Demonic_sound_01 Asbjoern Andersen


Director Neill Blomkamp's 'Demonic' is an interesting blend of high-tech virtual reality and ancient demonic folklore. Here, sound team members Jo Rossi (sound supervisor/re-recording mixer), Vince Renaud (sound supervisor/re-recording mixer), and Nolan McNaughton (sound designer/effects editor) dive into details of designing the simulated world, demons, dream sequences, and more!
Interview by Jennifer Walden, photos courtesy of VVS Films, Rossi, Renaud, and McNaughton
Please share:
Zombie sound effects library

Some people took up knitting during COVID lockdown, but Canadian director Neill Blomkamp — known for sci-fi film District 9 and Elysium — decided to make a low-budget, tech-heavy horror film that could be made close to home and with a small crew. It wasn’t the bigger budget sci-fi film he planned on making in 2020, but you’ve got to do something with the lemons that life gives you. And it’s hard to knit a sweater from lemons.

Demonic is unique in that it incorporates both the cutting edge technology of a simulated virtual environment with biblical demons. Protagonist Carly is estranged from her deranged mother Angela who set a nursing home on fire when Carly was younger. When Angela slips into a coma, Carly is invited to interact with her in a simulated environment that’s a projection of Angela’s mind. Carly only showed up to tell her mom that she was a pretty crap mother and human being, but when she discovers that Angela is hunted by an ancient demon, things take a sinister turn.

For the sound team, this marriage of near-future technology and ancient demonic folklore offered a huge opportunity for creative sound design. Sound Supervisor/Re-Recording Mixer/Sound Designer/Sound Effects Editor Jo Rossi, Sound Supervisor/Re-Recording Mixer/Dialogue Editor Vince Renaud, and Sound Designer/Sound Effects Editor Nolan McNaughton talk about their collaboration with director Blomkamp, share specifics on designing the sound inside the virtual environment and creating the awesome vocal processing for that space, designing demonic vocals, building an eerie and brutal dream sequence, and more!



DEMONIC Trailer (2021) | Carly Pope, Nathalie Boltt | Neill Blomkamp Movie  | Horror


DEMONIC Trailer (2021)

Director Neill Blomkamp has such unique visions for dystopian future-Earth. Machines/mechs/robots have always played a big part in that future, like in Chappie, Elysium, and District 9. Technology in Demonic comes into play in a different way — as a way to enter into a virtual realm to converse with a catatonic patient. What were Blomkamp’s ideas for the sound of this virtual space?

Demonic_sound_02

Jo Rossi (L), Nolan McNaughton (C), and Vince Renaud (R)

Jo Rossi (JR): Like every director, Neill was looking for something different, lol. But seriously, before I started, Neill and I spent some time talking about certain scenes, brainstorming what certain scenes can sound like or what would sound cool and lend itself to the sonic landscape. Ambiences and setting the mood were going to be key in this feature. It’s not your straight-up hack-and-slash horror.

One of the key ideas for the virtual space was: imagine trying to salvage pictures from a failed drive and you are semi-successful, some pictures will show up half of one pic and half of a different pic. Now imagine that’s the virtual world in Angela’s thought’s and transcode that to sound.

 
 
 

Demonic_sound_03

What went into the sound of the simulation of Angela’s mind? When Carly gets dropped in, there is this cool, pixel/digital sound as the environment is being built. And these cool glitchy sounds as things go wrong. How did you create that?

JR: That was super fun, super stressful, and involved lots of revisits. But it ended up sounding so perfect for the scenes and was just a great sounding effect overall. I’m really happy with how that all turned out.

This was divided into two parts: one was the dropping in and pixeling sounds as the world is being rendered, and the other is the inner world or VR world once it’s rendered.

Nolan helped design the ‘drop-in’ sequence, which included a bunch of designy energy data surges, several computer drive ticks, and an array of sparks all being manipulated by some delay plugins like Timeless from FabFilter, EchoBoy by Soundtoys and Slapper by The Cargo Cult.

That set up the base, and then I designed some elements with Dust by SoundMorph (I love using Dust) and Aura by Big Fish Audio that just added the finishing touches.

I designed 10 glitch patches and randomly triggered the patches as the ambience beds were going through it…

For part 2, the VR World, that went through a bunch of versions because I kept getting ideas. But essentially, I designed an ambience bed in 7.1.2 with specific distinct voicings, like a certain bird call or grasshopper call, etc. knowing that when I glitch it, the effect will be heard. Then with iZotope’s Stutter Edit I designed 10 glitch patches and randomly triggered the patches as the ambience beds were going through it and tracked the results. The result was super cool. Then to finish it up, I glitched specific sounds that I layered in as needed. Some tracks also played backward and glitched.

Nolan McNaughton (NM): As Jo mentioned, I helped design the dropping in and pixeling sounds as the world and environment renders. As a starting point, I built out and printed down a bunch of unique design elements, each with many variations in speed and timbre. The best way to describe these are “digital type” pixelation events, swells, or whooshes. Some elements within these files were: small complex metal mechanisms clicking up and locking in, a few different rain sticks, stutter/chopped vocal breath-bys, stuttered synth drones, synth whooshes, and some analog TV noise/squelches. On a few of the stereo tracks for this build, I used Crystallizer by Soundtoys and Freq Echo by Valhalla.

…these base layers were…placed throughout the stereo and the surround field to immerse the viewer each time they were dropped into the sim.

After these base layers were produced, they were placed throughout the stereo and the surround field to immerse the viewer each time they were dropped into the sim.

The other aspects of the build, as Jo mentioned, were the computer, UI, tech, data, electricity, and static elements. These were all cut uniquely for each sim drop, and along with the palette of pixelation sounds, they created a full spectrum sound signature for sim entry.

On top of these elements, I used larger risers, whooshes, and impacts to punctuate the start and endpoints.
 

Demonic_sound_05

Dir. Blomkamp on set of ‘Demonic’

How did you handle the vocal processing for inside the simulation?

Vince Renaud (VR): The sim sections were challenging because of the noise on set. There were many fans running to keep the cameras cool in a big warehouse. All that needed to be cleaned before any processing could happen or it would have been a big mess.

Neill did not want to ADR these scenes. In fact, there’s no ADR in any of the sim scenes except additional breaths and reactions.

After the cleanup, I applied a surround delay with flanging and some pitch modulation on the delay taps with a small amount of reverb.
 

Demonic_sound_04

What were the most challenging scenes for sound design inside the simulation? Can you break down your work of a few, like when Carly is attacked and her arm gets cut?

JR: The VR world was a big one; getting the right sounds in so the glitch effect is noticeable was key.

The digital tears that happen in the VR world were other key moments. Like when Angela levitates and we have pixel tears happening on the scene. Those needed to be aggressive but also go with what we’re seeing.

…we had all done something different. But when played together, it sounded like massive digital tears.

It also happens again at the end when Angela surrenders to her fate. Here, Nolan did some design and Vince did some vocal design glitches and I did some design. But in this instance, we just decided to let everyone do what they thought it should be — the only caveat was that it had to have a hard attack. I designed some effects with Native Instruments that I thought were aggressive enough.

The cool thing is that when we presented all our work for that sequence, we had all done something different. But when played together, it sounded like massive digital tears.

I did a lot of moving textures to amp up the tension, some were musical-like pads with some tortured violins, while others were dark and morphing.

The Demon was another designy bit. But a bigger area that may not be so upfront at first is the moving dark textures and sonic hits. In this feature, I did a lot of moving textures to amp up the tension, some were musical-like pads with some tortured violins, while others were dark and morphing. An example of this is the whole opening, which is sound design and no music.

NM: The cacophony of digital glitches, stutters, and malfunctions throughout the “Angela levitation” sequence turned out amazing! For my additions to this section, I recorded some vocal rewind, fast forward, suction, and glitch sounds. These were processed with a long plug-in chain; one main component of that was Shuffling by GRM Tools. On top of those processed vocal effects, I added more tape rewind, fast forward, stop, and starts, circuit-bent Speak and Spell glitches, guitar/amp cable disconnects/connects, and some really harsh, pointy, transient, static glitches.

 


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:


Demonic_sound_06

What about the supernatural elements in the film? What were Blomkamp’s directions for the demonic sounds? How did you create those sounds?

JR: When I saw the ‘Demon’ (or its first drafts) it reminded me of the plague doctor outfits of the 17th century. Those always reminded me of a bird-like mask, but just adding a bird-like call in there would be pretty lame. Neill was pretty open to me experimenting. I knew he wanted the Demon to have some guttural aspects so that was my starting point. I ended up doing about nine versions of the Demon until we were both happy.

I ended up doing about nine versions of the Demon until we were both happy.

For the Demon, I went through and created vocal profiles using my voice. Then with those profiles, I could manipulate certain sounds to either interact with those profiles or full-on replace those profiles with specific sound elements using plugins like Envy by The Cargo Cult or Reformer by Krotos, etc.

So in this Demon’s texture are elements of ice cracking, electrical discharge, metal stressing along with other elements including baby vultures crying for their mom.

Having the elements all play off each other helps in selling the effect.
 

Demonic_sound_07

On-set of ‘Demonic’ with Dir. Blomkamp and Carly Pope

Can you talk about your sound work on the dream sequence, when Carly’s friend comes to visit?

JR: That goes from being quiet eerie sound design to all hell breaking loose. When you are editing and designing a sequence like that, you need to be playing that mix in your head so you’re not editing too much stuff into the sequence. It can be easily overrun with sound files that just muddy up the mix. You want it to be intense but also have some clarity so the audience knows what’s going on. You’re directing them to hear what you want them to hear. The challenging parts in that sequence were going from slow-mo to real-time without losing sonic energy.

When you are editing and designing a sequence like that, you need to be playing that mix in your head…

NM: This is such a great sequence in the film! There are some great body slams and impacts throughout. For example, Carly flips over the couch and crashes into the lamp/side table, and we hear her scrambling throughout the room.

Also, when her friend is crashing into the wall, we have a huge door slam and lock. The dynamics are great throughout the sequence; everything builds and builds, with the incessant door knocking and banging leading to a climax and then tapers off to quiet before the reveal.

 

[tweet_box]Designing the Sound of Neill Blomkamp’s ‘Demonic’ — with Jo Rossi, Vince Renaud, and Nolan McNaughton[/tweet_box]

Demonic_sound-08

In terms of sound design, did you have a favorite single sound you created? Or a specific scene that you designed sound for? What went into it?

JR: The Demon turned out pretty cool. But I really liked the moving textures that were designed for this feature; it just elevated the whole sound design in my opinion. What I mean when I say ‘moving textures,’ is I designed a bunch of textures varying from different degrees of dark pads to annoying sounds (like effected, muted screams). I basically tracked different blends live to picture, trying to come up with the right tension combo which is morphing with the scene. It’s a little more complicated than that, but I don’t want to give away all my secrets.

NM: There were lots of things I really enjoyed, such as all the computer sounds, whirs, data telemetry, beeps and hard drives throughout the film.

…I designed a bunch of textures varying from different degrees of dark pads to annoying sounds (like effected, muted screams).

The camera array flashes that capture Carly’s 3D model for sim integration turned out real slick, with nice deep tones that contrast in rhythm to the sharper snappy flashes.

For some reason, I just love the recurring UI beep that is tied to the sim headgear light turning on. This signified “real-world Carly” getting knocked unconscious and swept into the world of the sim, so it was an important sound to cue the audience and contributed to the storytelling.


https://www.youtube.com/watch?v=ix2TFqpByRc
Go behind the sound of Demonic in this in-depth interview by the Soundworks Collection

I spent a decent amount of time in the hospital room scenes, building out the medical machines, equipment, and beeps. It was enjoyable making little off-screen action happen around the dialogue and I was also very conscious in my attempts to not give these events too much rhythm or repetitiveness. I wanted it to feel very sporadic.

I re-recorded down beds of this glassy texture. The addition of electrical elements afterward gave the lights a tasty flavor.

The hospital room door was cool, too. I wanted to give it some feeling of sophistication and advanced tech by adding an air release open and suction to the closing sounds. Through sound, these additions also helped establish the room as a sterile and clean environment separated from the rest of the building.

There are flickering lights throughout the film, which I knew I needed new material for. I recorded several different light bulbs. I hit them together, rubbed/fondled them in my hands, flicked them, tapped them to just hear the filament, etc. Afterward, I took these elements and re-recorded down beds of this glassy texture. The addition of electrical elements afterward gave the lights a tasty flavor.

 

Demonic_sound-09

What were some of your challenges in mixing Demonic?

VR: Making it sound eerie was a challenge. We took out a lot of sound, especially in the opening scene and the tunnel scene to make it creepy with silence.

JR: Like Vince said, making it eerie, and creating tension was important. It’s a psychological horror — like the feeling you get when you’re walking through your empty home at 3 am to get a glass of water and you hear a creak.
 

Demonic_sound-10

Were there particular scenes or moments that went through a few iterations in the mix? Can you explain some of the options, mix-wise, for those scenes and which direction ultimately worked the best?

VR: For the Latin prayer voice on tape — as they’re walking through the tunnel to where Angela is laying — we went through several versions of that including chanting before arriving at the final. That voice went through a tape simulator to move the pitch around, and then Neill had the idea to add glitches (even though a tape machine wouldn’t do that) just to make it a little weirder.

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

…Neill had the idea to add glitches (even though a tape machine wouldn’t do that) just to make it a little weirder.

JR: For the opening, we had a bigger production sequence in there with music and more sound effects, etc. It all got whittled down to what you hear now.

The first time we see the Demon, that went through some different mix versions to where we ultimately agreed we liked it more aggressive.

The end sequence where Carly is being chased by the Demon, those scenes we kept revisiting, wanting to get it quiet in all the right places, with the odd sound clanging to make you uncomfortable.

 

Demonic_sound-11

What made Demonic a unique experience for you in terms of sound?

JR: With every project you work on, you’re growing at your craft. I’m getting close to my 30th work anniversary. And I’m only limited by my own ideas. Some projects you get to be more creative than others, and when that opportunity happens, embrace it.

Some projects you get to be more creative than others, and when that opportunity happens, embrace it.

There were a lot of creative moments in Demonic, but the unique experience for me is working with Neill. I’m working with a director who has a sonic template of what he wants his movie to sound like. BUT he’s not tied to it or insisting I do something specific; he lets me be creative and gives me a chance to design what I feel the picture is relaying to me. I’ve worked with my fair share of directors, and that’s not the norm. Any time you’re working with a director that can communicate, and values your input, your creative juices get a kick start.

VR: Working with Neill is always great. He gives you ideas and lets you run with it. We’ll present a few options and then he’s very clear about the direction he wants things to take. Once he’s made a decision on a sound, it usually stays that way to the end of the movie — there’s no second-guessing.

There were constant opportunities for creativity on the project…

NM: Playing in a film that crossed genres from psychological horror to sci-fi was a real treat! There were constant opportunities for creativity on the project in this respect. When dropping into the sim there were sci-fi type sounds, but I tried to give them an ethereal element or feeling that helped to blur genre lines. I am very thankful to Jo for giving me the opportunity to collaborate with him and Vince on a Blomkamp project! Thanks, fellas; it was a blast and I look forward to our next collaboration!

 

A big thanks to Jo Rossi, Vince Renaud, and Nolan McNaughton for giving us a behind-the-scenes look at the sound of Demonic 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:

  • 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
  • Unbox your creativity with Professional Boxer: Cardboard. This comprehensive library features 244 high-quality Cardboard Box sound effects with various gestures ranging from single boxes sliding, handling, rubbing, opening, closing and squeaking to multiple boxes being stacked, moved, and dropped. This collection provides a diverse range of sounds and textures and can serve as great source material for sound design work, recorded at 96kHz/24 bit for ultimate sound manipulation.

    35 %
    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.