent years honing their skills, this is an essential-read for anyone who is pursuing a career in sound design & audio post-production. Topics covered include pre-production planning, production sound recording strategies and tips, sound editing and how to achieve superb sound on limited budget.

Dialogue Editing for Motion Pictures: A Guide To The Invisible Art – John Purcell

Dialogue editing can often be an overlooked part of the sound process, but it is without a doubt one of the most crucial. Dialogue is what connects the audience to the story so it is essential to get it right. In the authors own words “This is a book for people who need to edit production sound for film, TV, or video but were never taught how to do it. It goes step by step through the process and covers all the workflows that you are likely to encounter.”  

Thanks for reading!

A Filmmaker’s Perspective On The Importance Of Audio Post

Filmmaker Kaine Levy highlights the importance of good sound in storytelling, stressing early collaboration with sound designers and clear communication to enhance a film’s impact.

Kaine Levy

November 23, 2021

Educational

For this week's blog article, we are pleased to bring you this guest post written by Director and long time collaborator of 344 Audio - Kaine Levy.

I was a musician before I became a filmmaker, so I always understood the importance of audio post right from the get go. However, I have seen a number of projects fail due to poor sound, and this is with respect to both on-set and post-production sound.

I like to think of the visuals as your initial attraction to someone. Sure, they capture your attention at first, but after a while you get used to it. A personal example for me would be The Revenant. Stunning imagery no doubt about it, but after half an hour of wide angle close-ups with vast mountain ranges in the background, I became desensitised to it.

Sound, on the other hand, is more comparable to the things that makes you feel much more deeply about someone. It’s the nuances, the quirks, the details. The sound often carries the story. You could turn the volume off of some of your favourite movies and probably have no idea what’s going on at times, but if you watched that same movie blind with the sound on, you’d still follow what’s going on. Whether it’s the subtext in the dialogue, the ambience set by the sound design and foley, or the emotion driven by the music, sound is a much more complete experience.

It all starts with capturing good sound on set. The last thing you want to do is have to replace everything in post - it’s expensive and it’s cumbersome. Having a great sound recordist is key, but make sure you involve your sound designer as early on in the process as possible. People often forget how useful an audio-post specialist can be during pre-production. They can help guide you on how best to capture dialogue and wildtracks on set, and even create mockup sound effects that can inform how you direct a scene.

After that it’s just a case of maintaining good communication with them throughout the process, bouncing ideas off each other whenever possible. In my films I love building worlds, and sound design is one of my secret weapons for achieving this.

An audience is very forgiving of a blurry or imperfect image, but muffled or muddy sound will get them switching off quicker than a 1950’s television. If they can’t hear your sound properly they’re going to get frustrated, and if they can’t understand it then your story is going to get lost.

As a director, I always involve Alex right from the development stages, and it pays dividends in the final product. Our latest collaboration, Farewell Waltz, is a testament to that.

My name is Kaine Levy. I'm a narrative/commercial director and award-winning producer from London, UK. I'm currently pursuing my dream of directing big-budget feature films.

My aim is to help other indie filmmakers by sharing my insight and the lessons I learn along the way. I share this information on my social media platforms, my blog, and my podcast "Slate 1 Take 1”.

The Ultimate Guide To Audio Post & Sound Design Part 1

Our Ultimate Guide to Audio Post Production will serve as the complete resource for anyone looking to learn more about the craft of audio post-production.

Alex Gregson

November 23, 2021

Educational

Welcome to part 1 of our Ultimate Guide to Audio Post Production and Sound Design.

Our Ultimate Guide to Audio Post Production will serve as the complete resource for anyone looking to learn more about the craft of audio post-production.

This guide contains a specially curated selection of our blog posts from our archives, as well as external content such as videos, tips, and insights from trusted industry sources.

You can check out part 2 here:

https://www.344audio.com/post/the-ultimate-guide-to-audio-post-production-sound-design-part-2

The Audio Post Process

Pre Production

Pre-production covers all of the sound-related activities that need to be completed before the camera starts rolling.

It typically will include the following tasks:

Script Analysis

Reading and annotating the script to form a basis of ideas that the Director can critique and build upon.

Building a Sound Team

The Sound Supervisor may get involved with building the team for Post Production and in some cases Location Sound. It is also important to build relationships between the whole team here.

Location Visits

Location Sound Recordists and/or Sound Supervisors will want to be present during location visits to troubleshoot sound issues and to look for opportunities for recording sound effects.

Spotting Session

The Supervising Sound Editor/Sound Designer will have a meeting with the Director, to perform a thorough creative analysis of the film and its required sound assets.

Custom Sound Effects Recording

The Sound Effects Recordist will capture sounds that add authenticity and character to the film. These recordings can be taken from a variety of places, both at the location of the production and during specific field recording trips.

Pre Production Sound Design

Some sounds may need to be created before production begins, to be played on set for actor's cues or to meet the Director's approval in time for Post Production to start.

Check out our blog post below for 7 ways to get involved in pre-production sound design:

https://www.344audio.com/post/blog-7-ways-to-get-involved-in-pre-production-sound-design

Check out Kaine Levy's post on a Director's perspective of audio post:

https://www.344audio.com/post/article-a-filmmaker-s-perspective-on-the-importance-of-audio-post

Take a look at our guest post for Pro Sound Effects on how to communicate post-production with directors:

https://blog.prosoundeffects.com/how-to-communicate-post-production-sound-with-directors

Session Preparation

The Supervising Sound Editor and Re-recording Mixer will start by building a DAW master template that is suitable for the given project. This will likely house more than enough audio tracks to cover the whole films dialogue, sound effects and foley. They will then begin importing the necessary files: Video File with guidance audio track (used for checking synchronisation between sound and picture and OMF/AAF files (used for delivery of the production tracks synced by the Picture Editor).

Dialogue Editing

The Dialogue Editor will either take sections from the master template above or use his own smaller DAW template to edit the dialogues. They will be using the OMF/AAF files delivered by the Picture Editor which contain the raw Dialogue and Location Sound recordings correctly synced to the picture. Dialogue Editing involves trimming and extending clips, adding fades, copy and pasting, swapping out takes, and rendering audio repair effects onto clips. Removing any inconsistent and discomforting sounds allows the Re-recording Mixer to perform the mix with smooth and clean dialogue tracks. The Dialogue Edit can make or break a mix, so it is crucial to ensure that this sounds great before the Producer and Director make final approvals.

Take a look at Izotope's page covering dialogue editing:

https://www.izotope.com/en/learn/dialogue-editing

Take a look at Film Editing Pro's post covering dialogue editing:

https://www.filmeditingpro.com/3-film-dialogue-editing-tips-eq-compressors-and-tone/

Our guide on cleaning up dialogue using a process of elimination:

https://blog.prosoundeffects.com/how-to-clean-up-dialogue

Sound Effects Editing/Sound Design

The Sound Effects/Design team is often the largest sub-department and has the most extensive workload on some projects. They will use a part of the larger master template, dragging, dropping, syncing, fading and checking audio files against the picture. They build layers of sound effects taken from personal or commercial libraries to create an immersive soundscape in line with the Directors notes.

These sounds come in multiple categories:

Spot Effects aka Cut Effects, Hard Effects

Spot Effects are intended to cover obvious sounds on screen such as doors, vehicles, fist punches etc. They may also be used to replace or enhance sounds captured on the production tracks that aren't suitable for the Final Mix. Spot Effects can be quite complex, a combination of intensive sound editing sessions and communicating with the Foley team are needed to get the best results. Action films tend to be heavier on Spot Effects, as they include more vehicles, gunshots and punches; all of which must be covered.

Background Effects aka Atmos, Ambiences

Background Effects are used to widen the stereo image of your film, and surround the viewer in the mix. They are often long, consistent and looping sounds that can give the audience a different perception of what is on screen. For example, if a scene has howling resonant wind it may feel empty or scary, but if it has tweeting birds it may feel more peaceful. Background Effects can also hide issues in the production track, and tend to sell the continuity between shots in your scenes and transitions. They can also be a way to hide issues in your production tracks.

For example, if you have a generator rumble under your dialogue, you may be able to hide it with a refrigerator noise if the scene is within a house. They can be quite extensive on some projects. It is not uncommon to see 8 or more layers of ambient sound covering a scene simultaneously.

Design Effects aka Sound Design, Design

These elements cover unnatural/otherworldly sounds, musical sound design or audio that must be manipulated and heavily layered to get the desired result. Examples include monster growls, earthquakes, spaceships, trailer sound effects and drones.

Check out this video for our conversation with Kriscoart for a detailed discussion on achieving great cinematic sound design.

Foley

Foley is intended to cover human (and sometimes non-human) interactions with objects. It is created by a Foley Artist watching the picture and performing relevant actions with various objects. The main aim of Foley is to cover footsteps, clothes movement and additional sounds aka props. These include details such as gun handling, kissing and coins in pockets. More advanced Foley covers content such as weather and environmental effects.

Reconforming

Due to the nature of how most DAW systems work, any changes to the Picture Edit that take place after the Post Production Sound Team have started working, will cause synchronisation issues. Anything from a single frame change to multiple scene cuts must be logged by the editor and delivered to the Sound Supervisor in the form of an Edit Decision List (EDL) and a new video file. It is best to avoid this as additional costs will be incurred, expensive software solutions will be needed, and the Sound Team may need to re-edit their tracklay (combination of dialogue, sound effects, foley and music) manually.

Mixing

Mixing is the process of taking all of the elements within the soundtrack and balancing them into a cohesive tapestry of sound. The Final Mix will be performed by the Dubbing Mixer/Re-recording Mixer after all of the tracklay is completed and the Director has approved the work. The Re-recording Mixer will use a combination of software tools to sculpt the mix, ensuring that dialogue is consistent, the foley is realistic, sound effects have an interesting surround field, the music blends well and there is a pleasant tonal balance overall.

Job Roles

While many audio post professionals cover multiple roles when completing a project, understanding the key differences between of each of the different job roles is essential. This is especially important you move higher up the food chain and are working on more large-scale productions, as work tends to become more specialised with individuals/small teams covering a specific area of the audio production. Knowing what each role entails is essential for smooth cooperation between teams and understanding how you fit into the bigger picture.

Sound Designer

A Sound Designer is a multi skilled sound professional who gets creatively and technically involved with making sounds to tell a story. On smaller budget projects, the Sound Designer may also be the Dialogue Editor, Sound Editor, Re-recording Mixer, Sound Supervisor and sometimes the Foley Artist.

Dialogue Editor

Dialogue Editors take the Location Sound that is synced up by the picture editor, and work to ensure a constant flow of dialogue without clicks, pops, noise, distortion and discontinuities.

Sound Effects Editor

A Sound Effects Editor takes recordings from sound libraries and places them in sync with the picture to help create a seamless flow of continuity and narrative.

Re-Recording Mixer/Dubbing Mixer

A Re-recording Mixer takes the audio tracks that the team have created, deciding which elements will remain (in line with the Director's notes) as well as their overall tonal balance, distance perception and technical needs for the final deliverables of the Sound Mix.

Foley Artist

Foley Artists perform sounds that would be impractical to create with sound effects and sound design. Examples include footsteps, cloth movement and gun handling. They also add a layer of continuity to your actors performance.

Foley Mixer

Foley Mixers record the sounds that the Foley Artist creates, giving them feedback on the performance whilst listening for technical issues.

Foley Editor

Foley Editors edit the Foley Artist's work, to make it sync with the picture and to assure that it is suitable for mixing by the Re-recording Mixer.

Sound Supervisor/Supervising Sound Editor

A head of department, who often helps with building the Sound Team and overseeing collaboration with the Director and Producers to achieve the best Final Mix possible.

Sound Effects Recordist

A Field Recordist who records custom sound effects for your project, often with high end equipment.

ADR Mixer

ADR Mixers record ADR (automated dialogue replacement) to replace unusable audio from location. They liaise with the Director and Talent to get the best performance and believability out of the recordings.

Check out this great video from Filmmaker IQ for an overview on the role of sound in post production.

For a more detailed look into the audio post production workflow, job roles, technology and how to get the most out of your sound designer you can check out these blog posts:

Our post on working with Sound Designers:

https://www.344audio.com/post/working-with-sound-designers

Our post on how Sound Designers perceive the world through their ears:

https://www.344audio.com/post/aurally-enhanced-life-through-the-ears-of-a-sound-designer

Our post on if the sound is really 50% of a film:

https://www.344audio.com/post/is-sound-really-50-of-a-film

Our posts covering the entire post production process:

https://www.344audio.com/post/audio-post-production-demystified-a-comprehensive-guide-for-filmmakers-part-1

https://www.344audio.com/post/audio-post-production-demystified-a-comprehensive-guide-for-filmmakers-part-2

https://www.344audio.com/post/audio-post-production-demystified-a-comprehensive-guide-for-filmmakers-part-3

Our list of 5 essential books on sound design & audio post-production:

https://www.344audio.com/post/article-5-essential-books-for-sound-design-audio-post-production

Beach House Studios discussing some of the differences between music and film mixing:

https://www.thebeachhousestudios.com/mixing-sound-for-film-audio-post-production-overview/

The Pro Audio Files' post discussing different the job roles:

https://theproaudiofiles.com/roles-in-audio-post-production/

Thanks for taking the time to read through our ultimate guide to audio post production! We have condensed countless hours of knowledge into this guide, with insights from our whole team that have been gained from years working in the industry. Please consider supporting us by making a purchase from the 344 Audio store!

https://www.344sfx.com/

Filmmakers/Editors - How to Deliver audio & video assets to your sound designer

Step 1: The Prep

When editing your film, keep dialogue, sound effects and music on separate tracks so that the AAF/OMF file we describe in the following section is organised upon delivery. You should never delete alternative mic options from the dialogue tracks, as your sound team may be able to use these later. When editing, audio synchronisation is crucial. Once you have synchronised your dialogue, the video and audio regions should stay linked so avoid sound slipping out of sync in your editing software.

Step 2: Audio Assets

Upload all of the audio rushes (audio takes recorded on set) to a file sharing service with a service like Google Drive, which will allow your sound team to stream selected files online and download if needed.

Complete the final locked edit of your project (this can be pre Colour Grading or Visual Effects). Completion of your final locked edit before audio delivery will ensure the most seamless workflow with your Audio Post Production Studio. Place all current dialogue tracks, ADR, voice-over, sound effects and music at their desired timecode position in your editing session.

Place a 1kHz sine wave, 1 frame in duration, 2 seconds before the video region starts. When the final mix is delivered by the Audio Post Production Studio, you can use the sync tone in your edit and match it with the one present in their mix to achieve perfect synchronisation. The video region should start at timecode 01 00 00 00, unless your distribution specifications say otherwise.

Navigate to your software’s AAF/OMF export window (as shown below), and select the following settings:

  • File Format: AAF / (OMF if under 2GB) with Embedded Audio (do not embed video)
  • Audio File Format: WAV
  • Bit Depth: 24 Bit
  • Sample Rate: 48kHz
  • Audio Handles: Minimum of 240 frames

This file will allow the sound team to access all of your audio edits, volume key frames and extend takes within clips (it is comparable to an XML file). The better organised it is before delivery, the happier your Audio Post Production Studio will be, and the more time they will have for creative tasks.

Step 3. Video Assets

Add a timecode indicator to your video, placed inside the visual ‘letterbox’ (or where it would be) at the bottom or top of the frame.

The audio attached to your video file will need to match the AAF/OMF file, so retain all dialogue tracks, ADR, sound effects and music at their desired timecode position in your editing session.

Navigate to your software’s video export window, and select the following settings:

  • Video Format: MOV Video Codec: Avid DnxHD is the officially supported format by Pro Tools (H.264 if your Audio Post Production Studio are willing to convert the file)
  • Video Frame Rate: Matching that of your video master
  • Resolution: Up to 1920 x 1080
  • Key-frames each 12 frames, P and B frames: Disabled
  • Automatic Key-frames: Disabled
  • Audio: Linear PCM/WAV in Stereo L/R

Step 4. Online/Physical Delivery

Keep all of these assets on an online file sharing service with no deletion date, and avoid using zip/rar archives. This is to reduce the risk of download corruption or lack of access. Ensure that the Audio Post Production Studio has checked and approved your assets before the start date of Audio Post.

Setting Up Your Session

In Audio Post Production, having a clear session template can be the difference between a well structured, efficient workflow, and a selection of tracks that is difficult to navigate.

Here is a breakdown of how to set up your session, and the different types of tracks to include:

Dump/Dialogue Tracks

The Dump tracks are for all of your imported OMF/AAF file data and any recordings / sound effects that won't be used in the Final Mix. They should be made inactive when not in use. The Dials/ADR tracks are for editing and mixing dialogue, voice-overs and automatic dialogue replacement (ADR).

Foley/Spot/Atmos Tracks

The Foley tracks are for editing and mixing recorded foley footsteps, cloth movements and prop sounds. The Spot tracks are for editing and mixing sound effects that are not present but are needed to fit on/off-screen cues, for example, gunshots, doors closing etc. The Atmos tracks are for editing and mixing atmospheric sound effects, for example, wind blowing, birds tweeting etc.

Design/Music Tracks

The Design tracks are for designing, editing and mixing audio material, for example, trailer impacts, monster vocalisations and sub rumbles etc. The stereo Music tracks are for editing and mixing mainly non-diegetic music. The mono Music tracks are for editing and mixing mainly diegetic music.

Auxiliary Inputs

These tracks are for balancing the levels, frequency content and dynamics between dialogue, sound effects and music in your mix. For example, routing all of your dialogue tracks out to Aux 8, lets you control the levels of the dialogue as a whole against the other elements of the mix. Aux tracks are also used for adding reverb and delay to your mix via buses.  

If you are interested in a set of professional templates for your projects, take a look at our Audio Post Production Template:

Ultimate Edition Bundle on the 344 Audio store.

You can also find more in-depth coverage of how to set up your session, as well as tips for a successful spotting session with your director, and optimising Pro Tools for video playback in these blog posts below.

Our guide on building a basic post-production template:

https://www.344audio.com/post/audio-post-essentials-a-basic-session-template

Our guide on what to discuss in a sound design spotting session:

https://www.344audio.com/post/article-5-things-to-discuss-in-a-sound-design-spotting-session

Our guide on how to improve video playback in Pro Tools:

https://www.344audio.com/post/article-how-to-improve-video-playback-in-pro-tools

Our guide on how clients should deliver AAF/Video files to you:

https://www.344audio.com/post/article-how-to-deliver-aafvideo-assets-to-your-sound-designer-hassle-free

Capturing Sounds

Capturing your own sounds is an essential part of the audio post production process. No matter how many sound effects libraries their are to choose from, there will always come a point in a project where you can't find the sound you need, and must either capture or create it. You will principally turn to either field recording, or foley as your solution.

Field Recording

The process of recording sounds "in the field". That means taking your recording equipment to a location that sonically matches the one in your project and capturing the sounds you need. The outdoors nature of field recording means that the microphones used tend to differ quite a bit in design from their studio counterparts. There is a particular focus on capturing sounds in their most natural form, and in the highest fidelity possible.

Check out our recap of the extensive field recording sessions that were completed in Feb 2021:

https://www.344audio.com/post/article-344-audio-embarks-on-extensive-field-recording-sessions

Check out our 5 essential tips for field recording:

https://www.344audio.com/post/article-5-essential-tips-for-field-recording

Check out our post on 5 unique sounds you will find in the UK:

https://www.344audio.com/post/article-5-unique-sounds-you-will-find-in-the-uk

Check out A Sound Effects' post on urban field recording:

https://www.asoundeffect.com/urban-field-recording/

Soundonsound's post on what to consider when recording outside:

https://www.soundonsound.com/sound-advice/q-what-should-i-consider-when-recording-outside

Foley Recording

The process of matching the physical movements an actors performance and recording the associated sounds such as footsteps, cloth movement and prop interaction. Foley differs from field recording in that it takes place in a studio environment, and you are capturing the actions of a foley artist instead of natural occurrences.

If you are interested in recording professional-grade foley in your studio, take a look at our guide to building your own D.I.Y foley pit:

https://www.344audio.com/post/article-how-to-build-a-d-i-y-foley-pit

https://www.344audio.com/post/article-how-to-build-your-own-d-i-y-foley-pit-part-2-installing-a-new-surface

If you would like a guide on searching for props, take a look at our guide on prop collecting for budding foley artists:

https://www.344audio.com/post/article-prop-collecting-for-budding-foley-artists

You can find out more about foley in this great video from BAFTA Guru.

Crafting/Designing Sounds

There are 2 primary methods of designing sounds from scratch. They are making the sound using a synthesiser, or taking a real-world sound as a starting point and manipulating it for the desired effect.

Synthesis is the process of creating sounds using specialised hardware/software called synthesisers. Synthesizers typically come in two forms, hardware and software.

Hardware analogue synths are physical objects containing electronic circuit boards that generate sounds and allow the user to control them based on different parameters. The user shapes the sound using different physical inputs (knobs and sliders) to manipulate the voltage/signal travelling through the circuit. Hardware synths typically have a rich and fiery sound compared to software alternatives. Some hardware synths use fully digital sound generation, and therefore have more flexibility, but can sound more like their software counterparts.

Software Synthesizers function in a similar way except there are no physical components controlling the sound, meaning that everything happens digitally. Because there are no physical limitations restricting design, software synths generally offer much more flexibility than hardware, and will be more accessible to most users. Another huge advantage of almost all software synthesisers is the ability to save your patches for future use and to use an almost unlimited amount of iterations at once.

Synthesizers offer an unparalleled level of control when creating sounds, and will be useful for a wide variety of sound design tasks.

Our blog about designing sounds with hardware effects:

https://www.344audio.com/post/article-designing-sound-with-hardware-synths-effects

Our blog detailing the best Reaktor ensembles for film and game sound design:

https://www.344audio.com/post/the-5-best-reaktor-ensembles-for-film-game-sound-design

Our demonstration of using hardware synths for sound design:

https://www.344audio.com/post/blog-how-we-use-the-korg-minilogue-for-sound-design

Our demonstration of using hardware effects for sound design:

https://www.344audio.com/post/blog-how-we-use-the-zoom-ms-70cdr-for-sound-design

Although synthesisers allow the user to manipulate sounds with the most precision, they often lack the sense of weight and physicality that comes from sounds occurring in the real world. The manipulation of real-world sounds is the way to bridge the gap, and will often yield results that would be very difficult if not impossible to replicate with a synthesiser.

This method is especially useful for creating sounds that have a 'designed' quality, but still feel like they exist in our world, which is a critical part of sound design. We have a huge array of tools to work with nowadays, so get creative and see what you can conjure up. Common everyday objects can become monstrous with the right care and attention!

A great example of manipulating everyday sounds is our sound effects library Household Drones.

Specific methods of audio manipulation to implement:

  • Modification of pitch, playback speed or bit rate.
  • Cut or boost frequencies with EQ or filter.
  • Use modulation tools such as chorus, flanger, phaser.
  • Use heavy reverb/delay.
  • Reverse the sound.
  • Apply harmonic processes like distortion and saturation.
  • Degrade the sound using lo-fi effects.
  • Layer multiple sounds together.

Understanding how to manipulate and re-purpose sounds will allow you to extract the maximum value out of the assets you are working with.

In this video sound editor Mark Mangini gives us a short masterclass on sound effects editing.

Synthesis vs. field recording, which is more effective?

https://www.344audio.com/post/article-synthesis-vs-field-recording-which-is-more-effective

Our article on 5 films to study for their amazing sound design:

https://www.344audio.com/post/article-5-films-to-study-for-amazing-sound-design

Our 3-part guide on how to create your own Kontakt Instrument:

https://www.344audio.com/post/article-how-to-build-a-kontakt-instrument-a-complete-guide-for-composers-sound-designers-part-1

https://www.344audio.com/post/article-how-to-build-a-kontakt-instrument-a-complete-guide-for-composers-sound-designers-part-2

https://www.344audio.com/post/article-how-to-build-a-kontakt-instrument-a-complete-guide-for-composers-sound-designers-part-3

Our articles on epic sound design moments in video games:

https://www.344audio.com/post/article-5-epic-sound-design-moments-in-video-games

https://www.344audio.com/post/article-5-more-epic-sound-design-moments-in-video-games

5 Simple Sound Design Tips:

https://www.344audio.com/post/article-5-simple-sound-design-tips

Our article of 5 classic microphones for sound design and foley:

https://www.344audio.com/post/article-5-classic-microphones-for-sound-design-foley

How to use your voice for sound design:

https://www.344audio.com/post/article-how-to-use-your-voice-as-a-sound-design-tool

How to make horror sound effects:

https://www.344audio.com/post/how-to-make-horror-sound-effects

https://www.344audio.com/post/article-top-5-sound-sources-for-creating-terrifying-sound-effects

How to sound design Halloween:

https://www.344audio.com/post/how-to-sound-design-halloween

How we created the sound for the racing film Challenger:

https://www.344audio.com/post/article-behind-the-sound-of-challenger

How to create Anime style sound effects:

https://www.344audio.com/post/article-secrets-of-anime-sound-design

An introduction to creative sound design:

https://www.344audio.com/post/an-introduction-into-creative-sound-design

ASMR and sound design:

https://www.344audio.com/post/asmrtists-sound-designers-where-pleasure-meets-purpose

Writing music with toys:

https://www.344audio.com/post/designing-music-with-toys-writing-a-song-on-the-nintendo-3ds

Electric coil pickups:

https://www.344audio.com/post/article-electro-coil-pickups-a-budget-friendly-tool-for-sound-designers

Top 5 audio manipulation plugins for Pro Tools:

https://www.344audio.com/post/article-top-5-free-audio-manipulation-plugins-in-pro-tools

Designing Shepard Tones:

https://www.344audio.com/post/article-creating-shepard-tones

Designing For Myth & Magic

https://www.344audio.com/post/article-myth-magic-sound-design


Voice Manipulation

The Human voice is an incredibly powerful sound design tool, not only for the range of sounds it can produce but for the simple fact that it is accessible to everyone.

Orcs, trolls, zombies and everything in between are brought to life through the use of manipulated voice sounds, and there are several staple effects that show up time and time again. These include pitch shifting, reversing, and modulation.

Pitch shifting is a great tool for changing a voice into a new creature. Lowering the pitch for example will give the impression of the voice being from a large creature, whilst raising the pitch will do the opposite. Pitching things down can also bring out different harmonics in the voice that weren't apparent at its regular pitch. This technique is especially useful for creature effects like growls and snarls.

Modulation effects such a chorus, flanger and frequency shifters are used to give a voice an electronic or metallic quality. These effects are frequently used in science fiction for robotic and AI characters. Vocoders are also a great option for this kind of sound, as they give the voice a resonant tone that is very synthetic.

Another staple effect is the use of reversed whispers and vocalisations in a horror film to raise the creep factor. Try blending a reversed whisper with the un-reversed signal and apply a heavy reverb to create an unnerving wash of sound.

Here are some useful voice manipulation plugins for you to check out:

https://www.344audio.com/post/article-5-best-voice-manipulation-plugins

https://www.344audio.com/post/review-devious-machines-pitch-monster

https://www.krotosaudio.com/products/dehumaniser2/

https://www.deviousmachines.com/pitchmonster/

http://www.zynaptiq.com/morph/

https://www.waves.com/plugins/morphoder

How To Build A Sound Effects Library

Creating a sound effects library is a task that combines creative thinking, technical execution and project management skills. At 344 Audio we have developed an efficient and effective process that has been honed over countless releases and allows us to consistently generate new content over time.

Step 1 - Concept

The first thing you need to figure out when creating a sound effects library is the concept. This can be anything you want, but it helps to focus on a certain theme, aesthetic or type of sounds that work together.

Some previous examples of our library concepts include:

Practical Doors

Practical Doors contains a range of interior and exterior door sound effects with common uses: open, close, creak, slam, keys, locks, latches, knocks and many more!


Trailer instruments Designed

Trailer Instruments Designed contains a variety of effects captured from instruments and manipulated into impacts, drones, stingers, risers and more.


The Burger Kitchen

The Burger Kitchen contains a wide variety of food preparation, eating and handling sounds captured in our foley suite.

As we can see, these libraries each have a unique theme and focus on different kinds of sounds, and would be useful in different contexts. Having a solid concept is key as it not only gives you boundaries to work within, but will help add some personality to your library and help it stand out in the marketplace.

Step 2 - Structure

Once you have your concept nailed down the next step is to decide on the structure of your library. This means how many sounds will there be in total? How will you organise the sounds within the library and how many subfolders will your library contain?

Let's use an "Impacts Library" as an example

80 files in total

  • Folder 1 - Electronic Impacts - 20 Sounds
  • Folder 2 - Organic Impacts - 20 Sounds
  • Folder 3 - Designed Impacts - 20 Sounds
  • Folder 4 - Crazy Metallic Impacts - 10 Sounds
  • Folder 5 - Sub Impacts - 10 Sounds

Using this structure as a reference, you can make a list of sounds that you will need to record to build the library.

Structuring your library in this way breaks up the content and makes it easier for the user to find the sounds they are looking for. It also helps you during the recording and editing phase as you know exactly what you are working towards in terms of the number of sounds and what is in each subfolder.

Step 3 - Recording

Now we are getting to the fun stuff. The recording phase is where the magic happens, so it's crucial that you get this stage of the process absolutely spot on!

A few things to consider before you begin recording are:

What kind of sounds are you recording? Are they more external "field recording" sounds or are you able to capture them in a controlled studio environment?

Do the sounds need to be in mono or stereo? Mono is most common for "spot fx" and stereo is more commonly used for atmos, or sounds with an inherent spatial element to them such as a car passing left to right, trains going past etc.

What kind of microphones and pickup patterns will you be using? Dynamic, Condenser, Shotgun, Cardioid mic etc.

Are the sounds being processed heavily during the editing & design stage?

Once you have given this some thought and have decided on your approach, it's time to start making some noise. Whilst the recording stage can most definitely be completed by one person, it is much easier when there are 2 people doing it, as one of you can take charge of recording whilst the other can "perform" the sounds. We recommend working in a team of 2 for maximum speed and efficiency during this stage of the process.

Operating as a pair, work through the list of sounds that you wrote during the structure phase until you have captured all of the source material that you need in order to build the library. As a general rule it's always more favourable to have too much source material over not enough, so make an effort to capture as much as possible.  By taking a little extra time and capturing as many sounds as you can you will be giving yourself the most amount of content to work within the editing & design phase.

Step 4 - Editing & Additional Design

With the recording complete it's now time to move into the editing and design phase. This is where you will take your raw source material and start bringing them to life, either through editing or additional design and effects processing.

When editing your sounds, it's important to consider the end-user and in what context they will be using the sounds. For example, when editing our Practical Doors library, we specifically made all of the doors have a consistent level and frequency content, so that they would all feel right when placed in a scene together. You should edit your sounds in a way that makes things easy for the sound editor so that they can drop sounds into their project timeline and work within the scene with minimal fuss.

There is a lot more to editing than just chopping files, making fades and stripping silences. The editing phase is your chance to be really creative, and give your sounds that bold, dramatic feel that will make them stand out.

Some techniques to implement during editing include:

Play with extremes

Don't play it safe. Embrace large dynamics and make use of contrast between quiet and loud sounds to maximise their impact.

Heighten the drama

Try and edit your sounds in a way that conjures up an image, indicates some real-world physicality and motion or has a visceral effect on you when you hear it. For example, in our gore library "Slaughter" we were editing sounds for a human body being crushed. We spend a lot of time thinking about how this would actually play out in reality, and the different phase's of the body being broken down, skin, bones, blood, guts etc. Approach editing like this took our sound from "decent" to genuinely stomach-churning, which is exactly the effect a gore library needs to have.

Fill out the frequency content

Combine and layer different recordings together so that you can fill up the frequency spectrum and give each sound that big, bold weightiness that is so characteristic of modern movie sound effects.  There may be instances where editing isn't enough and you must use effects processing to create the sounds required for your library. This is something we do quite often, especially on libraries with an otherworldly or Sci-Fi concept to them, or when we are constructing drones and atmospheres from everyday sound sources.

Some go-to processing methods that we love to use are:

  • Reverbs with long decay times.
  • Modulation effects - Flangers, phasers, chorus.
  • Crazy comb filters, LFOs and modulation delays.
  • Pitch and formant shifting.

Step 5 - Quality Control

The quality control phase is super important, as it is your last chance to address any errors in your library before release and make sure that everything is sounding perfect.

Once you have exported all of your sounds from your daw, listen through all of your sounds from start to finish and be attentive to any technical or aesthetic issues as you go. These may be things such as excess silence in the file, unwanted clicks and pops and sounds being cut off from improper fade ins/outs.

Most common issues can be avoided by paying close attention during the recording and editing phases, but it's always worth double and triple-checking in case any unwanted sounds have slipped through the cracks and made it all the way to this stage without being flagged up and corrected.

Once you have checked through all of your sounds and are happy with everything it's time to embed metadata into the files. Metadata are additional tags that you can attach to a file that makes it easier for people to find when they are searching through their sound libraries.

For example, we may have a bone-breaking sound called "Bone Break 01.Wav" but we would like to give it additional tags so that it appears in searches relating to "horror" and "gore".

There are several programs that will allow you to achieve this but we use the sound effects platform Soundly, as it has a great interface and is really helpful for organising your sound effects.

Within Soundly, select the sound you want to add metadata, right-click and go "edit metadata". This will then bring up a window where you can edit both the file metadata and file originator (Author of the file, in our case 344 Audio).

In the metadata section simply type your additional search tags each separated by a comma.

File Name: Bone Break 01

Originator: 344 Audio (In your case it might be "Johns Samples" etc.)

Metadata: Bone, Break, Snap, Injury, Gore, Horror, Violent, Fall, Fracture

By adding the metadata it makes it much easier for the user to find your sounds and gives them a little bit more information about the context in which to use them.

Step 6 - Artwork, Description, Demo Track

The final stage before releasing your library is to create some killer artwork, write up an enticing description for use on online stores, and make a demo track to show off your library and get people hyped up.

Artwork - We think its best to keep things simple and consistent when it comes to artwork. Use an online tool to create some custom graphics that can be saved as a template for use across your future library releases. There is a range of awesome websites that allow you to make custom graphics. We use Adobe Spark as it has a large range of stock images to choose from and a user-friendly interface.

Choose a background image that links to the concept of your library and then overlay some text with the name of the library. You can then finish it off with your company or brand logo in the corner to let your users know who the library is from.

Descriptor

This covers all of the text that will be used to help sell the library and is broken down into product tagline and product description.

Your tagline should be short, sweet and enticing. Try and write something that will whet the appetite of a potential customer and get them intrigued about the sounds in the library.

Our tagline for "British Soldier Voices"

British Soldier Voices contains 800+ soldier vocalisations including orders, commands, shouts, grunts and more performed at different intensities. All recorded up close and personal for use in video games, film and other media content. Recorded in 24Bit 96kHz, allowing for further sonic manipulation.

Your product description goes into more detail and explains to the customer exactly what is contained within the library, and some specific technical information such as the number of files and sample rate etc.

Our product description for "British Soldier Voices" - Phrases include genuine language used by SAS, Army, Royal Navy and Paratroopers as well as exaggerated script elements. We consulted real British Armed Forces Personnel to ensure that our scripts were accurate and performed correctly by our voice talent. Both modern phrases and historical phrases are included, extending the libraries use beyond modern warzones.

Whether you are making an FPS game featuring the SAS, a film featuring the armed forces or need voice effects for training purposes, this library covers both real-life commands as well as phrases included for dramatic effect. All lines are included clean along with a processed version to add quick army radio comms to any project, perfect for video game implementation!

If you think your sound collection is in need of some reinforcements then this is the library for you!

Here are the included folders:

  • Whispering: Perfect for stealth mission and special forces operations, using the element of surprise.
  • Talking: Soldiers speaking at normal levels, perfect for instructing commands or for training exercises.
  • Shouting: Perfect intonation for heavy battle in close proximity with the enemy, lock and load!
  • Grunts: A collection of grunts and efforts perfect for close-quarters combat or when a soldier is hit.
  • Specs: 1600+ files • 1600+ sounds • 24 Bit / 96 kHz | 16 Bit / 44.1 kHz • 435 MB • Includes metadata

Demo Track

Most people are going to want to listen to some examples of the library before making a purchase, so here is where the demo track comes in.

The demo track should be about a minute in length and show off the full range of sounds within your library in an interesting and exciting way. Be creative and try and create something that is fun to listen to and links back to the concept of the library. Try and give your demo track a sense of rhythm and that it is building towards a climax. Even if the sounds in your library don't have a musical quality to them,  injecting a bit of rhythm and bounce to your demo track will help your library stand out and give the potential customer a positive impression.

Keys To Success

Whilst we have given you our step by step process in a general sense, below are a few extra tips that will help you turbocharge your workflow and generate consistent results over time.

Teamwork is king - There's nothing that you can do alone that wouldn't have been done in less time and to a better standard than in a team. Develop a team of people to work on your libraries and you can complete a more diverse range of projects in less time than alone.

Break up the workload - Split the different stages of the process amongst the different members of your team. Whilst one person is recording someone else can be preparing the pro tools session for editing. Or if one person is editing someone else can be writing the descriptions and creating the artwork.

Develop a repeatable process

It sounds like a no-brainer but develop a process for creating sound effects libraries that you can repeat time and time again. This way no matter what the concept or content of the library is, everyone will be on the same page and know where they are up to in the process, and what stage comes next.

Be consistent

By keeping things consistent you will be able to produce content as faster speeds. By working in the same studio, following the same step by step process with the same team of people and equipment you are eliminating unknown variables and will over time become a well-drilled and efficient unit.

If you are interested in sound design and want to know more about building sound effects libraries, check out the links below or head over to the 344 audio store and check out some of the products that the team have created:

Our step by step guide on how to build your own sound effects library for commercial release:

https://www.344audio.com/post/article-how-to-create-a-sound-effects-library-our-step-by-step-process

How to run a successful sound effects recording session:

https://www.344audio.com/post/article-our-top-10-tips-for-running-a-successful-recording-session

Further articles & guides on building your own sound effects library:

https://www.asoundeffect.com/diy-sfx-libraries-a-guide-to-your-first-sound-effects-library/

https://transverseaudio.com/posts/how-to-make-a-sound-library-in-any-daw

http://www.garethfry.co.uk/creating-a-sound-effects-library-with-metadata

https://www.344sfx.com/

Working With Sounds

Knowing how to make cool sounds is one thing, but being able to work  efficiently with them is a whole different game and shouldn't  be overlooked.  Time is always a critical factor in delivering great work so you should work to maintain an efficient workflow when building soundscapes.

Take a car chase or fight scene for example. We know that there will be lots of similar sounds use to fill out this scene in the form of engine noise, tire squeals, punches, kicks etc. It therefore makes sense to work with a batch of sounds you have auditioned and are happy with for each layer. These can be can quickly copied and pasted across your scene rather than sifting a gigantic library and placing sound effects one at a time.

You can also use a common element to "glue" sounds together such as a low frequency sine wave layer to add some beef to punches for example. This can be copied and pasted in place each time the same effect happens to give a consistent tone across the scene.

Implementing these techniques will give you a more architectural approach to building your scenes and maximise your efficiency.

Check out this video from Pro Sound Effects where veteran sound designer Richard King talks us through how to approach a project with multiple scenes.

Our top tips on action sound effects editing:

https://www.344audio.com/post/article-10-top-tips-for-action-sound-effects-editing

Our top tips on building background sound effects:

https://www.344audio.com/post/article-how-to-build-background-sound-effects-for-film

Our post on how to use subconscious sound techniques in your film:

https://www.344audio.com/post/capturing-your-audience-how-to-use-subconscious-sound-techniques-in-your-film

The 5 best online sound effects resources:

https://www.344audio.com/post/article-the-5-best-online-sound-effects-resources

Hyperbitsmusic's 5 innovative sound design techniques:

https://hyperbitsmusic.com/redefining-sound-design-5-innovative-techniques/

Designingsound's guide on adapting your sound editing workflow for your mixer:

http://designingsound.org/2018/08/03/know-thy-mixer-a-guide-to-adapting-your-sound-editing-workflow/

Where to Purchase/Download Royalty Free sound effects

344 Audio Store:

https://www.344sfx.com/

Pro Sound Effects:

https://www.prosoundeffects.com

Soundly:

https://getsoundly.com

The Sound Pack Tree:

https://thesoundpacktree.com

22GB free sound effects in the Game Audio GDC Bundle:

https://sonniss.com/gameaudiogdc19/  

A huge library of free sound effects - Freesound:

https://freesound.org/

Music

A film's musical score is an important piece of the puzzle. Music has the innate ability to convey the emotion of a story and is a powerful device for the director to employ. Its important from an audio post perspective to have a good knowledge of the music composition process and to understanding the key terminology. You will most likely be collaborating with a composer at some point, so knowing the language that they speak in will be a huge help. Composers, whilst falling under the umbrella of "sound" tend to come at things from a different direction than sound designers and the audio post team. Its important to consider how the overall sonic picture of the film will be built up and to leave space for the music to shine through.

5 tips for film composers:

https://www.344audio.com/post/article-5-tips-for-film-composers

How to record an orchestra:

https://www.344audio.com/post/article-how-to-record-an-orchestra

Working with a live string ensemble:

https://www.344audio.com/post/article-working-with-a-live-string-ensemble-a-guide-for-budding-film-composers

Raindance's guide on recording and mixing music for film:

https://www.raindance.org/7-quick-tips-recording-and-mixing-music-for-film/

Thanks for taking the time to read through our ultimate guide to audio post production! We have condensed countless hours of knowledge into this guide, with insights from our whole team that have been gained from years working in the industry. Please consider supporting us by making a purchase from the 344 Audio store!

https://www.344sfx.com/

We hope you enjoyed reading this guide and have hopefully gained some useful knowledge to take forward into your next project!

We have more great tips for you in part 2 of this guide so follow this link to check it out:

https://www.344audio.com/post/the-ultimate-guide-to-audio-post-production-sound-design-part-2  

344 Audio Collaborates With The Full Spectrum Centre For Sound Therapy Project

We were approached by the Full Spectrum centre to design original sounds of music for their range of sound therapy treatments.

Alex Gregson

November 21, 2021

Projects

We are pleased to share with you an update on a unique project that we have recently completed. We were approached by the Full Spectrum centre to design original sounds of music for their range of sound therapy treatments. The treatments focus on each of the 7 chakras and use accompanying sounds that align with the fundamental characteristics of each chakra.

As you can imagine, this was a very interesting project and not the kind of thing we get to be involved with that often, so we are really enjoyed working on this brief. The team came to this project with a fairly basic understanding of the 7 chakras, so as part of our pre-production, we met with the Director of The Full Spectrum Centre Joanne Lee to go over each of the 7 Chakras, how the treatments will be used and her vision for how each should sound.

We used the information in this sheet as our reference when developing each track.

After this initial briefing, we had a good idea of the approach we should take for each Chakra.

Root chakra - Focusing completely on simple rhythms, uses shamanic drum beats playing in a hypnotic pattern. The only instrument used is the African Bolon which plays a single low bass note.

Sacral chakra - Still focusing on rhythms but the drums have more groove and syncopation to them. Introduce musical elements in the form of tuned percussion instruments, mallets and slates.

Solar chakra - Beginning to become more musical. We bring in several new instruments such as guitar, gamelan, flutes and synth pads. The music is starting to become more melodic and tonal as we move through the chakras.

Heart chakra - The heart chakra is the middle point and has a feeling of balance and calm. We mainly focused on wind instruments for this Chakra and also had a steady bass pulse underneath to signify the beating heart.

Throat chakra - The throat chakra is very ambient and builds atmosphere through sparse singing bowl hits and ringing chimes. We also have a large number of vocal lines that come in and out, interweaving with one another.

Third Eye chakra - By now we have moved away from rhythmic and melodic elements completely and are now focusing on stacked synth chords. The third eye features arpeggio scales going up and down in sync with each other to give a sense of expanding consciousness and cognition.

Crown chakra - Our finale is the crown chakra. Here we wanted it to feel like your consciousness is being uploaded into a higher realm, so we focused almost entirely on a single synth chord that builds and builds in intensity, with new textures and timbres fading in. We also added a vocal element to this chakra to give it an angelic feeling.

As well as these musical elements, we also developed some sonic tones that would play over each chakra. These contained elements of Binaural beats as well as frequencies that matched the resonant frequencies of each Chakra.

The Full-spectrum centre is a renowned centre for wellness and holistic therapies in the North of England and offers a range of different treatments.

We had a great time developing this project, and it was a nice departure away from our usual kind of thing. Overall we are really pleased with how the final piece came together and we have enjoyed the experience of learning more about the 7 chakras and sound therapies. Hopefully, we will get a chance to work on a similar project in the future!

I met with Alex and Jack, a very talented duo who listened and took on board my vision and dream. The project would create a new and unique digital sound bath delivered as a live stream on Zoom, individual sound therapy sessions for clients to experience face to face or again as a live stream on Zoom and finally the core audio sessions for our Full Spectrum Journey Through the Chakras™, an 8-week energetic balance program. In just 3 weeks 7 x 30 minute sound therapy tracks, one for each chakra, a 30 minute digital sound bath and a 60 minute combined chakra sound therapy track were designed, created and delivered and I am completely blown away by them. Alex and Jack have exceeded all my expectations, they have interpreted my ideas, requirements and criteria in ways I never imagined.

Joanne Lee - Director of The Full Spectrum Centre

As well as this great feedback from Joanne, we were also thrilled to read some of the feedback from clients who had tried the sound therapy treatment!

I have been suffering badly with sciatica and was unable to get to the centre for my weekly treatment. So Jo suggested we do something via zoom called The Full Spectrum Journey through the Chakras: Root chakra sound therapy session. Although I’ve never had anything like this before I was very open to it and lay down comfortably on my bed. At this point, my pain was a 7.5 out of 10. I had my headphones on and the music started with the sound of drums. Well, I can honestly say I’ve never experienced anything like it and it was an experience rather than a session. I had my eyes closed and actually saw in my mind's eye a golden light hand go into the area of pain and pull it out. It was absolutely incredible the music just took me somewhere else. Anyway, the outcome was I had no pain after at all and I can’t wait to have another session with different chakras with the sound therapy as I suffer from fibromyalgia, arthritis and disc degeneration. I can’t recommend this enough. Thank you Jo I feel honoured that I was the first person to try this therapy."

Wow! It makes us really happy to know that our music and sounds are helping people to deal with their pain and feel better.

We hope you enjoyed this article!

For more about the Full Spectrum Centre and their work check out their website: https://fullspectrumcentre.co.uk/full-spectrum-sound-therapy-project/

Lead Audio Craftsman Alex Gregson is Interviewed by Extended Studios

In this interview, our lead audio craftsman Alex Gregson talks about working with Devin Townsend, his favourite pieces of equipment and tips for newcomers in the industry.

Alex Gregson

November 3, 2021

Projects

We are very pleased to share with you this interview with Extended View Studios. In this interview, our lead audio craftsman Alex Gregson talks about working with Devin Townsend, his favourite pieces of equipment and tips for newcomers in the industry.

We hope you enjoy this interview!