Wednesday, 28 November 2012

Interview with Erik Aadahl

Reading through this interview with Erik Aadahl it really made me think about sound and how it not abuot just creating the sound of doing something but the character behind it, creating a musical element through actions and sound effects. Each character, whether it be in animation or not, will have a certain character and this can be heightened through the use of sound. Like Aadahl says about how in Kung Fu Panda "each character represents a different style of Kung Fu, represented by a sonic signature: Mantis is based on wood-instrument ratchets, with doppler zips as he flies; Tigress is based on swift vocals, tennis racket whooshes and precision jabs; Crane is based on feathers and wings; Monkey is based on swingy whooshes; Viper is based on snake rattles (made out of serrated air hisses), and villain Tai Lung is based on sheer brute force, contrasting Po’s rubbery-ness."

Here is the full interview:

Erik Aadahl has worked in animated films such as “Kung Fu Panda”, “Monsters vs Aliens”, and currently in “Shrek: Forever After”. Here is an interview I had with him, talking about his work on that kind of films.
DS: Animation is not a genre and the way to deal with sound in animation films is different from the way you work with sound in a typical film, but there’s one thing: you have to create a whole world starting from computer animated graphics. Do you find something special in animated films? Any difference you find compared with the rest of films?
EA: Animators are extremely detail oriented, and compared to other filmmakers can be much more detailed in their notes.
In sound, like animation, we start with a completely blank canvas. Actors’ dialogue is typically ADR, so the production track is exceptionally clean. This helps our sounds live clearly and precisely in the track.
Beyond clarity, animation is a very fun medium. You get a little more latitude with what is believable. Starting with “Kung Fu Panda”, and continuing with “Monsters vs. Alien”s and “Shrek: Forever After,” we’ve tried to stretch the boundary of the believable.
For “Kung Fu Panda”, the challenge was to keep things whimsical. Our first instinct was to go “big and bold”, which is what our directors John Stevenson and Mark Osborne had asked for. But after playing a first pass of bad guy Tai Lung’s prison escape to Dreamworks Animation studio head Jeffrey Katzenberg, we learned that we were definitely working in a different medium, with different acceptable decibel and violence thresholds. “Panda”, which was aimed at family audiences, challenged us to find ways to make the track interesting without being an assault; to make things dynamic and exciting, but also pleasant, playful and easy on the ear.
So for “Panda” making things musical became our central strategy. This is not new to the Kung Fu genre. Kung Fu films are all about rhythms, beats and hyper-expressive, often musical and tonal sounds. Sound effects editor P.K. Hooker put together a collection of Kung Fu movies, from classics like “Iron Monkey” to newer films like “Hero” and “House of Flying Daggers.” What these films all have in common are intricate rhythms, where punches sound like percussion, most impacts have a WHOOSH leading into them, and the sound effects are often indistinguishable from music.
In “Monsters vs. Aliens”, we felt we could be more comic. The movie is a spoof on monster and sci-fi films from the ’50s, which is fun because we could pay homage to classic vintage-type sound effects, playing on clichés with a wink to our film sound history. This was the film that led to our first theremin experiments, which we elaborated on in Transformers 2.
I think my favorite thing, looking back, in “MvA” was one sound challenge we gave ourselves. When we designed Galaxar’s giant space ship, the principle for making the sound effects was to make every sound using our mouths only. Almost everything in the ship, from the space hatches to the hover bike to Galaxar’s laser gun was recorded vocally and then processed (or not). This sort of thing would be a lot harder to pull off in a live action film.

Furious_FiveDS: How is the work with the directors and the animation crew? What is their interest to sound in the pre and production process?
1. Animation is not a genre and the way to deal with sound in animation films is different from the way you work with sound in a typical film, but there’s one thing: you have to create a whole world, just seeing computer animated graphics. Do you find something special in animation films? Any difference you find compared with the rest of films?
Animators are extremely detail oriented, and compared to other filmmakers can be much more detailed in their notes.
In sound, like animation, we start with a completely blank canvas. Actors’ dialogue is typically ADR, so the production track is exceptionally clean. This helps our sounds live clearly and precisely in the track.
Beyond clarity, animation is a very fun medium. You get a little more latitude with what is believable. Starting with “Kung Fu Panda”, and continuing with “Monsters vs. Alien”s and “Shrek: Forever After,” we’ve tried to stretch the boundary of the believable.
For “Kung Fu Panda”, the challenge was to keep things whimsical. Our first instinct was to go “big and bold”, which is what our directors John Stevenson and Mark Osborne had asked for. But after playing a first pass of bad guy Tai Lung’s prison escape to Dreamworks Animation studio head Jeffrey Katzenberg, we learned that we were definitely working in a different medium, with different acceptable decibel and violence thresholds. “Panda”, which was aimed at family audiences, challenged us to find ways to make the track interesting without being an assault; to make things dynamic and exciting, but also pleasant, playful and easy on the ear.
So for “Panda” making things musical became our central strategy. This is not new to the Kung Fu genre. Kung Fu films are all about rhythms, beats and hyper-expressive, often musical and tonal sounds. Sound effects editor P.K. Hooker put together a collection of Kung Fu movies, from classics like “Iron Monkey” to newer films like “Hero” and “House of Flying Daggers.” What these films all have in common are intricate rhythms, where punches sound like percussion, most impacts have a WHOOSH leading into them, and the sound effects are often indistinguishable from music.
In “Monsters vs. Aliens”, we felt we could be more comic. The movie is a spoof on monster and sci-fi films from the ’50s, which is fun because we could pay homage to classic vintage-type sound effects, playing on clichés with a wink to our film sound history. This was the film that led to our first theremin experiments, which we elaborated on in Transformers 2.
I think my favorite thing, looking back, in “MvA” was one sound challenge we gave ourselves. When we designed Galaxar’s giant space ship, the principle for making the sound effects was to make every sound using our mouths only. Almost everything in the ship, from the space hatches to the hover bike to Galaxar’s laser gun was recorded vocally and then processed (or not). This sort of thing would be a lot harder to pull off in a live action film.
2. How is it to work with the directors and the animation crew? Are they interested in sound in the pre and production process?
I think most people in animation are very aware of how important sound is to bring the picture to life. That’s why so much work is put into sound on these films very early. In fact, it’s the first thing they do. All the actors’ voices are recorded first, and animators then spend years animating to those vocal performances. Similarly with sound effects, years before we start on the film, the picture editorial crew puts together an intricate temp effects track. Over time, as shots go from storyboard through animation and lighting, the picture slowly catches up to the temp sound track. Then we jump in with our sounds.
We could see how energized the “Panda” team became when we first started sending fresh sounds; that in itself became an inspiration to us.
We sent picture editor Clare Knight FX mixes as often as we could, getting notes and evolving the track so that by the time we got to pre-mixing, everything had been heard and approved by the filmmakers.
We also got a longer schedule on “Monsters vs. Aliens”, but one comment we got in the early days from directors Conrad Vernon and Rob Letterman was: “It doesn’t sound big enough”. We realized the problem: our sounds were being monitored on stereo speakers in the editorial room, often dialed down to play against the dialogue and temp music. So we thought we’d better get a full 5.1 presentation with a bunch of scenes temp mixed in the ProTools to squash the “size issue”. With a sub channel the size complaints stopped.
One of the sequences we chose to present was Susan’s (a.k.a. Ginormica’s) arrival to Area 51, where she slowly learns that she’s trapped in a monster prison. This turned out to be our favorite sequence. The entire bit relies on sound design, with no music for the first few minutes, cuing Susan to explore her mysterious new home. We pitched the idea of playing sound effects only. Perhaps by luck, or maybe by design, we avoided going the music-driven and traditional route.
3. How does the sound help to improve the character design on films such as “Monsters vs Aliens” and “Kung Fu-Panda”?
4. In “Monsters vs Aliens” Ginormica has to sound “big”, Insectosaurus is a beast-insect, or in Kung-Fu Panda you have the little master mantis and the beast Tai Lung. What were your thoughts about the sound of these characters when you saw it on the sketches and then in the animated sequences?
[ I'm combining questions #3 & 4]
I think character design is one of the most important parts of our job. We are literally doing a performance for a character, the same way an actor would.
Po the Panda’s style of fighting is using his rolly-polly body weight to deflect and bounce an attacker’s power right back at them. So for this, we played with “boing” sounds. Supervising sound editor Ethan Van der Ryn built a “gut-bucket,” basically an iron bucket with a tensioned string that we could pluck and bend notes with. I did a design pass on these recordings, making escalating magnitudes of bouncy deflection as Po’s skills developed.
In “Kung Fu Panda”, each character represents a different style of Kung Fu, represented by a sonic signature: Mantis is based on wood-instrument ratchets, with doppler zips as he flies; Tigress is based on swift vocals, tennis racket whooshes and precision jabs; Crane is based on feathers and wings; Monkey is based on swingy whooshes; Viper is based on snake rattles (made out of serrated air hisses),  and villain Tai Lung is based on sheer brute force, contrasting Po’s rubbery-ness.
Making sounds for characters in “Monsters vs. Aliens” was pretty similar. Our heroes, Susan (the 50 foot woman), B.O.B. (the blob), Link (the swamp thing), Dr. Cockroach, and Insectosaurus (the giant furry bug)  all have their own individual soundscapes.
Susan has thunderous feet, designed by sound effects editor John Marquis.
Bob has gloopy blob sounds, created with our mouths, suction cups and latex stretching recorded by sound effects editor P.K. Hooker. Link is all about flippers and gurgling water (my throat was raw after this session). The Doctor is all about the sci-fi mad scientist inventions surrounding him. And Insectosaurus, voiced completely with sound design, is a cute version of the classic giant monster Godzilla, created with metal wails, a pig and a kazoo. The filmmakers mentioned “Godzilla’s” vocal as being created by a sharp metal screech, and wanted to achieve that feel.
5. Do you have some filed recording stories on the sound of those films?
When we started recording for “Panda”, we tried to get into the spirit of the genre. It seemed the classic Kung Fu “whoosh” and “punch” could be a starting point. We spent some days on the Hawks Stage at 20th Century Fox when its DFC mixing console’s system software was being upgraded, an used the space to do a complete “whoosh” recording set.
Foley stages are sometimes a little small when recording things on long tethers swooshing around the room. The Hawks Stage is a big space and has an exceptionally low noise floor.
One of the the first things we recorded in there was a jagged piece of metal that we attached to twine and began furiously swinging past the microphone. The slicing sound it made whipping though the air was fantastic. As I checked my recorder meter, I heard a SNAP! and looked up to see the jagged piece of metal, no longer attached to the twine, hurtling through the air.
My heart skipped a beat as I contemplated the damage that jagged metal piece could do to the extremely expensive and newly-installed silver screen in the mixing theater.
It missed.
whew.
We continued to record anything swing-able, from bamboo sticks, to pool cues, wood flutes and spatulas. I think we have around a hundred different varieties of whooshes from that session. Certainly one of the weirdest was a suggestion of sound effects editor Paul Pirola: 30 feet of bungee cord stretched and released across the stage. That sound became Po the Panda’s slow and relaxed whoosh.
We also recorded a bunch of Chinese instruments for “Panda” that later became character sounds: wood blocks, Tibetan chimes, a ringing bowl and gong.
At one point, John Stevenson requested a “sloshing of noodle soup” in Po’s belly as he moved. To attempt this sound, Ethan Van der Ryn wrapped a Sparkletts water bottle in thick cloth, and we recorded those sloshes with varying amounts of liquid. Dan O’Connell also contributed some water balloon gurgles and squishes to the mix. We kept these elements on their own pre-dub to dial in as needed.
We also had some fun recording crowds. Two hundred Dreamworks animators volunteered themselves on “Panda” and “MvA” to perform big exterior crowd sounds; sceaming and cheering for a whole variety of situations. At Dreamworks Animation studios in Glendale there’s a lovely courtyard with a massive fountain that was shut off and surrounded with hoards of sleep and UV-deprived animators that were ready to seriously release some steam.
6. And what about foley?
Working with Dan O’Connell, John Cucci and James Ashwill at “One Step Up” Foley is always a pleasure. The team is so creative and fast; they just nail it. On each of the three films we spent several days each recording “Wild Foley,” big sets of sounds that fit into the effects palette we need. For “Panda” we recorded punches, which we designed into Kung Fu smacks, and bells, swords and knives, snake slithers, whooshes and whip cracks, mystical chimes and anything pertinent we could think of.
We also spent this time establishing personalities for all the character’s textures and footsteps.
For every film, we typically shoot “cloth tracks” that for animation is especially important. It gives movement and life to a scene, subtle movements of the characters that is critical to create intimacy when a production track is absent. On these animated films, our cloth track is a dizzying melée of cloth, silk, nylon, fur, feathers, hair and any texture required.
For “Monsters vs. Aliens”, Dan gave us tons of great foley material. We did extensive sets of metal screeches, metal slides, air hatch releases, weapon action, and coiled spring twangs and zangs. The more I do this, the more I realize that there is no difference between sound effects and music … both tell a story, it’s just the instruments that vary.
7. There are a lot of intense fight scenes on Kung-Fu Panda. How were the sound design decisions there?
It’s all about the rhythms. Bottom line. Period. Whoosh and punch. I think of the punches like musical beats, like a drummer drumming. We pick the rhythm: musical and expressive.
The classic “Kung Fu” SMACK! was a sound that took a while to figure out. Both Dan O’Connell and I suffered some bruises smacking a variety of objects into our legs. Interestingly, the sound that reminded me the most of the classic Kung Fu WHACK! wound up being a slowed down chopstick impact.
8. In Kung Fu Panda the story is in China, in a very cultural valley, and in “Monsters vs Aliens” you have earth, monsters, space and sci-fi stuff. Two different perspectives but the same things to deal with: time and space. How was the sound design approach to give believability to the historical time and the space?
We’ve heard from some Chinese fans that our sounds were very authentic — a lot of this may have been accidental luck, because realism was secondary for us in these films.
We did pay deference to certain cultural sounds. We recorded a bronze singing bowl, ancient prayer bells and chinese gongs for sounds for Master Oogway’s mystical sonic palette. Shifu was much more authoritarian in his sounds, precise and quick whip slashes. We used a slicing spatula for a lot of his movements.
But when it came to “MvA,” there was little connection to reality. The sound for Galaxar’s spaceship was a Didgeridoo.
9. Every DreamWorks animated film has a lot of funny scenes and unexpected dose of laughter. There’s a way you treat the sound to enhance these comedy moments?
Comic timing is a lot of it. With “Panda,” I think the filmmakers wanted to treat the genre with respect, but still be playful. In their storytelling, they timed the scenes out for certain beats, certain realizations and moments. I think it’s important to think of sound “in the moment”, a constant “river of tao” experience that helps tell the story in an unfolding, visceral, and emotional way.
With “Monsters vs. Aliens”, we played our sounds more hyper-real, more neon. I love listening to the old Hanna Barbera collection of sound effects. The sounds are pretty low-fi and gnarly, but also very fundamental and expressive. From the Dreamworks logo on, we tried to capture that spirit.
When it comes to comedy, it works a lot like music does: if you time it to follow a certain rhythm, it’s funnier. Try it.
10. One of may favorite characters on “Monsters vs Aliens” is Bob. I think you did a great sound design job on it (and had a lot of fun, I guess). How was the sound of Bob created?
BOB was lots of fun. P.K. did a bunch of recording sets using pudding and jello, and actually got sick after eating too much while recording. After the session, there was pudding splattered all over the canvas tarp we had protecting the carpet. Listening to those recordings still makes me nauseous.
P.K. also found some big sheets of latex off the internet. To this day we’re not sure about the true business of the supplier. Those sounds wound up being used for BOB’s stretchy and elastic components.
The core design elements used for BOB were made using our mouths; suction pops, juicy lip smacks, wet tongue wiggles. BOB’s eye movements were exclusively mouth sounds and tongue clicks. For his arms and body, I layered these mouth sounds with our latex and foley toilet plunger sounds. Depending on the moment, we’d adjust the proportions of mouth to latex or plunger, and that combo of sounds was basically the sound of BOB.
EA: I think most people in animation are very aware of how important sound is to bring the picture to life. That’s why so much work is put into sound on these films very early. In fact, it’s the first thing they do. All the actors’ voices are recorded first, and animators then spend years animating to those vocal performances. Similarly with sound effects, years before we start on the film, the picture editorial crew puts together an intricate temp effects track. Over time, as shots go from storyboard through animation and lighting, the picture slowly catches up to the temp sound track. Then we jump in with our sounds.
We could see how energized the “Panda” team became when we first started sending fresh sounds; that in itself became an inspiration to us.
We sent picture editor Clare Knight FX mixes as often as we could, getting notes and evolving the track so that by the time we got to pre-mixing, everything had been heard and approved by the filmmakers.
We also got a longer schedule on “Monsters vs. Aliens”, but one comment we got in the early days from directors Conrad Vernon and Rob Letterman was: “It doesn’t sound big enough”. We realized the problem: our sounds were being monitored on stereo speakers in the editorial room, often dialed down to play against the dialogue and temp music. So we thought we’d better get a full 5.1 presentation with a bunch of scenes temp mixed in the ProTools to squash the “size issue”. With a sub channel the size complaints stopped.
One of the sequences we chose to present was Susan’s (a.k.a. Ginormica’s) arrival to Area 51, where she slowly learns that she’s trapped in a monster prison. This turned out to be our favorite sequence. The entire bit relies on sound design, with no music for the first few minutes, cuing Susan to explore her mysterious new home. We pitched the idea of playing sound effects only. Perhaps by luck, or maybe by design, we avoided going the music-driven and traditional route.
DS: In “Monsters vs Aliens” Ginormica has to sound “big”, Insectosaurus is a beast-insect, or in Kung-Fu Panda you have the little master mantis and the beast Tai Lung. What were your thoughts about the sound of these characters when you saw it on the sketches and then in the animated sequences? How does the sound help to improve the character design on those films?
EA: I think character design is one of the most important parts of our job. We are literally doing a performance for a character, the same way an actor would.
Po the Panda’s style of fighting is using his rolly-polly body weight to deflect and bounce an attacker’s power right back at them. So for this, we played with “boing” sounds. Supervising sound editor Ethan Van der Ryn built a “gut-bucket,” basically an iron bucket with a tensioned string that we could pluck and bend notes with. I did a design pass on these recordings, making escalating magnitudes of bouncy deflection as Po’s skills developed.
In “Kung Fu Panda”, each character represents a different style of Kung Fu, represented by a sonic signature: Mantis is based on wood-instrument ratchets, with doppler zips as he flies; Tigress is based on swift vocals, tennis racket whooshes and precision jabs; Crane is based on feathers and wings; Monkey is based on swingy whooshes; Viper is based on snake rattles (made out of serrated air hisses), and villain Tai Lung is based on sheer brute force, contrasting Po’s rubbery-ness.
Making sounds for characters in “Monsters vs. Aliens” was pretty similar. Our heroes, Susan (the 50 foot woman), B.O.B. (the blob), Link (the swamp thing), Dr. Cockroach, and Insectosaurus (the giant furry bug) all have their own individual soundscapes.
Susan has thunderous feet, designed by sound effects editor John Marquis.
Bob has gloopy blob sounds, created with our mouths, suction cups and latex stretching recorded by sound effects editor P.K. Hooker. Link is all about flippers and gurgling water (my throat was raw after this session). The Doctor is all about the sci-fi mad scientist inventions surrounding him. And Insectosaurus, voiced completely with sound design, is a cute version of the classic giant monster Godzilla, created with metal wails, a pig and a kazoo. The filmmakers mentioned “Godzilla’s” vocal as being created by a sharp metal screech, and wanted to achieve that feel.
MvA
DS:  One of may favorite characters on “Monsters vs Aliens” is Bob. Great and funny sound design on it. I think you had a lot of fun, I guess). How was the sound of “Bob” created?
EA: BOB was lots of fun. P.K. did a bunch of recording sets using pudding and jello, and actually got sick after eating too much while recording. After the session, there was pudding splattered all over the canvas tarp we had protecting the carpet. Listening to those recordings still makes me nauseous.
P.K. also found some big sheets of latex off the internet. To this day we’re not sure about the true business of the supplier. Those sounds wound up being used for BOB’s stretchy and elastic components.
The core design elements used for BOB were made using our mouths; suction pops, juicy lip smacks, wet tongue wiggles. BOB’s eye movements were exclusively mouth sounds and tongue clicks. For his arms and body, I layered these mouth sounds with our latex and foley toilet plunger sounds. Depending on the moment, we’d adjust the proportions of mouth to latex or plunger, and that combo of sounds was basically the sound of BOB.
DS: Do you have some filed recording stories on the sound of those films?
EA: When we started recording for “Panda”, we tried to get into the spirit of the genre. It seemed the classic Kung Fu “whoosh” and “punch” could be a starting point. We spent some days on the Hawks Stage at 20th Century Fox when its DFC mixing console’s system software was being upgraded, an used the space to do a complete “whoosh” recording set.
Foley stages are sometimes a little small when recording things on long tethers swooshing around the room. The Hawks Stage is a big space and has an exceptionally low noise floor.
One of the the first things we recorded in there was a jagged piece of metal that we attached to twine and began furiously swinging past the microphone. The slicing sound it made whipping though the air was fantastic. As I checked my recorder meter, I heard a SNAP! and looked up to see the jagged piece of metal, no longer attached to the twine, hurtling through the air.
My heart skipped a beat as I contemplated the damage that jagged metal piece could do to the extremely expensive and newly-installed silver screen in the mixing theater.
It missed.
whew.
We continued to record anything swing-able, from bamboo sticks, to pool cues, wood flutes and spatulas. I think we have around a hundred different varieties of whooshes from that session. Certainly one of the weirdest was a suggestion of sound effects editor Paul Pirola: 30 feet of bungee cord stretched and released across the stage. That sound became Po the Panda’s slow and relaxed whoosh.
We also recorded a bunch of Chinese instruments for “Panda” that later became character sounds: wood blocks, Tibetan chimes, a ringing bowl and gong.
At one point, John Stevenson requested a “sloshing of noodle soup” in Po’s belly as he moved. To attempt this sound, Ethan Van der Ryn wrapped a Sparkletts water bottle in thick cloth, and we recorded those sloshes with varying amounts of liquid. Dan O’Connell also contributed some water balloon gurgles and squishes to the mix. We kept these elements on their own pre-dub to dial in as needed.
We also had some fun recording crowds. Two hundred Dreamworks animators volunteered themselves on “Panda” and “MvA” to perform big exterior crowd sounds; sceaming and cheering for a whole variety of situations. At Dreamworks Animation studios in Glendale there’s a lovely courtyard with a massive fountain that was shut off and surrounded with hoards of sleep and UV-deprived animators that were ready to seriously release some steam.
Kung_Fu
DS: And what about foley?
EA: Working with Dan O’Connell, John Cucci and James Ashwill at “One Step Up” Foley is always a pleasure. The team is so creative and fast; they just nail it. On each of the three films we spent several days each recording “Wild Foley,” big sets of sounds that fit into the effects palette we need. For “Panda” we recorded punches, which we designed into Kung Fu smacks, and bells, swords and knives, snake slithers, whooshes and whip cracks, mystical chimes and anything pertinent we could think of.
We also spent this time establishing personalities for all the character’s textures and footsteps.
For every film, we typically shoot “cloth tracks” that for animation is especially important. It gives movement and life to a scene, subtle movements of the characters that is critical to create intimacy when a production track is absent. On these animated films, our cloth track is a dizzying melée of cloth, silk, nylon, fur, feathers, hair and any texture required.
For “Monsters vs. Aliens”, Dan gave us tons of great foley material. We did extensive sets of metal screeches, metal slides, air hatch releases, weapon action, and coiled spring twangs and zangs. The more I do this, the more I realize that there is no difference between sound effects and music … both tell a story, it’s just the instruments that vary.
DS: There are a lot of intense fight scenes on Kung-Fu Panda. How were the sound design decisions there?
EA: It’s all about the rhythms. Bottom line. Period. Whoosh and punch. I think of the punches like musical beats, like a drummer drumming. We pick the rhythm: musical and expressive.
The classic “Kung Fu” SMACK! was a sound that took a while to figure out. Both Dan O’Connell and I suffered some bruises smacking a variety of objects into our legs. Interestingly, the sound that reminded me the most of the classic Kung Fu WHACK! wound up being a slowed down chopstick impact.
DS: In Kung Fu Panda the story is in China, in a very cultural valley, and in “Monsters vs Aliens” you have earth, monsters, space and sci-fi stuff. Two different perspectives but the same things to deal with: time and space. How was the sound design approach to give believability to the historical time and the space?
EA: We’ve heard from some Chinese fans that our sounds were very authentic — a lot of this may have been accidental luck, because realism was secondary for us in these films.
We did pay deference to certain cultural sounds. We recorded a bronze singing bowl, ancient prayer bells and chinese gongs for sounds for Master Oogway’s mystical sonic palette. Shifu was much more authoritarian in his sounds, precise and quick whip slashes. We used a slicing spatula for a lot of his movements.
But when it came to “MvA,” there was little connection to reality. The sound for Galaxar’s spaceship was a Didgeridoo.
DS: Every DreamWorks animated film has a lot of funny scenes and unexpected dose of laughter. There’s a way you treat the sound to enhance these comic moments?
EA: Comic timing is a lot of it. With “Panda,” I think the filmmakers wanted to treat the genre with respect, but still be playful. In their storytelling, they timed the scenes out for certain beats, certain realizations and moments. I think it’s important to think of sound “in the moment”, a constant “river of tao” experience that helps tell the story in an unfolding, visceral, and emotional way.
With “Monsters vs. Aliens”, we played our sounds more hyper-real, more neon. I love listening to the old Hanna Barbera collection of sound effects. The sounds are pretty low-fi and gnarly, but also very fundamental and expressive. From the Dreamworks logo on, we tried to capture that spirit.
When it comes to comedy, it works a lot like music does: if you time it to follow a certain rhythm, it’s funnier. Try it.

Wednesday, 21 November 2012

UP



While looking for clips about Randy Thom on Youtube I found this one about the film 'UP'. I think this has made me realise that amount of times I have read that fact, especially during animation, that they think and plan sound very early on in pre-production. I have to admit not too long ago I wouldn't have event thought about sound as an important element that needs to be thought about during the planning stages but i have changed my ways. I feel that many people, like me, just don't realise the effect that sound has and how it makes or breaks a film. I think that this is due to the fact so much of it is just subconscious and things we may hear everyday like people talking and moving around it just becomes so second nature that we don't appreciate it. We only notice it when its not there or done wrongly, which must mean sound designers are doing pretty good jobs as so many people subconciously tone into the film and don't realise the subtle beats and music that is creating emotional responses from ourselves.

Randy Thom

I was looking online and came across this post by Randy Thom and found it interesting how it was saying about how designing great sounds isn't exactly through creativity but through making mistakes and investigating. You don't have to be the most creative person but just need to know how to use what you have got. When you first think about a scene and about how to build up a sound design the first sound you would think of are suitable to the location but does make up what is happening dramatically in the scene. 

Here is the full piece of writing


On Being Creative  
Reorganize chance.  That is the basis of your work 

by Randy Thom, C.A.S. 
When an artist does work that seems innovative, we say that he or she has created something. The more I think about the process we call "creating," the more I'm convinced we use the wrong word to describe it. 
Articles on film sound usually stay clear of questions as basic as "What is creativity?" and "Is it possible for an artist to become more creative?"
Questions like these are usually considered too messy, or too abstract and subjective. I appreciate those arguments, and don't discount them. On the other hand, I think we do know a few things about being creative. One theory is that each of us is given a bag of creativity at birth, and that the bag doesn't grow or shrink much for the rest of our lives. But even if our bag of creativity doesn't change in size, our ability to dip into it varies constantly. Ask any artist or performer.
- Inspiration, insight, and luck are difficult entities to describe, and all but impossible to quantify -
We can interview an artist and chart the sequence of events by which a given set of raw materials was fashioned into to a specific art product. But most of what we get from that kind of examination will be information about craft (technology and technique). We know intuitively that a great artist is more than a great technician. In fact, it might be argued that a great artist doesn't even have to be a very good technician. So what is it that guides the technique?
- The Tyranny Of Competence -
In the movie industry a high value is justifiably placed on technical competence. It is assumed that every craftsperson should know how to use the tools of the trade and be able to perform on cue, under pressure. The trouble with paying so much attention to skill and technical prowess is this: The frame of mind in which interesting things germinate is often more confused and desperate than organized and confident.
Being creative is balancing precariously between, or shifting back and forth between, these two extremes. It is not surprising that a high percentage of very creative people have manic-depressive personalities.
When you begin a project, the surest way to guarantee nothing interesting will happen is to go into it with the assumption that you know exactly how to do it. The best you can hope to do within that frame of mind is to duplicate work that you or someone else has already done. Of course, the first step in mastering a craft is to learn the traditions and conventions, the tools and techniques that have historically produced good work and bad. Having acquired those skills, the challenge is to look freshly at each new project, making as few assumptions as possible about how to proceed.
It's generally acknowledged that a good film begins with a good script. On the other hand, even a very good script is nothing more than a vague blueprint for the eventual film. The locations, actors, and other collaborators will add depth to the story that the writer is not in a position to anticipate. The serendipity that allows it all to come together will only happen if each collaborator is open to it, and clever about making the necessary adjustments. One thing seems clear: the best creative ideas
usually arise in the process of doing the work itself. They don't usually form in our minds while we stare at a blank piece of paper.
- Complexity - 
People often say that "truth is stranger than fiction," as if we should be surprised. Why wouldn't truth be stranger than fiction? A few moments of human activity in any ordinary supermarket, if fully examined, would no doubt be hilarious and horrific beyond belief. On the other hand, given a supermarket as a location, a very good writer might be able to invent a few amusing and trenchant scenes.
We operate in two worlds:
(1) reality, which contains profundities and comedy unimaginably wild and deep, but on the surface is mostly deadly boring and
(2) fiction, which isn't too hard to make superficially appealing, but is difficult as hell to make profound or deeply funny.

- One thing that distinguishes fiction from reality is the level of complexity - 
Any real-world situation is infinitely complex. We usually only perceive the microscopic tip of the iceberg of what is happening in our supermarket at 7 p.m.
As writers we go to the supermarket and examine it on as many levels as possible. We don't just watch what happens, we participate in it. We get a job working in the fresh produce section. We go home with the store manager and the bag boy. By living through these situations (and by watching ourselves live through them) we begin to find threads overlapping in amazing ways. Other threads we assumed were connected turn out not to be connected at all.
The script needs to be shaped by real world experience. Shooting and editing the film involves a trip through more unanticipated reality which will frustrate, but can also improve what you thought you had.
Designing your sound (bet you thought we'd never get to sound) should be no less experimental and no less influenced by process. When we begin to imagine a scene, the first few sounds that come to mind will usually be "appropriate" in a general way, but not very deeply connected to what is really happening dramatically.
Let's say we have a scene around a kitchen table where two guys are arguing. One eventually jumps up, pulls a gun, cocks it, and points it at the other's head. The most obvious sound effect to feature is the cocking of the gun. Ironically, the other prop I mentioned (the table) could supply a more powerful sound. As our guy stands, maybe he shoves the table toward the other guy. The scrape of the table legs on the floor could be fashioned to evoke danger more effectively because it comes from a place we don't expect. Knowing we may want to use the sound of the table in this way will influence everything about the way we set up and block the shots.
The best way to find unexpected storytelling elements is to experiment. If I am designing the sound for the scene around the table, I will want to simulate the set as closely as possible. Then I will move and play with every object and surface in the place, listening for sounds that have the dramatic values I can use to enhance the scene. On the other hand, unless I can do this experimenting before shooting starts, there is no way I can influence the way the scene is to be shot. If the Director and Actors
are really sharp, they will discover ways to use sound in the scene as they're rehearsing. Similarly, they'll find ways to use the table itself and the space between the two characters in the scene.
If I am directing the scene, I will want to experiment with sound in this way before the scene is shot, so that I will be able to block and shoot, and even construct the set in ways that take advantage of sound.
- A Craftsman knows how to avoid accidents -- an Artist knows how to use them -
Nothing paralyzes an artist more than fear of screwing up. The first step toward curing writer's block is to begin writing, even if the most you can manage is to type random words. Writer's block is not the inability to type. It is the inability to type something of value. So you begin to cure it by typing anything. If nothing else, you copy the phone book, or the Bible, adding a word or two of your own now and then. Another approach might be to tear a page out of a book or newspaper, cut the page into
pieces, rearrange the pieces and see if any interesting juxtapositions occur that might beg for elaboration. Sound editing and design can use the same sort of trick. I often begin working on a movie by listening, more-or-less at random, to lots of sounds. Many of these sounds may have nothing to do (superficially) with the movie. Eventually I hear a sound that makes an interesting connection between two moments, characters, or places in the film. Out of this kind of technique you try to form a style for the sound in the movie, and you try, when appropriate, to get other  collaborators (including the Director) to help you by modifying the cut, the dialog, the music, etc. in order for all the elements to play off each other. That is what sound design is about. Most people think sound design is making alien vocals, ray guns, and space ship sounds. The same people probably think that film editing is about cutting stuff out of the movie that's boring.
Mistakes, accidents, and the unexpected often provide the spark that leads to great work. The trick is to plan and execute your creative process in a way that makes room for lots of experimenting and lots of mistakes early. Rehearsing is not mainly for the purpose of "memorizing" what needs to be done. Actually the best reason to rehearse is to discover what needs to be done.
- We may not create or invent -- we always discover - 
I don't think the word "create" describes very well the process of trying to do fresh work. Creating implies making something out of nothing. For me, the creative process is about reorganizing things which are already there. The sound artist John Cage often used what he called "chance operations" to decide what to do at each step of his process of composing music. Sometimes he would use the I Ching. Sometimes he would write instructions on a sheet of paper, then cut up the paper, toss the pieces into
the air, then try to follow the instructions that randomly formed as the pieces landed. I don't think Cage's techniques always produced wonderful work, but they can be a good way to begin. My approach is to use chance only as a starting point, not as the sole mediator of the work.
So, Uncle Randy's simple rules for being more creative are:

1. Learn your craft thoroughly, reading everything you can about the traditions and conventions of the craft, as well as experiments on the modern cutting edge.  2. Begin each project with few assumptions about the methods you will use. Let the needs of the project, most of which  you won't know until after you've gotten your feet wet, determine your approach. 
3. Experiment as early and as often and as inexpensively as possible. Make lots of mistakes when mistakes are cheap. 

Soundwalkers

Watch Soundwalkers by Raquel Castro and even in the first minute you really feel as though you are in the streets that you can see. there is so much depth to the sounds and can really sense people moving around and past you just through the sound alone. I really like the opening line by Allen Weiss when he says "Sound, everything we hear, and many things we don't."




I really like this as most things the you hear you don't actually listen to and recognise as being there, they just become part of the everyday soundtrack that we get use to. Like Weiss says sounds are thing we don't hear too, and we only recognise the horrid loud sounds but never seem to listen to the quieter sounds that are always around without us even knowing and these are sometimes the most influential.

Thursday, 8 November 2012

Drive




Drive is a 2011 film directed by Nicolas Winding Refn and stars Ryan Gosling, Carey Mulligan and Bryan Canston. When watching this film i felt that the film layer heavily dependant on the musical elements as there seemed to be noticeable little dialogue. This meant that especially during the beginning scenes of Ryan Goslings character as was very unaware of his personality. In both the book and film his character is only known as Driver so not only does the character not know his name but also rarely hear him speak has to reply heavily on what they are getting subconsciously told about him. 


During the credits for Drive the song Night Call by Kavinsky is playing. This along with no absence sounds stops you from being drawn into the film and makes it seem as if you are watching over Ryan Gosling and not along side him. When comparing this track to the other songs on the soundtrack for drive they all have this steady rhythmic feel to them. I think that this can relate to the mechanics and continuous rhythm that of a car would make and in fact Ryan Goslings character as he is this man who seems to be specific and almost machine like himself.


Hani Bi

During the end of the seminar on 1st Nov we were given some time to do editing on our pieces. This was the first time I started playing around with sounds to this piece. I thought id start of by adding the most distinctive sounds first such as the foot steps, paper ripping and car engine. here is a screen grab of the footsteps:


To add depth and dimension to the sound i have made the footstep gradually fade as the character moves away from the camera.

Friday, 2 November 2012

Seminar - 1st Nov

Here is the notes that I took during our seminar on the 1st November.

Wolrdizing - record sound you need, but if need to be records from a certain location then can play the recording and record where needed. For example if need to be heard as if through a door way would play the recording and re-record it through a doorway.

Andy Thom - Forest Gump. Was told that there are lots of clips by Andy Thom on youtube so here are a few i found interesting :

(Add Links)

God Father


  • Footsteps - echo - dont know where they are coming from so therefore don't know where the danger is coming from - makes more venerable.
    • Can do this by using reverb and equalisation, can apply automating so gradually add and take off.
  • Records player stuck - Dont see it but can only hear it - signify everyone gone and been gone a while
  • Sounds of walking are so clear must have been added in post no on location recordings. moves away and sounds get quieter creating a 3 dimensional space.
  • Subtle drumming - low bass to move the body - could symbolise a death march and helps subconsciously build up tension.
  • Phone call - can create this by using equalisation to cut out high and low frequencies.
  • Big reaction to the sound that is off screen - highlighting the tension and unaware of what its from.
  • To engage the viewers to the sound need head room. Need both loud and quite moments to keep the ears listening otherwise will turn off. 

Lost Highway

  • The change of absence is very sublet as we change from the exterior pool area to the interior party

  • Track played straight from record with foley added such as the glass bottles.
  • Delay on the track then complete change of mood by completely shutting out all ambience - very eery and withdraws from the situation. 
  • This totally removes you from the party and can still see it in background but can't hear anything so you the audience and the two characters are no longer part of it. 

  • Shifts back into reality but bringing back in the track and absences - slightly hazy though which help symbols the characters confusion - this can be done with delay and reverb - help create an emotional response of character.

Tinker Tailer Soldier Spy

  • Black screen - a good way of setting a mood with the use of sound before and sense of location is created
  • music gets turned down even though no one in shot touches a record player - this is so that the dialogue can stand out and be clear.
  • Lost of different shots and ambiences but are all held together with the continuous voice over.
  • Very little sounds when sitting in street - highlights the emptiness and indicates something is wrong.
Neil also went on and talk about different levels of sounds and basic effects on Soundtrack Pro. Here are a few notes I made: