Operation: Swordsmanship
As a movie buff, making movie SFX was the first lightbulb that ticked in my head when I saw “Final Project” pop up in the canvas assignments. My plan was to replicate the fight sounds from the iconic duel in Star Wars Episode V: The Empire Strikes Back (1980). Sound designer Ben Burtt originally used a projector motor hum with the buzz of an old television. Since my name is not Ben, nor is it Burtt, I do not have access to that retro equipment. I did not think it would be a good idea to devote my time trying to find electronic devices to replicate those two sounds. Instead, I dove into SuperCollider! Creating the buzz was actually pretty easy. I just generated a low-frequency sawtooth wave:
The hum required a little more experimenting. In a video by the channel ShanksFX (where he attempts to replicate the Star Wars SFX as well), he uses a square wave generator as a substitute. I tried a square wave in SuperCollider by way of a pulse wave, but I did not like the way it sounded. Instead, after searching around I used Impulse.ar as the hum:
Operation: Analog
After SuperCollider my original plan paralleled that of Burtt and Shanks. They played the hum and buzz together through a speaker. They then waved a shotgun mic in front of the speaker to create the famous doppler swing (vwoom vwoom).

As you can see a shotgun mic’s polar pattern is narrower, which is an advantage for movies and TV since it can isolate specific sounds like dialogue. Using my Blue Snowball iCE was a disadvantage. No matter how I moved it, the saber hum still sounded the same. The Snowball is just too good for lightsaber foley.
Though I did have a cheap shotgun mic (Rode VideoMicro), I discovered to my horror I had no adapter to plug it into my phone!!!! >:(
I considered recording the sound with the shotgun mic to a camera, yet I figured it would be quite a stretch to extract the audio from the video and retain my samples in pristine condition. I resorted to record with the TwistWave app on my iPhone 11 mic. Still horrible. You know the rumble striking your ears when watching a video from a windy day? The wind pickup was all I could hear, even with a gentle swish and flick across my speaker. I tried using different phones and different speakers to no avail. I had to shift gears. “Operation: Analog” was a failure.
Operation: Digital
Luckily, I did have a fallback plan. The doppler swing could be generated in SuperCollider. I already had the hum and buzz generated, so I just needed the full power to control the synth parameters in real time.
I remembered having too much fun with the cursor control (MouseX, MouseY) UGens, blowing my laptop speakers one too many times.

For the hum synth, my MouseX controlled a multiplier from 1 to 1.1 for the frequency level. The frequency was also controlled with the linearly varying LFNoise1 UGen at a control rate of 1 from 90 to 91 Hertz. To create the sudden change in db levels for swings, I utilized the MouseY parameter on a multiplier for amplitude. Amplitude also had LFNoise1 but with a higher control rate of 19 to create a “flickering” effect. I added a MouseX control over a bandpass filter’s cutoff frequency to remove some of the “digitized nasal” sound.
In the original films I could hear subtle reverberations in the saber swings, so I added a MouseY to the wet mix level of a FreeVerb UGen.
For the buzz synth (sawtooth), I set a MouseX to control the cutoff frequency for a resonant lowpass filter, and a MouseY on an amplitude multiplier as well.
Video demo of mouse for doppler control
Operation: Sizzle
Even though I didn’t get to immerse myself in the hands-on process of the doppler swing, I was not 100% deprived of physical foley. While brainstorming, I was curious about how to recreate contact or clash sounds during lightsaber duels. Ben Burtt rarely speaks of this achievement in interviews. ShanksFX touches metal to dry ice to achieve contact sizzles, but I did not have ownership over dry ice of any sort. I actually spent an entire day trying to replicate the clash sounds in SuperCollider, which I would control with WhiteNoise and the MouseButton UGen. Thinking about stuff that “sizzles”, I considered placing water in a pan of hot oil. Due to fear of burning my house down, I instead used water with an empty, stove-heated pan. At first, I felt that the sizzles were not percussive enough, so I dumped water in the pan in one fell swoop:
My methods were successful! I did keep some of the less percussive sounds for sustained contact between lightsabers. Other experiments with clashes include throwing an ice cube in the pan, and wiping the pan’s hot bottom over water droplets. By dumb luck I found two of my samples to be strikingly similar to the Jedi and Sith saber ignition sounds!
For retraction sounds I just reversed the ignition samples.
Next up, it was time to finally record my saber swings. I searched around and discovered that a general rule of thumb for recording most foley is with mono, so I recorded my saber sample wav files into one channel. I planned to record my samples in time with the finale duel between Luke Skywalker and Darth Vader in Episode V: The Empire Strikes Back (1980). After getting in the groove of keeping in sync with the film’s swings, I recorded my first SuperCollider sample, combining the buzz and hum. Lord love a duck, it was no fun to listen to. When I was recording whilst watching the scene, I had a lot of fun. After solely listening to it, I found that referencing the movie was a not a good idea. Through the sample alone, I could hear myself constrained by the movie scene. The swinging I heard just felt awfully repetitive, restrained, and boring, and I spaced out halfway through listening. Not a good sign. I had to shift gears again!
Operation: Digital 2.0
In a quick brainstorming session, I tried to stage a fight scene of my own. The two fighters would start far apart (panned left & right), come to the center, and duel. I thought of what else would happen during a lightsaber duel. They would move around during the fight, then somebody might lose their lightsaber. I typed up shorthand “stage directions” and I have the blocking of my scene here:
After staging the fight scene, I recorded a new sample whilst imagining my own staged scene. Listening to it I did get a little bored, but unleashing some more of my creative liberty gave me more optimism. After this successful (cough cough) recording, I recorded another hum/buzz sample to portray the opponent fighter. “Unfortunately, one week younger Michael Lee was not aware that he would have to shift gears yet again. When playing the two together, he heard the most dreadful thing in his ears.” Long story short, I could hear the phase cancellation! Both fighters shared the same humming frequencies. At some points my mouse wasn’t completely to the left of my screen, and that slight varying frequency made a big difference. The fighters’ hums kept cutting out. Separating the two with panning did not help. In addition, I recorded buzz for both fighters, and when played together they were awfully disruptive.
My solution? I created an option with Select.ar for a second doppler multiplier with a range below 1. The Jedi would solely retain the veteran hum, and now the Sith would have a lower frequency range hum combined with the buzz to represent the gnarly, darker side of The Force. Now it is easier to tell who the heck is who. After finally recording some more takes for Jedi and Sith, I could get right down to mixing and editing.

Operation: “Fix It In Post”
Of course, Adobe Audition CC is a popular choice for mixing and editing. Tis’ quite versatile, as I may bestow upon it movie sound, or recorded musical performance. However, Waveform 11 Pro had something special that Adobe Audition CC did not: Multi Sampler. Like John, I took advantage of the MIDI-emulating resources of Waveform 11 did to compile my clash SFX library. That way, I could add in my clash sounds with the press of keys and the click of the pen tool, as opposed to sluggishly dragging them into the DAW and cumbersomely editing.

I felt like I had unlimited power, but there was an unforeseen cost. I did have lossless audio, but I also suffered the loss of space. With almost twenty 32-bit clash sounds imported in the multi sampler, along with all my 32-bit SuperCollider recordings, there was definitely not enough space to fit my samples into a galaxy far, far away. I did not fly into any glaring struggles with the gargantuan-sized files until the end. Exporting, compressing, and uploading were the big troubles.
Anyways, after writing in most of my clash sounds, I still couldn’t hear a fight scene. The swings of the fighters’ weapons did not sound in unison despite my best efforts. Everything felt scattered and random. I had no choice but to spam the slash key and scramble my spliced saber clips. I really hoped to keep my samples fresh in one take. The process felt like performing excessive surgery on my samples but it is still a component that makes sound editing so essential. After some more scrambling, I finally got a decent sounding lightsaber fight.
Like a song, I have different sections of the duel. I want my sounds to tell a story, but I can only do so much with the samples I had. My course of action was better than recording alongside the movie scene, but in over three minutes, “vwoom” and “pssshhh” sounds get boring. My cat agreed when I played it to her. She fell asleep.
Therefore, I had to prioritize the movement of the fight throughout the space. Soundscape and spatialization are extremely crucial for movies. Mix mode activated! I automated panning to give the fight some realistic motion. I have the fighters start on opposite sides, panning one hum left and the other to the right. By use of automation I move them to the center. To give the fight more unity, I fed the hums and clashes to another track (a substitute for aux send/return) with more automated panning to indicate movement of both of them on the battleground fighting. For transitions in the fight sections, I recorded some footstep sounds, a punching sound for when the Jedi is punched by the Sith, and the flapping of a shirt to convey the Jedi subsequently flying through the air.


Some filters were added on individual tracks. The buzz from the Sith saber overpowered the Jedi saber, so I added some EQ to boost the Jedi track. The clashes sounded too crisp, so I threw on a bandpass filter. Since a few clashes “clashed” with my ears while a few others were at reasonable amplitude, I placed a compressor to ease the sharp difference.
The final step was to create the distance (close/far) impression of the soundscape. I looked back at Huber and echoed this diagram.

Since I had to fiddle with volume, I exported my project with normalized audio and imported it into a completely new Waveform project for mastering purposes. My changes in depth of field are only at the end of the duel. I automated some volume reduction, EQ frequency decrease, reverb wet mix increase, and lastly some delay mix for an improved difference.

In Short?
As you can see from my process I had to change my plans several times. Similar to Josh’s project, my original plan was to use purely physical foley to replicate a scene from The Empire Strikes Back (1980). The final plan was to use a mix of SC3 and foley to construct a fight scene envisioned in my head. Petersen forewarned that sound for movies can require a lot of trial and error. A sound “scene” can be much harder to design for when there isn’t even a scene at all! Oddly enough, I found some of the miscellaneous foley to be the most difficult. I never realized how exact the sounds had to be for realism. When listening to the starting footsteps I imagined two people with extremely stiff legs taking baby steps towards each other instead of two trained fighters. I kept this in because I felt it was satisfactory, and it is also a good way of noting how unnecessarily difficult foley can be.
It would be an overstatement to call the designed duel product below “the tip of the iceberg”. It can be difficult to enjoy the final result by itself, so I am contextualizing my piece here as much as I can in this blog. Working on SFX put a lot on my plate, but it is the “fun” kind of work. Once the pandemic is over I will be having more fun with foley in the campus sound studios!
Use headphones (NOT AIRPODS) for best experience. Also close your eyes if you want to imagine the duel in your head.
Tribute to David Prowse, the OG Darth Vader.
Additional Sources
Xfo. (n.d.). Ben Burtt – Sound Designer of Star Wars. Retrieved December 13, 2020, from http://filmsound.org/starwars/burtt-interview.htm