In filmmaking, Foley[1] is the reproduction of everyday sound effects that are added to films, videos, and other media in post-production to enhance audio quality.[2] These reproduced sounds, named after sound-effects artist Jack Foley, can be anything from the swishing of clothing and footsteps to squeaky doors and breaking glass. Foley sounds are used to enhance the auditory experience of the movie. Foley can also be used to cover up unwanted sounds captured on the set of a movie during filming, such as overflying airplanes or passing traffic.[3]

Places where the Foley process takes place are often referred to as a Foley stage or Foley studio. Foley artists recreate the realistic ambient sounds that the film portrays. The props and sets of a film often do not react the same way acoustically as their real-life counterparts, requiring filmmakers to Foley the sounds.[3] The best Foley art is so well integrated into a film that it goes unnoticed by the audience.[3] It helps to create a sense of reality within a scene. Without these crucial background noises, movies feel unnaturally quiet and uncomfortable.


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What is now called Foley originated as adding sounds to live broadcasts of radio drama from radio studios around the world in the early 1920s. Phonograph recordings of the era were not of sufficient quality or flexibility to faithfully reproduce most sound effects on cue, so a sound effects person had to create all sounds for radio plays live. Jack Donovan Foley[4] started working with Universal Studios in 1914 during the silent movie era. When Warner Studios released The Jazz Singer, its first film to include sound, Universal knew it needed to stay competitive and called for any employees who had radio experience to come forward.[4] Foley became part of the sound crew that turned Universal's then-upcoming "silent" musical Show Boat into a musical. Because microphones of the time could not pick up more than dialogue, other sounds had to be added in after the film was shot.[4] Foley and his small crew projected the film on a screen while recording a single track of audio that captured their live sound effects.[4] Their timing had to be perfect, so that footsteps and closing doors synchronized with the actors' motions in the film. Jack Foley created sounds for films until his death in 1967.[4] His basic methods are still used today.

Modern Foley art has progressed as recording technology has progressed. Today, sounds do not have to be recorded live on a single track of audio. They can be captured separately on individual tracks and carefully synchronized with their visual counterpart.[6] Foley studios employ hundreds of props and digital effects to recreate the ambient sounds of their films.

Foley complements or replaces sound recorded on set at the time of the filming, known as field recording. The soundscape of most films uses a combination of both. A Foley artist is the person who creates this sound art. Foley artists use creativity to make viewers believe that the sound effects are actually real. The viewers should not be able to realize that the sound was not actually part of the filming process itself. Foley sounds are added to the film in post-production after the film has been shot.[7] The need for replacing or enhancing sounds in a film production arises from the fact that, very often, the original sounds captured during shooting are obstructed by noise or are not convincing enough to underscore the visual effect or action. For example, fist-fighting scenes in an action movie are usually staged by the stunt actors and therefore do not have the actual sounds of blows landing. Props, sets, and costumes are often constructed of relatively cheap and lightweight materials that visually resemble but do not actually sound like more expensive materials. Crashes and explosions are often added or enhanced at the post-production stage. The desired effect is to add back to the original soundtrack the sounds that were excluded during recording. By excluding these sounds during field recording, and then adding them back into the soundtrack during post-production, the editors have complete control over how each noise sounds, its quality, and the relative volume.[8] Foley effects add depth and realism to the audio quality for multimedia sources.[2]

Foley artists review the film as it runs to figure out what sounds they need to achieve the desired sound and results. Once they gather the material and prepare for use, they practice the sounds. When they accomplish the desired sound, they watch the film and add in the sound effects at the same time. This is similar to the way actors re-record dialogue, lip-syncing to the video or film image.

Scenes where dialogue is replaced using dubbing also feature Foley sounds. Automatic dialogue replacement (ADR) is the process in which voice sounds are recorded in post production. This is done by a machine that runs the voice sounds with the film forward and backward to get the sound to run with the film.[citation needed] The objective of the ADR technique is to add sound effects into the film after filming, so the voice sounds are synchronized. Many sounds are not added at the time of filming, and microphones might not capture a sound the way the audience expects to hear it.[9] The need for Foley rose dramatically when studios began to distribute films internationally, dubbed in other languages. As dialogue is replaced, all sound effects recorded at the time of the dialogue are lost as well.

Foley is created by the sound artist mimicking the actual sound source in a recording studio.[3] Often there are many little sound effects that happen within any given scene of a movie. The process of recording them all can be time-consuming.

The category entails the sound of footsteps.[3] To make the sound of walking down a staircase, Foley artists stomp their feet on a marble slab while watching the footage. Foley studios carry many different types of shoes and several different types of floors to create footstep sounds.[6] These floors, known as Foley Pits,[10] vary from marble squares to gravel and rock pits. Creating just the right sound of footsteps can greatly enhance the feel of a scene. Foley Artists are often referred to as "Foley Walkers" or "Steppers" when working in the "feet" subset of Foley.[11]

In Star Wars, Ben Burtt introduced a number of custom effects used for the franchise. The light saber buzz was a film projector motor mixed with television picture tube hum and further mixed. Blasters were based on the sound of taut radio tower guy-wires being struck, Darth Vader's breathing on a diving regulator. The TIE fighter swoosh is a mix of slowed-down elephant herd noises and cars driving through water, Chewbacca's voice includes the moaning of a walrus stranded in a dry pool along with other animal vocalization, and R2D2's booping talk includes Burtt's own voice mixed in with the synthesized sounds to humanize its robotic affect.[13]

Doctor Who - The Impossible Planet

Door open and Door close were used in that. Last time this thread was done on DW, someone mentioned the IoS spawn cube sound may have been used but I never verified it.


edit: yeah, that's on the tvtropes link

I noticed the same thing with sound effects I heard in Resident Evil, where years later I'm hearing those same effects in commercials and movies.


The very worst offense is when movies and/or shows uses stock Atari 2600 sound effects from Pac Man and Donkey Kong to depict a modern console being played by the actors. It's insulting because everybody knows where those sounds came from, except of course the cheap-asses that decided to use them for sound effects.

The spawn cube sound is the only one I hear often, and it never works as well as it does for the spawn cubes. Seriously, that's the only thing that sound works well for, stop using it as a generic fire/plasma ball sound, and it's certainly not an appropriate sound for a rocket launch.


Yeah, of all Doom sounds the icon of sin spawn cube seems to be used the most commonly. And it is misused alot.


EDIT: Oh, and the ironic thing is that the sound effect was based off of a fireball launch. Look up "Fireball impact and large fire burst rumble" if you want to find it.

I'm always hearing that damn spawn cube sound in films and tv, and it sticks out like such a sore thumb because it basically doesn't sound like any noise this universe has ever produced, and yet people seem to think it works well as an explosion/fire ball/magical spell effect. 


To me it sounds like someone using a whip to open a can of beer in a cave and not much else.

I just remembered the monster pain sound was used in the Unity Horror game "The Lost Souls" as an ambient sound effect, along with a bunch of stock screams and moans. It's also kind of a funny coincidence that it sounds like a game about Doom Lost Souls.

The very worst offense is when movies and/or shows uses stock Atari 2600 sound effects from Pac Man and Donkey Kong to depict a modern console being played by the actors. It's insulting because everybody knows where those sounds came from, except of course the cheap-asses that decided to use them for sound effects.


I imagine it's probably a cheap way of getting out of having to get the rights to use modern game sound effects, but It's a very half-assed way to get around that. It reminds me of this one time I was in a Target where the electronics isle had a picture of some kids laughing and playing on a DS that didn't even have a game inserted.

Have heard alot of the Doom sounds in commercials, movies, and cartoons/anime. Door opening and closing sound, rocket launcher, imp dying, former human dying, spawn cube etc.....


But one event of hearing the spawn cube I will never forget...


Back in 1998 or 1999, in my first or second semester of College at UNO, I was exiting the Math building which was two buildings away from the huge library. Well that day they had been setting up these huge speakers and a stage for some event as there is a big open area(larger than a football field) that extends all the way to one of the parking lots where I parked. 


At the end of class, I could never get home fast enough to play games and forget about college classes. As I am walking across campus to get to my car, my back to the library, I hear the fucking Icon of Sin spawn cube blast across the fucking field unbelievably loud and clear. I spun around so fast that my back pack swung around and hit my chest. My adrenaline was on full blast and my skin was crawling and I stood there staring at the library stage and huge speakers.


...then, rap music started playing. That's right, a fucking rap song used the spawn cube sound as the intro. That is the worst possible use of any Doom sound in my book but, I will never forget that instant. I was 18 years old then and as I type this and think back on it at 33 years old now, I still get the chills hearing that spawn cube 

sound in real life so loud and clear in an open area. 2351a5e196

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