Contagion Sound Design Asbjoern Andersen


Not surprisingly, there's been a resurgence in the popularity of director Steven Soderbergh's film Contagion due to its realistic and mostly-accurate portrayal of a global pandemic. Here, Soderbergh's longtime-collaborator supervising sound editor/re-recording mixer Larry Blake looks back to how they crafted its sound.
Interview by Jennifer Walden, photos courtesy of Larry Blake
Please share:
Zombie sound effects library

Hand washing, social distancing, remote working, and staying at home unless absolutely necessary — this is our current reality in the COVID-19 pandemic. But nearly a decade ago, it’s a scenario that director Steven Soderbergh and writer Scott Z. Burns presented in Contagion (2011), which is considered to be one of the most scientifically accurate pandemic films out there.

What makes this film so believable (aside from its list of CDC recommendations) is its realistic approach. Looking at the sound side, the film isn’t overstated. There’s nothing that stands out as flashy or hyped up. It’s purposefully designed to feel real, which is an aesthetic approach shared by Soderbergh and his long-time collaborator supervising sound editor/re-recording mixer Larry Blake.

Since the start of their careers in the late ’80s, Soderbergh and New Orleans-based Blake have collaborated on 30 films and Blake won an Emmy for his mix on Soderbergh’s Behind the Candelabra. In addition, Blake has worked on another 30 features and 15 feature documentaries with other directors.

Here, Blake looks back at his work on Contagion, and talks about recording production effects, building believable crowds, cutting in that horrific cough, working with composer Cliff Martinez’s iconic score, and more!

 



Contagion | Trailer | Warner Bros. Entertainment


‘Contagion’ Trailer

How did Dir. Soderbergh want to use sound to help tell the story of Contagion? And what were your goals for sound on this film?

Larry Blake (LB): I’m not sure that Steven and I had any specific discussion about what he wanted. At that point, nine years ago, we’d been working together for over 25 years. I don’t think we had any discussion about what he was going for.

 

Contagion_sound-2

Larry Blake in Hong Kong recording backgrounds for ‘Contagion’

So there was a lot of trust in the relationship? He just said, “Here’s this. Do your thing…”?

LB: Steven is so low-key and that’s what was implied but there was no real talk about anything that I remember.

When we got to specific, granular effects it was a different thing. One thing that was important to him was that the coughs had to sound nasty. It was rarely ever just a production recording of the actors’ coughing. As stupendous as the actors were, we were always layering on top of their performance — subtly and completely invisibly, we hope. We layered in effects of other people hacking and coughing because that was one specific trait of this mythical virus, in addition to causing encephalitis in the brain. So we were topping all of the production coughs in the film.

I was lucky to be on location in Hong Kong, Chicago, San Francisco, and Atlanta to record background sound effects. The coughing was easy, but when it comes to crowds sometimes you just have to be there on the day. For example, at one point in the film they had converted an armory into a makeshift hospital. There were hundreds of people coughing and wheezing. After shooting wrapped at that location, I was able to get a complete suite of sounds of what that place would have been like, with all of the extras hacking away. It’s the type of thing where, if you prepare—i.e., just being there, as Woody Allen says, “90% of life is just showing up”— then it’s easy to do it right. Seeing that on the call sheet and knowing that would be shot, I wanted to be there that day. I had to push the ADs to get the extras to stay a little longer but usually it’s little or no extra cost for that part of it and it reaps great benefits. You can’t just pull that out of a library, and group ADR can only go so far.

 



Contagion - Film Clip #11


Infected woman in a grocery store coughs and reaches toward Mitch and Jory

That cough! Ugh… It sounds awful (and perfect!) From Beth (Gwyneth Paltrow) to Dr. Mears (Kate Winslet) to the young boy Clark (Griffin Kane), it really fits nicely in the actors’ mouths. Who supplied that cough? Where did you find it?

LB: I’m not quite sure. I know it was a pre-existing recording. We didn’t put masks on and record coughs from sick people.

 

Any tips for making sounds added in post feel like they’re emanating from the person on screen?

LB: You just have to use your instincts. I remember having a discussion with a director (not Steven) about 15 years ago on how to make ADR sound right. I listed everything: First, the actor’s energy is the most important thing. You can’t turn a knob and fix that. The actor has to be there correctly, and the chest cavity placement — how they’re sitting, or standing, or moving — all that has to be right. The technical stuff isn’t important; it’s all about performance….

He stopped me and said, “The number one rule: ADR can’t suck.”

The only thing I can say is that you have to use your instincts as to what is right and what is not right. You have to trust that what you are doing is helping the image, and helping to tell the story.

You have to use sound for what it’s good for, and its great ability is stealth. We can use sound to get to the viewer without them knowing they’re being gotten to.

One of the problems these days is that people want to tell a story too obviously, and show what they “got for Christmas” with the mix, putting Foley fork drops in the surrounds and shit like that. Or they want to go for the jugular too much, creating too wide of a dynamic range in the mix. Subtle is better almost all of the time, with sound.

You have to use sound for what it’s good for, and its great ability is stealth. We can use sound to get to the viewer without them knowing they’re being gotten to. By the way, this is not an original observation!

 


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


Trending right now:

  • Cinematic & Trailer Sound Effects Magic – Alchemy Play Track 4213 sounds included From: $135 From: $108

    SONIC SPELLS WITH REAL PERSONALITY

    MAGIC – ALCHEMY is a professional sound effects library built from real chemical reactions and elemental forces. It delivers short, character-rich magic sound effects perfect for spellcasting, magical UI design, and fantasy storytelling. Designed to sit cleanly in a mix and shimmer with personality, these spell sounds are ideal for games, trailers, audio dramas and more. Real reactions, recorded with obsessive detail.

    MAGIC - ALCHEMY | Sound Effects | Trailer

    Magic Sounds from Real Chemical Reactions

    No digital fakery here. Every sound in MAGIC – ALCHEMY began as a live experiment — alcohol burning in jars, butane growling through pipes, fuses igniting, water swirling in glass. These are true-to-life textures, captured in a lab-grade recording setup. The result? Magical sound with depth, realism, and spark..

    Short, Sharp, and Ready to Use

    These are not long, cinematic flourishes. This library is about immediacy — short, dry, punchy magic effects that are easy to slot into your project. Ideal for game asset design, magical feedback sounds, and trailer moments where clarity counts.

     
     
     

    Three Spell Flavours: Holy, Cursed, Neutral

    Need a healing chime, a cursed hex, or something more ambiguous? The Designed section is grouped into Holy, Cursed, and Neutral categories — giving you emotional options that match your scene’s intent, whether you’re crafting a fantasy RPG or a subtle magical interaction.

    Built for Professionals, Whatever You Create

    Whether you’re layering magic for a fantasy film, adding interactive audio to a mobile game, or creating rich textures for audiobooks or theatre, MAGIC – ALCHEMY fits right in. It’s mix-ready, flexible, and full of sonic character.

    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
    20 %
    OFF
  • ‘Tiny Transitions’ deivers 275 short Whooshes and other Transition sounds. Instead of the huge, more cinematic transitional sounds that you are accustomed to hear from SoundBits, this sound pack focuses more on the smaller, not-so-intrusive production elements that come in very handy for any Sound Designer, All-In-One Film Editor or Web-, App- and Game-Developers.

    All these small motion-supporting elements that you need in your everyday work for game menus, apps, general motion designs, … or as parts of more complex moving stuff.

    You get 275 designed sounds + a selection of 290 cleaned and edited source sounds that were used to design the Tiny Transitions. These sounds are mostly different props that are scraping or sliding on different surfaces and also some vocalized whoosh attempts.

    All source sounds were recorded with Sonosax SX-R4+ and Sennheiser MKH8050+MKH30 M/S rig.

    All sounds come with embedded Soundminer Metadata.

    50 %
    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
  • Environments & Ambiences Fantasy Ambiences Play Track 608 sounds included, 283 mins total $74.99

    FREE SAMPLES of this pack here

     

    Fantasy Ambiences offers a complete solution for your fantasy game, video, or movie. In the sound pack, you will find ambience loops for common ambience environments including grasslands, forests, winter, deserts, water, lava, rain, jungles, camps, outposts, caverns, caves, ruins, underworlds, and many more.

    Each loop is at least 1 minute in length (except for 3) and is offered with all stems. That means, if you don’t want that bird sound, you can remove it. Don’t want wind, remove it. Don’t want insects, remove them too. The choice is yours. You can combine elements together to create your own ambience sounds custom to your project and your needs.

    All sounds in the Fantasy Ambiences Loop sound pack are drag-and-drop ready for your project. Every audio file is UCS compatible and can be easily searched and found as they are meticulously organized into categories.


Latest releases:

  • 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.

Need specific sound effects? Try a search below:


One thing that Contagion captures so well is the rate of panic that happens in people — from cloaked civility to full-on riot. Can you tell me about building these moments sonically? What are some essential elements for building that escalation? How do you instruct the loop group to get the necessary reaction? Do you have them perform the escalation of panic all at once, or do you do it in stages?

LB: You always hope to start with a great production recording and indeed the production sound mixers, Dennis Towns and Mark Weingarten, did a superb job on this movie. You also hope that the director and ADs allowed them time to do their job. With Steven, that’s not an issue, although he shoots really, really fast. They have to be on their toes. Even better is being lucky enough to be there to do sound effects recordings yourself, as I did on Contagion, or have someone like Eric Potter or John Fasal there. That’s the holy grail.

I put emphasis on getting group ADR right. It’s almost like Bondo; you need it to fill in little bitty gaps here and there with specific voices. For example, Lorraine (Monique Gabriela Curnen) is waiting in line at a drug store to get Forsythia and a man behind her coughs. She asks him to cover his mouth and he says, “Fuck off, lady.” So a friend just wrote me saying that he’d seen the movie and asked, “Is that your voice?” It’s definitely not me, and I remember that line being production. But that’s the type of thing you might get in group, those little bitty things you can add in.



Contagion clip - pharmacy riot


Civil crowd turns into a riot when pharmacy runs out of Forsythia

It’s important for me to do group right. I always record it in LCR stereo because it fits in nicer with the backgrounds and on the screen. I don’t understand the people who stick one mic up in the group session and record like that. That’s too antiseptic.

I take great pride in group. I’m not sure how many sound supervisors are there for the group recordings because they might leave that to the ADR editor but I am always there at those sessions. That’s a real point of pride for me in doing movies.

For Contagion, at that point, we were using LA Mad Dogs in Los Angeles but recently we’ve been doing most of our work in New York using Dann Fink and Bruce Winant and their company Loopers Unlimited. It’s great to have a good, longtime relationship with them.

Bonus: Explore the Ultimate Horror Sound Guide:

The Ultimate Horror Sound Guide
Want to know more about horror sound? Be sure to explore the Ultimate Horror Sound Guide here, giving you a wealth of exclusive sound stories and interviews, both free and premium horror sound effects + guides on how to make your own scary sounds.
 
Read the Ultimate Horror Sound Guide here
 

The dialogue on the film sounds fantastic despite the fact that some of the actors are wearing PPE, like the positive pressure suits, masks, respirators, and face shields. Can you tell me about your challenges in dealing with the dialogue on this film? Was there a lot of ADR?
LB: There was very little ADR. As I said, Mark [Weingarten] and Dennis [Towns] did a great job. I don’t remember doing any ADR for technical reasons; we only did ADR to change words or add in lines.

They did such good work in production and my job was not to fuck that up.

As for the labs, I did capture recordings in the labs at Columbia University [New York] where our chief science consultant, Dr. Ian Lipkin, is based. He’s one of the top epidemiologists in the world.

I also went to the labs at UCLA with Natasha Griffith, who was like the right-hand of our production designer Howard Cummings on the design of the labs and the use of the suits.

Natasha brought one of the positive pressure suits to the Foley stage and we did a lot of recordings of them. This was the suit that Dr. Hextall (Jennifer Ehle) and Dr. Eisenberg (Demetri Martin) wore in the BSL 4 scenes in the film. Foley was shot at Fox, where my long-time Foley artist Alicia Stevenson was working at the time.

Contagion_sound-2

David Betancourt, Larry Blake, and Natasha Griffith at the Fox Foley stage recording the suits

 

There was really great TV futzing on this film! There are a variety of TV and internet broadcasts. Was this before the days of Audio Ease’s Speakerphone? What were your go-to tools for futzing? (Did you worldize?)

LB: It was whatever I could do with an equalizer and a compressor. I was definitely not using Speakerphone. I’m not sure if it was even out in 2010. There was no worldizing. It was just accomplished using knobs and taste. It was done old school.

 

Cliff Martinez’s score is a strong sonic component of this film — being featured in several music montages. As the re-recording mixer, can you tell me about your approach to bringing your sound and Martinez’s score together? Did you get to hear some score during editorial? Or were you hearing both elements together for the first time at the final mix?

LB: We usually go through a few temp dubs. Cliff [Martinez] is a very close friend; I’ve done almost 10 movies and two seasons of The Knick with him. He worked with music mixer Dennis Sands, who did a great job with the recording and pre-mixing of the music.

The score was well done, and all I had to do was not fuck it up. My job is easy when we have people like Cliff and Dennis [Sands], and Dennis [Towns] and Mark [Weingarten] handing you work.

This is the type of thing that Cliff excels at. It’s pretty astonishing how he does it. I remember he came down here [New Orleans] for Mardi Gras and he was composing in his hotel room. It was pretty hysterical. He’s a unique talent and his scores for Steven’s movies, such as Solaris, Contagion and The Limey, among many others, really add an instantly recognizable signature to them. You can’t mistake it for anything else.

 

[tweet_box]Crafting the Sound of ‘Contagion’ with Sound Supervisor/Re-recording Mixer Larry Blake[/tweet_box]

Usually it’s the music that sets the emotional tone but there were some scenes in Contagion where the sound (rather than the music) helps to convey the emotion — for instance, the heavy air tone that plays during Jory’s (Anna Jacoby-Heron) visit to her dad Mitch in isolation at the hospital. Any other scenes where you used sound to help convey the emotion?

LB: I haven’t watched the film since it came out almost nine years ago. But I can say that we are following what the actors and Steven are doing. In this case, I was really lucky to be working with such a great group of people, with the production sound team and Cliff. It was a great movie and a great learning experience. I got to know Ian and Natasha, and I’m friends with them to this day. I learned so much from them.

As a complete side note, the film is extraordinarily accurate. One of the inaccuracies is how quickly the vaccine was made. That’s very contracted and restricted compared to what would happen in real life. It would take a year to a year and a half to test and manufacture the vaccine, but it happens much quicker in the movie. Dr. Hextall injecting herself with a potential vaccine and that being “it” was definitely Hollywood.

How quickly the virus spreads is also a stretch. For example, when Beth shakes the chef’s hand at the casino, she would not have been immediately able to transmit the virus at that point. But those are small, small things. You know you’ve got it right if those are the only accuracy errors made in a script about such a complex subject.

 

What would you want other sound pros to know about your work on Contagion?

LB: That I hope they didn’t notice it! I hope they were sucked into the story and that my work helped to tell what Steven, Scott [Z. Burns, writer] and the actors were trying to put forth on the screen. They shouldn’t notice my work. The only thing they might notice would be that Cliff wrote a badass score that’s going to get under their skin whether they like it or not.

A big thanks to Larry Blake for giving us a behind-the-scenes look at the sound of Contagion and to Jennifer Walden for the interview!

 

Please share this:


 



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

  • 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
  • Bring your fantasy world to life with our 105 Carefully Crafted Magic Spell Sound Effects pack. This versatile collection features a wide range of high-quality sounds designed to enhance magical moments in your game, film, or video project. From mystical incantations and powerful energy blasts to enchanting spellcasts and magical transformations, these effects are perfect for a variety of scenarios. Whether you’re creating epic battles, immersive fantasy environments, or magical interactions, these designed sound effects will add depth and excitement, making every spell cast feel impactful and immersive.

    Features:

    •  Fast Spells – 84 sounds
    •  Medium Spells – 21 sounds
  • The Renault Master 2.3 dci diesel van sound library is a go-to pack for many transportation-related scenes. It features 102 96kHz files, more than 130 minutes of audio covering different aspects of using the van. Inside you’ll find engine sounds recorded under the hood, stereo recordings from the cabin during driving, exterior passes and different maneuvers and foley recordings.

    The library contains:
    • 6 engine under-the-hood onboard recordings while driving (38 minutes)
    • 10 interior cabin recordings, 6 in sync with engine (54 minutes)
    • 70 exterior passby / driving files
    • 18 foley sound effects

    20 %
    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.


   

Leave a Reply

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

HTML tags are not allowed.