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«Really? I had no idea» The «Doom» sound designer talks about his unexpected legacy

Philipp Rüegg
19.3.2020
Translation: Jessica Johnson-Ferguson

Once you know them, you hear them everywhere. The sound effects featured in the first-person shooters «Doom» 1 and 2. What most people don’t know: the sounds aren’t originally from id Software’s cult game. They were created by Mike McDonough for two completely different projects.

«Really? I had no idea.» When I tell Mike McDonough that various internet forums are dedicated to his sound effects, the renowned sound designer is gobsmacked. «I just googled Doom Sound. And there’s a thing called Reddit. There’s a posting here: ‘Original doom sound effects. Does anybody know if there is a documentary about how the doom sounds were made?’ Isn’t that funny? I had no idea.»

Sounds that shaped a generation

From creaking doors to fire bursts to blood-curdling monster screams. The iconic sound effects from the 90s cult games «Doom» 1 and 2 have been part of my life since childhood. And I often hear them in movies, series and songs. Every time I do, I think of «Doom». And it's not just me. Numerous Reddit pages, Steam forums and YouTube channels are dedicated to the «Doom» soundscape, discussing where the sounds were heard and who created them.

Fireworks and truck trailers: how the «Doom» sounds were fashioned

Mike still remembers exactly how he designed that door effect. At the time, he was working as the head of the sound department at Brigham Young University in Utah. «Back at the campus they had this old generator. It was a three-phase generator, a really old one. I was walking by once and heard it starting up. It made this incredible wheeeee sound.» So he grabbed his Nagra recorder and asked the janitor to switch the generator on and off for him.

He then played the recording backwards. That was the first element. «For the other one, I put a BB in a balloon and blew the balloon up. And when you spin the balloon, it goes wheee, wheee.» Another piece of the puzzle was an engine noise. «We had a CD player, and when the tray came out, it made a really unique sound. So I opened it up and put the microphone in so it would touch some of the metal parts, so the sound would be amplified directly into the microphone.»

The last element was created with the help of a truck the radio studio owned. «The hiss from the truck’s hydraulics made a nice little pssshhht. I think that’s how I made it.»

It also makes an appearance in Outkast's music video for «ATLiens».

«Sound design is kind of like making soup»

In the 80s, the studios started to trade sound effects back and forth. However, these sounds weren’t in stereo, so new effects were needed. Mike arbeitete damals an der Universität als Soundverantwortlicher. They didn’t have their own sound libraries, so Mike started to create his own effects. In the beginning, he listened to existing effects of renowned studios and built on those. «That’s when I started making sounds and keeping them.»

For Mike, sound design is like cooking. «It’s kind of like making soup. I start with one ingredient and just keep adding a little bit of this and a little bit of that.»

Back in the 80s, newly married Mike couldn’t really afford the Nagra IV-s. The price at the time was 13,000 dollars. That would be about 40,000 Swiss francs today. But there was no way around it for audio aficionados of the time. Mike borrowed the money and bought a piece of history. «It was an amazingly accurate and quiet machine. Like a Swiss watch.»

«One thing I got a kick out of was bullet ricochets»

His love for anything analogue is mirrored in his work approach. Although there are countless digital tools available, Mike has stayed true to his roots. «I’m an old-fashioned guy. I don’t really have a synthesiser. I like to record actual sounds and manipulate them.» Having said that, Mike doesn’t shy away from modern technology. «We can do all kinds of things we couldn’t do back then.»

The myth will remain

None of the ricochet sounds made the cut for «Doom». For most of us, the sounds from id Software's first-person shooter are probably the best-known ones from Mike's collection.

Images: ZVG Mike McDonough

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As a child, I wasn't allowed to have any consoles. It was only with the arrival of the family's 486 PC that the magical world of gaming opened up to me. Today, I'm overcompensating accordingly. Only a lack of time and money prevents me from trying out every game there is and decorating my shelf with rare retro consoles. 


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