Video summary

How To Create Suspense With Sound

Main summary

Key takeaways

Educational

Main ideas / concepts (lesson summary)

  • Sound is central to horror/thrillers: In horror films, video games, and immersive experiences, audio “rules” (especially sound design) strongly shape how audiences perceive danger, mood, and emotion.

  • Music and sound direction can completely change genre tone:

    • A scene can feel like murder, sadness, or happiness depending on the music/sound used.
    • The speaker argues that the right sonic choices can shift a film from “marketed horror” to thriller.
  • Build fear using five key elements (with emphasis on psychology and timing):

    1. Dynamics (contrast between loud and quiet)
    2. Cognitive distortions / fear of the unknown
    3. Use of sound (and “controlled absence” of sound—silence)
    4. Tension that rises and sustains (instead of frequent jump scares)
    5. Expectations (manage predictability and timing of scares)

Methodology / instruction lists (detailed)

1) Use dynamics to enable jump scares (and overall fear)

  • Definition: Dynamics = variation in volume levels from quietest to loudest.
  • Core practice:
    • Avoid watching with the volume too low—reduced dynamic range weakens fear and jump-scare impact.
    • Use jump scares by creating rapid dynamic shifts:
      • from quietextremely loud (often when something jumps out).
  • Caveat: Jump scares should not be the only fear tool.
    • They can be sudden/unexpected or carefully prepared, but relying on them exclusively can release tension you’ve already built.

2) Create fear via cognitive distortions (unknown + worst-case assumptions)

  • Definition: Cognitive distortions are mental assumptions where the brain believes something untrue or interprets ambiguous cues in the worst possible way.
  • Core practice:
    • Maintain uncertainty so the audience doesn’t know what’s happening or what’s coming.
    • Use partial clues that escalate:
      • a small ambiguous noise → continued buildup → increasing panic → ambiguous movement → wrong/overactive conclusions until revealed.
  • Goal: Fear peaks when people have no idea what will happen next.
  • Practical examples mentioned:
    • Real-world escalation: twig snap → leaves moving → bush movement → mind invents “tigers/bears/wolves” → reveal is squirrels.
    • Horror/thriller lesson: the speaker claims A Quiet Place reduces some unknown fear because the creature is shown too early.

3) Use silence / “no sound” strategically

  • Core principle: Knowing when to remove sound is as important as knowing when to add it.
  • Core practice:
    • Introduce scenes with very little sound (often aside from basic room tones) to increase discomfort.
    • Ensure that when sound is added—especially in quiet scenes—it has meaning. Wrong sounds can distract and “kill” the fear.
  • Additional practical claim:
    • In quieter environments (even anechoic chambers), listeners’ ears adapt and you begin to notice subtle bodily sounds (heartbeat, breathing, blood flow).
    • Therefore, quiet scenes can become psychologically intense if used well.

4) Prefer tension that rises and rarely fully releases (sustained dread)

  • Core practice:
    • Build natural tension that doesn’t resolve immediately.
    • Favor tension rising over jump scares that provide a single big release.
  • Examples cited:
    • Joker’s theme in The Dark Knight: chaos/unsteadiness resembles sustained psychological tension.
    • The original Slender game: each collected item increases speed/intensity of music/SFX; tension peaks late and you wait for death.
  • Time requirement (explicit guidance):
    • To make this kind of fear work, give the player lots of time.
    • Fear is psychological—the audience/player should imagine possibilities without you spelling everything out.

5) Manage expectations to avoid predictability and amplify impact

  • Definition: Expectation is what the audience learns to anticipate before scares.
  • Core practice:
    • Don’t repeat the same scare formula every time (e.g., “a big timer always appears before a scare”).
    • Vary the pattern so the audience doesn’t brace reliably.
  • Example tactic: “sequence of effects” (and when to break it)
    • For a scare setup, adjust mix/SFX to create danger:
      • Lower unnecessary sounds
      • Make the room feel more claustrophobic by lowering reverb
      • Increase foley volume for heightened awareness
      • Optionally add a subtle heartbeat
    • Key twist: Use this sequence sometimes, but later remove the payoff:
      • Player opens the door expecting the scare sequence…
      • …but the scare doesn’t come.
      • Then, later (or slightly delayed), the scare hits unexpectedly (e.g., creature from ceiling).
  • Goal: Keep people “on their toes” through uncertainty.
  • Creative prompts at the end of the talk:
    • Insert false scares
    • Use sounds to trick the listener’s mind
    • Place silent moments
    • Design lead-ups carefully before true impacts

Speakers / sources featured (all identifiable)

Speaker

  • Tyler (speaker; “hi this is tyler with aftertouch audio” — Aftertouch Audio)

Film / game references mentioned

  • Evil Within 2 (jump-scare example)
  • It Chapter Two (jump-scare example / prepared scare)
  • The Quiet Place (horror vs thriller discussion; early creature revelation)
  • The Bye Bye Man (silence used effectively; clip referenced)
  • The Dark Knight (Joker theme example)
  • Slender / “original Slenderman game” (tension build example)

Community / source mentioned

  • A Facebook group (speaker claims “sound is always king” as outlined there)

Original video