The Weird, Analog Delights of Foley Sound Effects

E.T. was jello in a T-shirt. The Mummy was scratchy potpourri. For Foley artists, deception is an essential part of the enterprise.
A combination of objects and onomatopoeia words.
“I feel like a shoe cobbler,” a Foley artist said. “We’re still making things with our hands, or with our feet.”Illustrations by Yolande Mutale

The salvage yard at M. Maselli & Sons, in Petaluma, California, is made up of six acres of angle irons, block pulleys, doorplates, digging tools, motors, fencing, tubing, reels, spools, and rusted machinery. To the untrained eye, the place is a testament to the enduring power of American detritus, but to Foley artists—craftspeople who create custom sound effects for film, television, and video games—it’s a trove of potential props. On a recent morning, Shelley Roden and John Roesch, Foley artists who work at Skywalker Sound, the postproduction audio division of Lucasfilm, stood in the parking lot, considering the sonic properties of an enormous industrial hopper. “I’m looking for a resonator, and I need more ka-chunkers,” Roden, who is blond and in her late forties, said. A lazy Susan was also on the checklist—something to produce a smooth, swivelling sound. Roesch, a puffer-clad sexagenarian with white hair, had brought his truck, in the event of a large haul. The pair was joined by Scott Curtis, their Foley mixer, a bearded fiftysomething. Curtis was in the market for a squeaky hinge. “There was a door at the Paramount stage that had the best creak,” he said. “The funny thing was, the cleaning crew discovered this hinge squeak, and they lubricated the squeak—the hinge. It was never the same.”

Petaluma is a historically agricultural town, and that afternoon was the thirty-ninth annual Butter and Egg Days Parade; the air smelled of lavender and barbecued meat. Inside the yard, Curtis immediately gravitated toward a pile of what looked like millstones, or sanding wheels. He began rotating one against another, producing a gritty, high-pitched ring, like an elementary-school fire alarm. “The texture is great,” Roden said. She suggested that one of the wheels could be used as a sweetener—a sound that is subtly layered over another sound, to add dimension—for a high-tech roll-up door, or perhaps one made of stone. “It’s kinda chimey,” she said, wavering. “It has potential.” A few yards away, Curtis had moved on to a shelf of metal filing-cabinet drawers, freckled with rust. “We have so many metal boxes,” Roden said, and walked away.

“It’s kinda the squeak I was looking for,” Curtis said softly.

“Hey, guys, remember the ‘Black Panther’ area?” Roden called out. “Wanna explore?” She led the group past a rack of hanging chains, also rusted; Curtis lightly palmed a few in sequence, producing the pleasant rings of a tintinnabulum. Roden pointed to the spot where she had found a curved crowbar to create the sound of Vibranium—a fictional rare metal unique to the Marvel universe—before zeroing in on a rack of thimbles, clamps, nuts, bolts, and washers. The trio began knocking and tapping hardware together, producing a series of chimes, tinks, and clunks. Roesch, who calls himself an “audile”—someone who processes information in a primarily auditory manner, rather than in a visual or a material one—had unearthed a sceptre-like industrial tool with a moving part, and was rapidly sliding it back and forth. “Robot,” he said.

The bulk of the sound in film is typically added in postproduction. “I always say there’s sound effects, like footsteps, and then there’s music,” the director David Lynch, whose films are famous for their inventive, evocative sound design, said. “And then there’s sound effects that are like music. . . . They conjure a feeling.” Traditionally, “hard effects” cover ambient noises such as traffic or rain, or the more mechanical, combustive sounds of explosions and gunfire; they are usually pulled from libraries, or electronically produced. Foley effects are custom to a film, and are synchronized to characters’ movements. They might include the sound of someone walking across a room, rolling over in bed, stirring a pot, typing, fighting, dancing, eating, falling, or kissing. The line between the two kinds of effect is thin: Foley artists record the sound of a hand twisting a doorknob, but not the sound of the mechanism turning within. Foley is subtle but suggestive, capturing offstage bedsprings, or the shuffle of a clumsy intruder. In the past hundred years, technology has changed the process of recording, editing, and engineering sounds, but the techniques of Foley have remained stubbornly analog. Behind any given Foley effect, no matter how complex, are one or two people contorting their bodies in a soundproof room.

Foley artists have historically worked in pairs. (Certain sounds are so complex that they require the labor of four hands.) Roden and Roesch are two of the masters in their field. David Fincher, the director of movies including “The Social Network,” “Gone Girl,” and “Mank,” told me that Foley is “a very strange calling,” and “a dark art” foundational to filmmaking. “You’re trying to make beautiful sounds that make their point once and get the hell out of Dodge,” Fincher said. “The people who do it really, really well are few and far between.”

The group continued walking through the salvage yard, clanking poles together, pushing buttons, tapping metal surfaces, flapping doors, turning cranks. Roesch pulled a handle on the front of an electrical cabinet, and it made a satisfying fnnp. “Those are sha-shonkers, for sure,” Roden said approvingly. She flipped a large metal clasp back and forth. “It’s lovely.” The group headed to a rack of hinges. Roden tested one; it made a seesawing squeal. She retrieved another and flapped it back and forth. “Screaming puppy,” she said, shaking her head. She looked up at me. “Did you lose a filling?”

For an audile, the yard seemed like a potentially overstimulating environment. I imagined the old mattress springs and racks of hardware bursting to life, “Fantasia”-like, jangling and clunking in a private cacophony. I relayed this to Roden, who shook her head. “No, no, no, not at all—it’s potential creativity,” she said. “You know what’s overstimulating? Sitting in a movie theatre.”

Sound effects emerged in the late nineteenth century, as the motion-picture industry experimented with accompaniment to silent films. Theatres brought in live bands, orchestras, lecturers, and hidden actors who stomped and clattered in conjunction with movies; they tested strategically placed phonographs and the Kinetophone, a contraption introduced by Thomas Edison, which attempted to synch sound to movement. Enterprising inventors created effects “traps,” small machines meant to imitate everyday sounds such as a baby crying or a nose being blown. In a recent paper for the academic journal Film History, Stephen Bottomore, a historian of early cinema, cited a 1911 article that griped about the maximalism such devices facilitated: “It is often the case that a youth with no imagination, and with very limited brain power, combined with a spirit of mischief, ‘lets himself go,’ when presiding over the sound machine.”

In 1926, Warner Bros., then a small outfit best known for a movie about a German shepherd named Rin Tin Tin, débuted the Vitaphone, which allowed for synchronized recorded sound. That year, the studio released “Don Juan,” a silent film with a recorded musical score and a handful of sound effects: tepid clicks to accompany swords in combat; clangs and chimes to add weight to wedding bells. Initially, it was impractical for production teams to edit recordings, and dialogue, music, and sound effects had to be recorded in real time, on set. “In a lot of cases, those recordings were still the sounds that musicians used to perform in the theatres,” Emily Thompson, a historian of technology at Princeton, told me. “You’ll hear drummers instead of machine guns, or saxophones when ducks go by onscreen.”

Foley takes its name from Jack Foley, a stuntman, prop handler, and assistant director at Universal Pictures in the late twenties. His breakout was “Show Boat,” which was initially intended to be a silent film; facing competition from Warner Bros., Universal added a soundtrack, which included dialogue, during postproduction. Jack Foley provided sound effects: handclaps, footsteps. He built a small crew, and their workspace became known as “Foley’s room”; other studios eventually developed their own “Foley stages.” Later, a technique known as sound-on-film—in which recorded sound is converted to light waves printed directly onto film strips—made it possible to work with effects separately, something that allowed for more artistic freedom. In the thirties, sound technicians sought “wild” recordings—a literalism that prioritized the grinding rush of an actual train over the smoother, more controllable sound of roller skates cruising over a wood floor. But some directors used sound effects for their suggestive qualities, such as the growing thunder of encroaching shells in “A Farewell to Arms,” or the sinister whistling of the serial killer Hans Beckert in Fritz Lang’s “M.”

In the decades that followed, sound work continued to evolve, both technologically and aesthetically. Studios assembled robust catalogues of sound effects. (Certain stock sound effects became famous, such as the “Wilhelm scream,” which was reproduced in dozens of movies.) Multitrack recording enabled effects artists to create more complex soundscapes. But it wasn’t until the mid-seventies, with the innovation of Dolby Stereo—a sound system with four channels, rather than the usual two—that filmmakers began to truly embrace the possibilities of stereo sound.

Roesch studied film at N.Y.U. and at the American Film Institute, and entered the industry in 1978. Soon after he moved to Los Angeles, Joan Rowe, who collected rent for Roesch’s landlord, and who was freelancing as a Foley artist, brought Roesch into the studio where she worked. “He was absolutely amazing,” she told me. “There was a character that came running across the stage, and jumped up, and spun around, and flipped over—I just can’t tell you the number of intricate steps that this character had—and John just went loobaloobaloobaloo.” She made a kind of cartoonish spiral sound to imitate his movements.

Roesch and Rowe became Foley partners. One of their first projects together was “The Black Stallion,” from 1979. (To simulate the clatter of horses’ hooves, they stuffed toilet plungers with fabric, among other techniques.) Roesch worked on the footsteps for Michael Jackson’s dance moves in “Thriller.” He and Rowe were hired by Steven Spielberg to do the Foley for “E.T.” That film, Rowe told me, was “the Foley artist’s dream, the Foley artist’s joy.” Spielberg had a distinct idea of how he wanted E.T. to sound: liquidy and alien, but funny, and not scary. Most crucially, it was important that the wide-eyed, wrinkled, freaky extraterrestrial be lovable. To make the sounds of E.T.’s movements, Rowe and Roesch landed on raw liver, which slid about in its package, and jello wrapped in a damp T-shirt. For the character’s body falls, Rowe recalls using a novelty-sized bag of popcorn; Roesch remembers using a pillowcase filled with rice and cereal.

There are certain well-worn tricks of the trade. Vegetables are old standbys: snapped celery for broken bones, hammered cabbage for a punch. (According to the Web site Atlas Obscura, during the climax of “Titanic,” in which Kate Winslet floats, shivering, on a piece of debris, Foley artists peeled back layers of frozen lettuce to add texture to the sound of her crisping hair.) Paper clips or nails, taped to the tips of a glove, are useful for the clicking footsteps of a house pet. Wet pieces of chamois leather, the sort that is used for cleaning cars, are highly versatile. “They sound just like mud,” Rowe said. “Also, they’re excellent for blood. If you want to stab somebody in the chest, and you want to hear the sound of the knife going in”—here she made a gushing, kuschhy sound—“get that chamois out and just squish it. I found this big plastic cup, and when you put a chamois in it, when it’s wet, when you rub it up and down”—she emitted another guttural gush—“it makes this incredible sound.”

Roesch refers to the eighties as his Camelot. He was part of the Foley team on “The Empire Strikes Back”—a large trash can for R2-D2—and worked on hits such as “Tron,” “Lethal Weapon,” “Gremlins,” and “Sixteen Candles.” The director John Hughes’s films, Roesch recalled, were straightforward, with the exception of the leather jackets in “The Breakfast Club”: “The one thing is, when you have leather jackets, are they just leather jackets, or are they evil, are they over the top—are we going to be concerned about this character?” For Trinity’s latex bodysuit in “The Matrix,” Roesch and his partner at the time, Hilda Hodges, used “crunchy, scrunchy leather.” “Schindler’s List” was “the ultimate realism project”—one struggle was finding a sonically accurate typewriter.

Roden, who grew up in western New York and studied at Ithaca College, entered the industry in the nineties. For a time, she did Foley for a small, low-budget studio that specialized in horror and adventure films. (“Volcano, tornado, earthquake,” she said.) On the side, she studied the work of Foley veterans such as Marko Costanzo. “ ‘Barton Fink,’ there was a wallpaper peel that was just beautiful,” she told me. She learned that Costanzo used two hinges to make door sounds more complex. “From that point forward, I used two props for everything.”

The Foley world is small. Roesch likes to say that there are more astronauts on earth than there are working Foley artists. (He estimates that there are currently about a hundred active practitioners in the U.S.) In 2008, Roesch, who had met Roden several years prior, asked whether she wanted to head up the night crew at his Foley stage. In 2016, she joined Skywalker Sound as Roesch’s partner. The two make an unlikely pair. Roesch is jocular and outgoing—he hosts a podcast about postproduction with his daughter, called “The Right Scuff,” and conducted several hundred Zoom interviews during the pandemic for a Facebook group of sound professionals. Roden has a humble, almost studious air; in her spare time, she has been drawing sketches for an animated short film, based on Frank Hurley’s photographs of the Shackleton expedition, which she plans to score with a rich, Foley-inflected soundscape. Roden and Roesch have a warm patter. They share a fresh-faced enthusiasm, as if they cannot quite believe what they get to do for a living.

Skywalker Sound sits on Skywalker Ranch, a sprawling, peaceful paradise in Nicasio, California, about an hour north of San Francisco. It is enclosed by hills, which are dotted with cattle; mention the cattle, and someone will inevitably note the ranch’s Wagyu operation. (The beef is served in Skywalker-owned restaurants in San Francisco, and in a lodge-like campus cafeteria.) The grounds are landscaped so that the buildings, arranged around a swimmable lake, are concealed from one another by a variety of native trees. Walking the ranch’s wooded paths, I felt as if I were at an upscale rehab facility, or the sort of Northern Californian retreat that caters to business executives and people whose marriages are failing. It was a bucolic, pastoral setting for the production of mass indoor entertainment.

The Foley stage where Roesch and Roden work is housed in a large, retrofitted barn, painted baby blue, that had had a previous life as George Lucas’s personal garage. It looked, to me, like the aftermath of a crisis. In the center was a large dirt area, flanked by two water pits; one had a mattress-size slab of foam draped over it to absorb extra sounds. The room had a variety of flooring zones—steel, wood, concrete—and along the perimeter were all manner of buckets, ladders, electronics, mops, shovels, trunks, suitcases, full-sized wooden doors, carpets, ropes, planks, poles, blankets, and car tires. There was a working shower and toilet, used exclusively for sound effects.

Roden and Roesch guided me through their prop collections. Footsteps are considered one of the hardest aspects of Foley, and the two each had their own shoe rack, with dozens of loafers, heels, pumps, boots, and sandals. “The ultimate goal, for me, anyway, is to make sure the feet are as real as possible,” Roesch said. Roden fished around in her desk, and pulled out a latex Halloween mask of the Tin Man, which had torn at the mouth. She crumpled the mask, and it made a yawning, chhhhh sound. “I’ve had this forever,” she said. “So reliable.” She had recently ordered another mask, from Amazon, but found it too high-pitched and thin; subtle changes in modern materials and manufacturing affect her work. “Things that are passed down from earlier generations are really, really treasures to me,” she said. When her former Foley partner Rick Partlow retired, he gave her a copper towel bar from his mother’s apartment, with a koi fish on each end which, when twisted, made a screech like a startled cat. “This squeak is one of a kind,” she said. “I’m never gonna find anything like this.”

“The navigation says that we’re wasting our time and should never have left home.”
Cartoon by Lonnie Millsap

In the back of the barn was a collection of props categorized by sound. There were boxes of bones and shells, ribbons, roller skates, coconuts, party supplies, gloves, military helmets, tennis racquets, horse tack, grenades (inert), doorknobs, fishing reels, chain mail, pearls, diapers, pet collars, walkie-talkies, beanbags, Velcro straps, and Christmas bells. There were boxes with handwritten labels: “POPPERS + FARTERS,” “SQUEAKERS + MOO-ERS,” “SNAPPERS, CLACKERS,” and “MAGICAL BELLS.” There were “SHOVEL SHINGERS” and “TUBULAR (PLASTIC) THONKS.” There was a box labelled “HOOVES,” which did not contain any actual hooves, and a box labelled “UNDENIABLY MUSICAL INSTRUMENTS,” which contained musical instruments. Off to one side was a car door that had been used for the DeLorean in “Back to the Future”; elsewhere was the “boing box” that gave life to the cartoon rabbit in “Who Framed Roger Rabbit,” and the inertia-starter motor, from a nineteen-twenties biplane, that provided sounds for the Tasmanian Devil from Looney Tunes. Roesch looked around the room fondly. “They all have a personality,” he said. “David Fein’s shing is in here,” Roden said, pulling out a shapely, worn piece of metal, and handling it like a historic artifact—which it was, in a sense. The prop had been passed down from David Lee Fein, a Foley artist known for his work on movies such as “RoboCop,” “Speed,” “American History X,” and “The Godfather: Part III.”

George Lucas has said that fifty per cent of the cinematic experience is sound, and people who work in sound like to quote him. Certain directors share this view. Fincher, who has worked with Roesch—and, later, Roden and Curtis—on nearly all of his films, has developed a reputation as a sound obsessive. “ ‘Fight Club’ has a lot of intra-body punishment,” Fincher told me. “Some of the greatest punches in the history of cinema have to be Ben Burtt’s stuff for ‘Raiders of the Lost Ark.’ They were spectacular. But when we used that kind of stuff in ‘Fight Club’ they just felt like movie punches. It felt like a glorification. When you hear somebody really get hit—and I’m not talking about professional prizefighters but regular idiots outside a bar—a lot of times it’s pretty underwhelming. But there is something about when it’s right, and it’s awful, and it makes you kind of squint—that’s what we were looking for. The ‘Raiders’ stuff is exquisite to the ear. It’s beautifully done. But it’s also hyperbolic in a kind of escapist way.” In “Fight Club,” he said, “we wanted to make sure that when they were beating on each other it was like punching a sack of potatoes—that it didn’t hyperbolize it in a way that made it sexy.”

Fincher estimated that ninety-nine per cent of the sound effects in his own films are added in postproduction: “We’re looking to make sure that the sound of the cloth, or the sound of the leather, or the squeak of the upholstery is right. You know, is it Naugahyde? Are we saying that this is the conference room of a very, very moneyed law firm in San Francisco, or are we saying it’s a mall lawyer? And would you want the chair of a mall lawyer to have more of a pleather, slow sound?”

An essential part of Foley is creating a consistent, coherent reality—which, in the hyperreal world of cinema, is fundamentally skewed. Foley artists often speak of “selling” a sound: making it legible and credible, even when it is dramatized. Deception is an essential part of the enterprise. Things are not as they sound. “You say, ‘This sound is so unbelievably creepy,’ ” Lynch told me. “And they say, ‘It’s my kid’s sweater.’ ” It is incredibly hard to reverse engineer a well-crafted sound effect, particularly if it is first experienced in the context of a visual. There is no way to know, for example, that, for the sound of hatching dinosaur eggs in “Jurassic Park,” the Foley artist Dennie Thorpe layered the cracking sounds of crushed ice-cream cones with the juicy effect of a hand in a melon. Fincher told me that experimentation was crucial. “Sometimes you hear a sound and you say, ‘That’s amazing, what is that?’ ” he said. “It’s, like, ‘Well, that’s yogurt, shot through a hollowed-out tennis-ball can.’ And you go, ‘All right, don’t tell me, I don’t want to know.’ ”

Roden estimated that only twenty per cent of sounds onscreen are generated by the actual objects represented. This presents certain challenges: when a sound cannot be described by its referent, language starts to falter. Over time, Roesch, Roden, and Curtis have developed a lexicon to describe what they want. Sounds are poofy, slimy, or naturale; they might need to be slappier, or raspier, or nebby (nebulous). They are hingey, ticky, boxy, zippy, or clacky; they are tonal, tasty, punchy, splattery, smacky, spanky. They might be described phonetically—a “kachunk-kachunk-kachunk,” or a “scritcher”—or straightforwardly (“fake”). Tools, too, have their own names. Shings make shiny metallic sounds—a sword being drawn from its scabbard—and wronkers give the impression of metal sliding across a hard surface. “Like, chhhrtz,” Roesch clarified.

On a recent spring afternoon, Roesch, Roden, and Curtis were gathered in a sound booth, watching a clip from an upcoming Pixar film, “Lightyear”—a prequel of sorts to “Toy Story.” Animated films present their own challenges, not least because they emerge completely silent, aside from dialogue. “There is no organic soul,” Roesch said. “You need to help bring that soul to it, that feeling of aliveness.” The previous week, the trio had been working on sounds for a writhing mass of enormous tentacled sentient vines that, in one high-octane scene, entangle and attack Buzz Lightyear. The group had agreed that the vines needed to sound splattery and girthy—“the guts will sell it, like kind of gushy, high-end watery,” Roden said—but still thicker than water. The artists had landed on a combination of foam padding, suction cups from the bottom of a bathtub mat, a silky cloth, the Tin Man mask, a chamois, and a mophead. The result sounded genuinely menacing, and a little disgusting.

Cartoon by Sarah Kempa

Because fantastical films tend to feature creatures, landscapes, and materials that do not exist in the real world, they come with few sonic references. Directors suggest a mood or a feeling, and Foley artists are left to figure it out. (There is an element of chance to this: the Foley artist Ronni Brown told me that, for the 2017 remake of “The Mummy,” she was asked to give the mummy a “dry, stretchy, painful” sound—one she pinned down only after spotting, and fondling, a bowl of potpourri in a rest room. “I touch everything,” she said.) For the Pixar film “Soul,” Roesch, Roden, and Curtis were tasked with creating the sound of an ethereal bridge stretching to the afterlife. “You couldn’t tell what they were walking on, these little souls,” Roden said. “It was described to us as kind of glassy, kind of magical.” They wound up using a large, thick broken window that Roden had picked up off the side of the road—“We take the scraps, we’re seagulls,” she said. This was balanced atop a conga drum, and gently tapped with a mallet.

At the beginning of a project, the team receives a cue sheet, detailing every moment in a production that needs a sound. For the most part, the Foley team interprets the mood of the performances. “We’re in this house. How gritty is the floor? Or how clean is it?” Curtis said. “She’s in high heels. O.K., how pretty are these high heels? What’s her character like in relation to those high heels?”

“It’s not necessarily you see a shoe, you do that shoe,” Roden said.

“It’s whatever you believe in,” Roesch said.

The cue sheet for “Lightyear” had more than a thousand entries. Not every cue would make it into the final mix, a reality the team addressed with admirable ego detachment. When a sound gets cut or drowned out, Roden told me, she tries to take the attitude “I had fun making it. I loved it. It was loved at one point.”

That morning, Roesch was focussed on “bed stuff”—cloth work. He was wearing loose gray sweatpants and a black cotton zip-up; Roden wore yoga pants. The microphones on Foley stages are incredibly sensitive, and Foley artists wear soft clothing to reduce interference. (For “The Ten Commandments,” from 1956, Foley artists, recording the sound of bricklaying in a tank of mud and water, were reportedly instructed to work in the nude.) For each cue, Curtis plays the clip on a large screen, and Roden or Roesch assembles accessories. Once the materials are ready, the recording light goes on, and the room goes dark. The clip plays, and the Foley artists perform in synch with the picture. The clips are often looped, with a brief pause between takes, allowing the artists multiple attempts at each sound. Curtis’s view of the Foley stage is blocked by a vast computer monitor, an intentional obstruction: seeing how a sound is created would spoil his ability to evaluate its accuracy and effectiveness. (The Foley artists I spoke to all emphasized the importance of the Foley mixer, whose judgments and interventions are critical.)

Onscreen, Buzz Lightyear and his animatronic cat, Sox, sat down on the bed. There had been some previous discussion about how to animate Sox; Roesch had experimented with a matted battery-operated plush cat, fished out of his desk, before deeming the sounds “too furry,” and replacing the stuffed animal with a marker rubbed against foam. That morning, Sox sounded cute, but not cuddly; catlike, but not quite mammalian. In bed, Lightyear was restive: he lay back, turned on his side, turned on his back, pulled his sleep mask down, then placed his hand on the sheet. Roesch rustled his assembled objects, and recorded the sequence. There was a pause, and then Curtis, from the booth, voiced an objection. “It’s a hangnail kind of thing,” he said, a description Roesch seemed to immediately understand.

There was some discussion about sweetening the sound with a higher zjuzz; ultimately, they added a light shhsl to the sheet sounds, for dramatic effect. The reel switched to a scene of a robot drawing a line on a whiteboard. Roesch mimicked the robot’s gestures with an actual marker and whiteboard. The marker, unfortunately, did not sound enough like a marker. “Want me to give you a little bit of squeak?” Roesch asked.

On the sidelines, I fished through my tote bag, and surreptitiously tried to put a piece of gum in my mouth. Roesch, who had moved on to scratching at a block of foam tucked inside a metal suitcase, which was draped with a bomber jacket, turned to me between takes. “Lotta good props in your handbag,” he said, pointedly.

Skywalker Sound is owned by Disney, though about half of its Foley artists’ work is for outside clients. Disney has long been accused of being a near-monopoly in the film industry, and its blockbuster factory relies heavily on sequels, prequels, remakes, and extensions of its franchises. These are all immensely profitable, but that doesn’t necessarily mean that they are good. Still, Disney is one of the few places that employ full-time Foley teams. There is an element of precariousness to the profession, particularly as recording and editing software, such as Pro Tools, has allowed the richness of certain sounds to be approximated through digital layering. Many Foley artists now work as independent contractors, rather than in-house, despite the growing number of projects that require their talents, from shows on streaming platforms to video games.

Driving home over the Golden Gate Bridge, I thought about the way corporations can ensnare even the most delicate and specific of crafts—and the juxtaposition of expensive, mediocre entertainment and the personal, meticulous work that goes into them. I was indifferent to Buzz Lightyear and had no interest in seeing an animated film giving the origin story of a fictional toy. Yet it had been thrilling to watch the characters come to life—to emerge from silence into fully realized sonic beings, the way that static on an old television set might arrange itself into distinct images. In any case, the craft’s aesthetic ideal isn’t beauty but believability.

A few weeks later, my household received a visit from a relative who is six years old and likes buttons. He came into our home and inspected the appliances. As my husband showed him how to operate the espresso machine, our small relative added his own vocalized sound effects: whirs, purrs, pew-pews, ka-chinks. These were the kinds of mechanical sound that exist almost exclusively in the realm of fantasy—more like comic-book rocket launches than like the Bunsen-burner hiss of actual space shuttles—and I assumed they came from his preferred entertainment vehicles, such as “Peppa Pig” and “Cars.” In “The Soundscape of Modernity: Architectural Acoustics and the Culture of Listening in America, 1900-1933,” Thompson, the historian of technology, writes, “Like a landscape, a soundscape is simultaneously a physical environment and a way of perceiving that environment; it is both a world and a culture constructed to make sense of that world.” The soundscapes of cartoon hyperreality were the soundscapes my relative was familiar with, and he sought to re-create them in the world around him—to make things more legible, perhaps, or just more fun. It was as if he were adding his own sweeteners to reality.

Sound is a way to interpret and imagine the world—invisibly, and on a near-subterranean level. Much of cinematic sound is in service to a real feeling, but, in the face of feeling, sheer realism fails. For the cinematic release of 1979’s “Apocalypse Now,” Walter Murch, a film editor and sound designer, added a channel of infrasound—sound waves at a frequency below the threshold of human audibility—to vibrate viewers’ chest cavities. Murch is renowned for his impressionistic sound design, what he calls “metaphoric” audio: a sensuous, sonic ambiguity, intended to stimulate the imagination and act on a near-subconscious level. “Sound sneaks up on you,” he told me. “You are less consciously aware of it than when you look at something. That actually gives us who work in sound a great power, because we can influence how people experience things, without them being aware of it.” In “The Godfather,” he famously layered the sound of an elevated subway train over a scene in which Michael Corleone, played by Al Pacino, murders a rival at a quiet Italian restaurant in the Bronx. The train rumbles and screeches in the background as Michael girds himself for the hit. “We’re using it creatively, in a musical sense, to get at something about Michael’s interior state,” Murch said. “There’s nothing visual that says there should be an elevated train here, so the audience feels a certain something, and yet they ascribe it to the acting talents of Al Pacino.”

“Look, Dennis, if you’re serious about being in this gang, you need to rip off those sleeves for real.”
Cartoon by Zachary Kanin

Lynch described sound design as an intuitive process, one that relied on both experimentation and precision. “Let’s say there’s a woman sitting, and she’s sewing a little decal onto a sweater for her daughter. Her daughter’s sleeping in the other room. It’s late at night. It’s very dim light. She’s close, making stitches. Coming into her house unbeknown to her is a man who’s broken in and he’s coming upstairs from the basement. And he’s listening. And she, upstairs, is setting the scissors down on this sewing machine, this metal part, and it makes a little click, and he hears this little click, and he starts going up the stairs, and the stairs are carpeted, so it’s real quiet. Very, very quiet. . . . Every moment is do or die! You’ve gotta guide this whole massive thing for two hours plus. Everything is critical.”

For all the advances in audio technologies, the fundamentals of making Foley have largely escaped the spectre of digitization. “I feel like a shoe cobbler,” Jana Vance, a Foley artist, told me. “We’re still making things with our hands, or with our feet.” Attempts to automate the work of Foley artists, such as SoundDroid, from the eighties, or AutoFoley, from 2020, tend to produce sounds that don’t compare. Roesch suggested that computer-generated sound effects could someday be as good as computer-generated imagery, particularly with the help of a human operator. “The A.I. will look at footsteps, look at the signal, and make recommendations,” he speculated. It wasn’t a future he seemed to relish. “The bottom line is, the beauty of Foley is its originality and soul,” he said. “Each cue, each footstep, even, has the potential for beauty.” Vance said, “I’ve done Harrison Ford for a few different films. I know how he moves, I know his footsteps. Whenever I get him, I look forward to revisiting my character again.” Software does not have this intuition.

Today’s real-world soundscapes are rich with the thrums and hiccups of digital technology: chirping cell phones, irate laptop fans, the unsettling, quiet whine of electric vehicles. There are humming electrical cables and clicking traffic lights and the well-intended hush of white-noise machines. There are drones, and G.P.S., and the ambient sounds of A.T.M.s and automatic doors and air-conditioners and hot-water heaters. There is Alexa. In certain remote, rural areas, residents can register the low vibration of far-off server farms. Container ships generate underwater noise. The world is getting louder. The same is true onscreen: C.G.I. has multiplied the number of visuals that require sound effects. “We have to create all these sounds that have never been created before,” Roden said. “Like Transformers, and anything in Marvel movies. Thanos—his glove, his gauntlet. Magical details, dust.” Vance said, “Things have really drifted from the natural world. Everything has to be a little bit bolder, a little bit bigger. You have all these monsters, often—they’ll want things from us, like the skin movement, claws.”

Theatres now have higher-fidelity sound systems: Dolby’s widely used Atmos system has more than a hundred channels of sound, routed through as many as sixty-four speakers. Audiences have become accustomed to hearing all the details. “ ‘Dunkirk,’ I had earplugs on,” Roden said. “I worked on ‘Dunkirk.’ ” She made a noise—a kind of mnnh—in imitation of movie-theatre subwoofers. It sounded like getting passed by a tractor trailer on the freeway. “The low end affects me viscerally—I actually get sick to my stomach,” she said. Roden prefers to watch movies made in the forties, the fifties, and the sixties—bank heists, jailbreaks, and French film noir. She had recently watched Jean-Pierre Melville’s “Le Samouraï,” from 1967. Many of the film’s sound effects were recorded during production, on the same track as the dialogue. “The men’s shoes are made of a different material, and you hear them echoing off these alleyways,” Roden said. “The grit on their feet—so nasty. It sounds like they’re wearing women’s shoes, they’re very high-pitched. But it works so great for this gritty, film-noir French movie. I love it. Love that film. But to do it today—oh, my gosh, I would probably be fired.”

During the spring, as I spoke with Foley artists and watched them at work, I grew increasingly attuned to the various elements of soundscapes around me: the clicking scramble of gravel, the thud of a bag of frozen strawberries, the soft shuffle of a pregnant friend, the syncopated hop of a three-legged bichon frise. Though I am not an audile, I appreciated the chance to experience my surroundings with a different quality of consciousness. In the studio at Skywalker Sound, watching Roesch and Roden perfect footsteps for the characters in “Lightyear”—adjusting the tone and emotion by shifting their weight, moving from the sides to the soles of their shoes, the elegance and precision, like tap-dancing in slow motion—I ascended to an almost hallucinatory level of attention. Movies felt richer, sometimes to the point of distraction; a showing of “Everything Everywhere All at Once” felt like a maximalist sound bath. It wasn’t until I was on a plane, watching “Roman Holiday,” its quiet, nineteen-fifties plaza café augmented by the fizzes and snaps of the in-flight beverage service, that I realized the greatest complement to Foley: silence. ♦