Winnie The Pooh horror film sound effects Asbjoern Andersen


Author A. A. Milne's beloved children's book bear Winnie-the-Pooh has taken on a new persona: cold-hearted killer. Since the character is now part of the public domain, director/writer Rhys Frake-Waterfield saw his opportunity to tell a very different story set in Hundred Acre Wood.

His horror film Winnie-the-Pooh: Blood and Honey – in select theaters – catches up with a grown-up Christopher Robin, who went off to college and abandoned his long-time woodland pals. Left to fend for themselves, Pooh and Piglet have gone feral, as Christopher finds out upon his return to the woods.

Here, supervising sound designer Ryan Hatton talks about creating creepy, uninviting ambience for Pooh's stomping ground, how he created some of the film's gory scenes, how he used sound as a cost-effective storytelling tool for the low-budget film, how they made the mix more impactful, and much more!


Interview by Jennifer Walden, photos courtesy of Altitude Film
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What happens to a child’s favorite toys when the child grows up? Pixar answered this question with their animated Toy Story film franchise in which the toys accept their fate as forgotten playthings. They don’t begrudge their growing child’s changing tastes in pastimes and entertainment. They just try to stay together and away from the landfill. But Director/Writer Rhys Frake-Waterfield came up with a darker answer to this question in his film Winnie-the-Pooh: Blood and Honey. When Christopher Robin leaves for college, he leaves behind his forest friends in the Hundred Acre Wood. Pooh, Piglet, Eeyore, Rabbit, and Owl have to fend for themselves, and they don’t fare so well. Driven by feelings of extreme hunger and revenge for their former caretaker and friend Christopher Robin, they go feral. The Hundred Acre Wood is no longer safe for humans.

Here, supervising sound designer Ryan Hatton talks about creating a nightmare realm for the Hundred Acre Wood using the woods near his studio for inspiration, how he created the signature sound for Pooh using foot stomps in the LFE channel and animal vocals manipulated via Krotos Dehumaniser, what went into the sound of specific gory-heavy moments, how they got the most out of the mix by working with dynamics, and much more!



WINNIE-THE-POOH: BLOOD AND HONEY (2023) | Official Trailer | Altitude Films


WINNIE-THE-POOH: BLOOD AND HONEY (2023) | Official Trailer | Altitude Films

When did you get involved with Winnie-the-Pooh: Blood and Honey? And what were director Rhys Frake-Waterfield’s goals for sound on the film? Was there a certain scene or specific sound that he wanted you to tackle first?

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Supervising sound designer Ryan Hatton

Ryan Hatton (RH): As we approached the summer of 2022, I became involved with Blood and Honey. May/June 2022 I was actually away on vacation when I heard the news that the film had become viral; the excitement from this immediately brought on a wave of ideas to include within the project.

We discussed which direction to take the sound for Blood and Honey. This began by agreeing on wanting the soundscape to be very visceral and overstated for the gore elements, rather than realistic and understated. Our inspiration really drew from films such as The Texas Chainsaw Massacre and Scream.

There was also a conversation regarding comedic elements of the film: do we accentuate any sounds to provoke humor? Or do we avoid that altogether and really push the violence?

There is one scene in particular where Pooh is torturing one of the women in the film, ending with him slapping her as the screen fades to black. Rhys was curious to know how it would sound if we were to include some more comedic slap sounds. Whilst we had a chuckle in the studio watching it back, we decided that highlighting the humor too much could affect the audience’s immersion and so we decided to stick with visceral and violent.

We wanted to really push the shock factor. The humor in itself is what you see on the big screen — Pooh and Piglet roaming around hacking and slashing. It’s so ridiculous and fun!

 

WinnieThePooh_sound-05

What went into the sound of the Hundred Acre Wood? Did you capture any custom ambiences to use in the film? Were there any helpful sound libraries that provided interesting raw sounds that you could craft into the sound of this fictional location?

RH: We decided early on that Hundred Acre Wood would have an eerie silence, with no wildlife, as we wanted to convey a dark and desolate ambience when deep within the woods, near Pooh’s home.

I’m very lucky that my studio is surrounded by lots of woodland, which gave me the opportunity to…listen to sounds to incorporate into the film.

I’m very lucky that my studio is surrounded by lots of woodland, which gave me the opportunity to really take in the ambiences and listen to sounds to incorporate into the film.

There is actually a really cool shot where the camera slowly moves into the woods and we wanted to have the sound follow the camera movement whereby wood creaks, cracks, and some tree top movements pan from front to back, through the surrounds, drawing the audience in with both visuals and sound.

 

WinnieThePooh_sound-06

What went into the sounds for Winnie-the-Pooh? What were some of his key foley sounds? What about his vocalizations/vocal processing?

RH: We wanted Winnie-the-Pooh to sound very heavy with his footsteps. One example of this is during the scene where Christopher and Mary are hiding in Pooh’s cabin. Pooh enters and slowly walks into frame and you can hear heavy thuds on old creaky floorboards, with small intricate creaks and stresses. We wanted this to sound very menacing as this is the first time you see Pooh and I worked very closely with the extremely talented Andrew Scott Bell, who composed the score for Blood and Honey, and he pulled back the music to allow the footsteps to drive the intensity of this scene.

The majority of the chase scenes were in woodland or on grass so I layered the low stomps, which were sent to the LFE channel…

This is also similar to the chase scenes; Rhys wanted Pooh’s footsteps to have a really deep stomp which kept a rhythm every time he was on screen. The majority of the chase scenes were in woodland or on grass so I layered the low stomps, which were sent to the LFE channel (this really boomed at the theatre) alongside some grassy layers.

When discussing how Pooh was going to sound, we knew that he wasn’t going to be much of a conversationalist, so it became clear that animalistic sounds were to be explored. There are some amazing national park libraries online that have all sorts of beastly sounds, such as bears and bison, which I used to craft Pooh’s sound. This was mostly manipulated using Krotos Dehumaniser, with the addition of more layered organic sounds.

 

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Did you have any favorite scene(s) for sound? What went into it sound-wise?

RH: The most enjoyable scene I worked on was the ‘Killbilly’ scene. This is the scene where the girls run into the group of guys after being chased by Pooh. This scene was actually the first scene I worked on and I wanted this to set the soundscape for the rest of the film.

…there are lots of dead wood creaks and stresses along with some cold wind nicely layered underneath.

Within this scene, I started off with creating the signature Hundred Acre Wood ambience, so there are lots of dead wood creaks and stresses along with some cold wind nicely layered underneath.

The scene gradually escalated into a full-on brawl, in which each member of the ‘Killbilly’ squad has their own signature weapon, ranging from a crowbar to a sledgehammer and fists! (Not sure that’s going to work against ol’ Pooh Bear!) This section was particularly enjoyable as it was great experimenting with various metallic impact sounds of each weapon and also layering various gore sounds! We wanted these to hit very hard in the theatre, so a lot of attention was given to balance out the punch of the impacts as well as the bone cracks and fleshy impacts.


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Another fun part of this scene is when one of the squad, played by the incredible Marcus Massey, smashes a glass bottle over Pooh’s head. This shot takes place in slow motion and this really gave me a lot of creative freedom to explore some interesting sounds which could sound great in a theatre! I shamelessly used a sub drop on the smash as well as playing around with reverb and glass particles which were sent across the surround field.

 

WinnieThePooh_sound-08

I read about a scene in which Christopher is being held prisoner by Pooh, who brutally whips him with Eeyore’s detached tail… Sounds like that was a fun moment for sound! Can you talk about what went into that scene sound-wise?

RH: Okay I have to admit, this is a brutal scene. So this scene takes place in a dark, cold, and creepy cabin. We had a lot of fun with layering in industrial-type ambiences, metal creaks/rusty hooks, water-dripping sounds, and subtle light flickers. There is honestly so much just in the BG’s alone!

When it came to the whipping scene, we wanted it to be very over the top and gory (drawing some inspiration from Django Unchained!). I wanted the whip to have a huge crack alongside some seriously gruesome sounds of skin tearing and fleshy impacts to reflect the visual shots of Christopher’s back.

 

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Did you have a favorite single sound that you created for the film? What was it and what went into it?

RH: I had a lot of fun with so many sounds, but one that has always stood out to me, in particular, is one of the death scenes (I won’t give away who). So Pooh pushes one of the women against a wooden beam and lifts her by her throat and proceeds to slowly impale her with a machete…through her mouth!

I also recorded some stone scraping sounds to replicate the sound of the blade grinding against her teeth.

Due to the nature of it being a slow death, we had the freedom to really sell this shot using sound. I immediately checked my library for various gory sounds, such as flesh ripping, bones cracking, and the sound of a blade piercing the character.

I also recorded some stone scraping sounds to replicate the sound of the blade grinding against her teeth. When in the mixing room with Rhys (Director) and Scott (Producer), we added some ADR of various breathing/choking sounds to really push the shock factor to the next level. I really think it paid off.

It was amazing to hear this scene in the theatre and to hear the reactions of the audience being audibly disgusted — that way I know I’ve done my job correctly!

 

WinnieThePooh_sound-11

What were your biggest creative challenges for Winnie the Pooh: Blood and Honey? How did you tackle them, or what were the best solutions you found for overcoming these challenges?

RH: The mix!

With so many elements going into the soundscape, we really had to be mindful of each audio food group to ensure that we are communicating the director’s intentions for each scene. Our goal was to go big on the sound and to really push where we needed to, but to also bring things back down when the scene required it.

Our goal was to go big on the sound and to really push where we needed to…

This was especially the case towards the last act which has a lot of louder scenes and whilst we wanted the loud bits to be loud, we didn’t want to overwhelm the audience. Knowing when to bring it down and to control the intensity was extremely important to the mix and maintaining audience engagement.

Having the right tools in your arsenal is vital and my “desert island” plugin would always be Nugen VisLM. This was a huge part of being able to accurately monitor the mix.

 

WinnieThePooh_sound-10

This isn’t a big-budget film, and sound can add so much to the story without having to put it all on-screen. How were you able to use sound in this film to help the audience imagine the horror so that the director didn’t have to show everything? (Or, how did you use sound to help heighten the tension or horror that wasn’t unfolding on-screen?)

RH: I was extremely lucky to have worked with Andrew Scott Bell, who composed the score for Blood and Honey. We worked very closely to ensure that we weren’t stepping on each other’s toes and to allow each of our respective sounds and music to tell the story for any particular scene. Andrew has an incredible skill for horror and his collection of sounds within the score (that weren’t musical notes) really helped elevate the soundscape.

Andrew has an incredible skill for horror and his collection of sounds within the score (that weren’t musical notes) really helped elevate the soundscape.

I used a lot of LFE sounds such as rumbles and pulses to push the intensity of scenes where there is less action and more dialogue. It was important to get the LFE balance just right so that it doesn’t distract the audience from the dialogue but was just enough so there was something jarring and uneasy going on below the surface. This really helps set the tone and doesn’t allow the audience to get completely comfortable, even when Pooh isn’t in the scene.


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Background sounds were also imperative for the story. Smaller budgets might not necessarily allow for extravagant backdrops so we really needed to tell those stories using sound. There is a scene where Piglet is riding a contraption similar to a bicycle, to generate electricity. We came up with all kinds of sounds to layer in the background to give an industrial feel as if the heart of Pooh and Piglet’s lair is beating and coming alive.

 

WinnieThePooh_sound-12

How was working on Winnie-the-Pooh: Blood and Honey a unique experience for you? What have you learned while working on this film that has changed or expanded your views on the use of sound in filmmaking?

RH: Working on Winnie-the-Pooh: Blood and Honey has been an absolutely incredible experience. The concept alone was enough to flood my mind with ideas for where we could take this ‘little yellow bear’ and to see what reactions we get!

Having the opportunity to mix a film like this for theatres was one of the most fun experiences I’ve had on any project.

Having the opportunity to mix a film like this for theatres was one of the most fun experiences I’ve had on any project. Whilst a theatrical mix is no walk in the park, it was great to hear the sound in all its detailed glory.

I was very fortunate to be able to mix Blood and Honey at my old university, Buckinghamshire New University (BNU). It was so lovely to return to where I first learned about sound.

It’s also been a privilege to work alongside such passionate filmmakers who bring in their own influences, ideas, and inspirations. This greatly expanded my knowledge of not only the horror genre but also in regards to using sound as a tool to help with storytelling.

 

A big thanks to Ryan Hatton for giving us a behind-the-scenes look at the sound of Winnie-the-Pooh: Blood and Honey and to Jennifer Walden for the interview!

 

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    •  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.


   

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