Showing posts with label Surround. Show all posts
Showing posts with label Surround. Show all posts

Friday, September 27, 2019

OUT NOW: Kyma Ambiences vol.2


Kyma Ambiences vol.2 contains 100 abstract and evolving ambiences created with our beloved Kyma sound design workstation.
Due to the increasing demand of spatialized content for game and VR/AR project, this inspiring collection has been entirely designed as a spherical representation of sound natively in 3rd Order Ambisonics by generating all the Sounds in Kyma and mastering them in Pro Tools through a custom analog setup.



Create a truly immersive and dystopian atmosphere with the 2nd volume of the classic Kyma Ambiences sound effects library.

FIND OUT MORE

Friday, September 20, 2013

Yuri Esposito @ 70th Venice Film Festival

by Matteo Milani - U.S.O. Project, 2013

Yuri Esposito is a film that I recently supervised (as sound designer and ambient music designer) which got its world premiere during the 70th Venice Film Festival, with the support of Biennale College – Cinema. "Yuri Esposito" is a man whose slowness pervades every action in his life and comes to constitute its essence, but his perennial lethargy is challenged by a surprise paternity. It's directed by Alessio Fava - I previously worked with him on the ironic science fiction short film “Project Genesis” set in a future in which the machines give life to human beings (you can watch it here).

 

Press quotes: 


"The slow Yuri is a descendant of such minimalist screen clowns as Buster Keaton and Pierre Etaix; and Fava’s assured directorial sense touches on the signal difference between Hollywood movies and art films: pace. The slow Yuri is an art film in the bustle of a multiplex world". - Richard and Mary Corliss @ TIME.com

"The Italian film, “Yuri Esposito” — really stands out as a commercial entity. At yesterday’s panel, Stephanie Zacharek of the Village Voice praised it, and Richard Corliss of Time Magazine said it was one of the four or five best films in the entire festival. I like it very much as well (...) It’s funny, sad, a character study, a fable . . . and a very good movie". - Mick LaSalle @ SFGate.com

"That quite fragile balance between comedy and drama lead to a true sentimental and somehow bittersweet film. The linear narration, despite the initial idea, doesn’t boast of creativity but it is worked nicely and fulfills all the initial expectations for a charming film". - 24 fois la vérité par seconde24 

[read more reviews and articles - via Biennale College]

Listen to my original tracks composed for "Yuri Esposito":

Monday, May 13, 2013

An interview with Mel Wesson

by Matteo Milani - U.S.O. Project, 2013

Mel Wesson received a multi platinum award for his contributions to The Verve's 'Urban Hymns' album and the anthemic single 'Bitter Sweet Symphony'. It was this album Hans Zimmer was listening to in the New Year of 2000 when he spotted Mel's credit and invited him to work on the score for Mission Impossible 2.
Since that time Mel has created his own niche within the movie score genre as 'Ambient Music Designer'. This area of atmospheric sound has weaved its way through many of Hans' scores including Ridley Scott's 'Hannibal' and 'Black Hawk Down', Christopher Nolan's 'Batman' trilogy and most recently Ron Howard's 'Rush', amongst the others.

[photo courtesy of Mel Wesson]

Matteo Milani: Mel, how you got involved in working on motion pictures?

Mel Wesson: Aside from a few piano lessons as a child I had no real formal music training, I learnt most about my approach to music at Art College...  I learn't about keeping an open mind, freedom of expression, things that have stayed with me all my life. I spent my  youth playing with bands, touring and recording. I started getting offers of session work, one thing led to another... I'd known Hans Zimmer since my late teens and he got me involved in a few projects with his mentor Stanley Myers, as well as some of his own early musical projects. Hans and I drifted apart for a few years when he moved to LA and I got more involved in working with recording artists but eventually Hans called out of the blue and asked me to get involved in the score of 'Mission Impossible 2'. That was the start of a new chapter for me.


MM: Would you like to describe your collaboration between composers James Newton Howard and Hans Zimmer?

MW: They're both very different, Hans prefers everything to be in a constant state of flux, whereas James has a more structured approach. I seem to have an approach that works with them both, I'm pretty flexible but I do like make progress through a picture so often I'll leap ahead of wherever  they are in the in movie and  then feed ideas back at them. James often likes to arrive at a cue and find something in place, it might be a soundscape consisting of many cues, or perhaps a rhythmic idea, maybe even a map. Hans tends to assimilate my ideas in his own way, a lot of time things come together at the mix as opposed to the more traditional point of composition, that works for him as he never considers a cue finished until it's in the theatre!


MM: Please explain your role as 'Ambient Music Designer' when working with the composer and other members of the sound editorial.

MW: Well, I really should know the answer to that one but I'm still working on it! The AMD role came about through a few conversations with Hans on 'Hannibal'. People read things into that title, but it's really just a phrase we cooked up to give me a credit on that movie and it stuck! The important thing is I just didn't want to go down the orchestral route (despite what people may think I DO write conventional music occasionally! ) and Hans gave me the opportunity to experiment with sound in a way that crosses the boundaries of music and sound design. A lot of my work is to do with atmospheres, creating a presence, emotions, sometimes through rhythm too. I create bespoke sounds but that's only a part of what I do. I use those sounds to work with picture, that's the real challenge here. The word 'Ambient' can cover a lot of ground in the same way the word 'Orchestral' covers an amount of options... Back to the question, occasionally a composer will have something specific in mind, but a lot of the time I'm left to my own devices and we see what occurs... I enjoy the freedom, it would be rather pointless for everybody if I didn't play  a creative role.


MM: How do you deal with the everlasting collision between sound effect and music?

MW: It's all noise... some noises work together, some don't. I try not to distinguish too much between violins and helicopters, everything has it's place... On Ron Howard's 'Rush' for example there's the most amazing sounding race cars... they're the sound of the movie, the heart and soul the story, yet they'll carve through any music... which is fine by me, I'd far sooner listen to them then an orchestra! Most recently I've been playing with the band 'Node', with producers Flood and Ed Buller, plus electronic artist Dave Bessell. What we do is all about sound, it's all live too, no overdubs, no mix process. The music we're creating crosses a lot of boundaries, there really is no conflict between sound and music in that environment and no one would draw a line between what we do and music. For me it's the ideal band to play with, I'm very excited about our album. 

[photo courtesy of Mel Wesson]

MM: The sounds you've done for 'Inception: the App' are these totally synthesised or is there any usage of reprocessed actual sounds?

MW:
Nearly all of my work on Inception, the score and therefore the App was based of reprocessed sounds, mostly from one sample session, but you'd struggle to recognise the source of the sounds in about 90% of the case. It was a session of natural instruments resonating through a piano soundboard, so we had an amazing amount of harmonics to work with plus the room itself. Then I took my ideas back to Air Lyndhurst and replayed them into the hall and re-recorded them again... we got some amazing material of out that session. There was some live recording in the app too.... like rain on my studio window that became part of the environment. There's been a Dark Knight App since that one too, the same team, but based more around a more interactive way of playing with the score in the real world.


MM: For 'Inception: the Soundscape', you’re credited as composer. It’s your first art installation work. Do you have any additional anecdotes to share?

MW:
That was played on the walk between Grauman's Chinese Theatre in Hollywood, (the US Inception Premiere) and the after show venue where we played a live concert. It was a walkway constructed a few hundred metres long and a really interesting project. I used a lot of ambience from the film, plus some sounds I got from sound designer Richard King, things like the train coming down the centre of the road, waves on the beach etc. It was a lot of fun, I'd love to do more... but really more long term exhibition based... and yes, I'm open to offers! Venice Biennale anyone?


MM: Tell us about the software and hardware production tools in your arsenal...

MW: My studio's based around Logic Pro, for now at least.... I love working in Logic but it's way overdue an update so I'm looking at alternatives. So... within the computer world I have a few favourite toys, MetaSynth has served me well in the past, Reaktor is probably still my favourite plugin, it's just so forward thinking, flexible, origional and most importantly it sounds good... that's  everything you want from a plugin. I use a lot of sounds manipulation devices, things from Izotope, Audio Damage, etc. I like the Waldorf plugins too, the Wave 3 is very good, but the most exciting thing I've seen in a long time is the PPG Wave Generator, it's an iPad app, again it's sounds great and it's innovative. I sometimes process sounds through my modular or the Synthi but I don't use a lot of outboard FX, although I've started using a Kemper Profiling Amp. Obviously that's designed with guitars in mind but there's no rules. I use a lot of vintage synths too, partly because nothing sounds as good and partly because the interface makes you think differently. I'm fortunate to have a large analog modular system that's part Moog 3C, part PPG300, other 'Go to' synths include a  Synthi A, PPG Wave 2. It's not just about the sound though, it's how these devices make you think. I just bought a guitar too, I don't really play, but again I come up with things I'd never think of on a keyboard or computer. 

[photo courtesy of Mel Wesson]


MM: What are your preferred titles you worked on and what kind of sounds you designed?

MW: Well all my sounds are organised within folders so there's the 'BatFlaps', for Batman Trilogy,  there was 'Rage' for the Joker, 'Ice Brass' for Inception. 'Gotham Metal', "BanePane'... it's a long list.  Of course we had  'MetaPiggies' on Hannibal!


MM: Can you reveal us a 'making of' of a very special sound effect(s) or a sound sequence
for 'Green Lantern'?

MW: Ah Green Lantern... we had a vast library of sounds, unusually for me all of my work was created with synthesisers,  We had there's the Green Energy sounds for the good guys and the sound of Yellow Light which was the sound of fear... We did record the extraordinary voice of Grant Gershon and I processed his voice to create various sounds and textures. We had so much fun on that movie, although it was pretty much universally slated which was a shame as the team was great as was the experience. 


MM: How do you deliver your sound elements to the mixing stage?

MW: I master everything in quad, but really all I do is give options, the real work in surround takes place on the dubstage. They have far more to deal with in terms of effects and dialog beyond the music and that team are experts in bringing it all together. My work is all part of the score, it's a common misunderstanding that I deliver stand alone sounds but for me the sounds are only a part of the process. Once I have my pallette I start to use those sounds to compose with, so the work is delivered as mixes and stems, the same as any other cue would be. That said Chris Nolan is very keen to have my material as wide as possible as what we called 'Melements', he likes to swap things around on the dub and experiment. For me it's always an exciting time and I love the way the process is constantly evolving.


MM: What projects are you currently working on?

MW: Well.... I'm a rarity in this industry in that I actively dislike have more than one project ongoing  at the same time... in an ideal world at least!  This year got off to a crazy start. I've been working a couple of old friends, Trevor Morris on 'Olympus Has Fallen' and Ramin Djwadi on 'Pacific Rim', these have been more electronic arrangements and ideas as opposed to ambient work. I've also worked on 'The Secret Life of Walter Mitty' with Teddy Shapiro, plus a few bits for Henry Jackman on 'Captain Phillips' and Chris Bacon's score for 'Bates Motel'. The important thing is at times like that everybody respects everyone else's projects and space... it's not like I have a team around me, I can't and won't delegate which makes things diffiicult at times. A nice Margaux helps though...

[melwesson.com]
[Mel Wesson - IMDb]

Sunday, February 17, 2013

Project Genesis, a sound design story

by Matteo Milani


What if the history books have it wrong? What if the tool is the master of its maker? Did Mac create Man?  Project Genesis, a short film by Alessio Fava about a world populated only by old Apple computers, has arrived! Cult of Mac presented the International Premiere of the short film.


Project Genesis // shortfilm sub ita from project genesis on Vimeo.

To create a world populated by computer, it was essential to define the role of sound during the process of writing the script, to support the story. To make the actors credible and alive - like the old Apple Macintosh Classic and Lisa - each one with its own details, it was a thrilling creative work. During the first meetings with director Alessio Fava we looked for the "voice" of each character - of course with a west-coast American accent. For example - thanks to my friend Ann Kroeber @ soundmountain.com - we chose actor Michael Navarra for the role of the CEO "ACME I", not just for his timbre, but especially for his outstanding acting skills. Since all computers are equipped only with an eye on their front screen - animated by the team of artists who supervised the visual effects - we needed incisive voices, with a lot of inflections, but somehow also enigmatic. A graphic equalizer which moves in synchronization with the voice increases the intensity of the expressions of the characters: in this case the production method was identical to that of an animated film, where the dialog is recorded before the “lip-sync” animation process.

By contrast, I have treated the original dialog without digital tools, instead using the technique of "worldizing" broadcasting FM sentences of each actor to old radio receivers, simulating the sound as if it came from the chassis of the computer, more precisely from the speaker located inside the Mac. 

The goal has always been - according to Alessio - to get results in a vintage and analog "flavor", anything but futuristic. To invent the sound of the propulsion system that allows these intelligent machines to move on the location of the short film, I used an electric razor as a main source, which with its continuous vibration resonates in the cavity of a metal lid, picked up by a contact microphone to have a more defined and organic timbre without interference from the surrounding environment (it’s an homage to Ben Burtt, who did it previously for “Star Wars: Episode I The Phantom Menace” to create the sound of the hovering battle tanks). The result is a "concert" of different signals, which modulate at different pitches, placed in different spatial positions. Kyma also was used to generate ambiences and backgrounds throughout the film. To make the presence of each character more vibrant - each one animated with the “stop motion” technique - and further emphasize every action on the screen, I added not only individual mechanical noises to emulate the chronological age of each computer, but also noises picked up the activity of a failing hard drive. Working alongside composers Giovanni Dettori and Lorenzo Dal Ri, we have achieved an excellent balance between dialogue, sound effects and musical contributions to an immersive sound continuum, in both 5.1 surround and stereo format. 


Project Genesis // Creating voices from project genesis on Vimeo.

[facebook.com/followgenesis]

Thursday, November 01, 2012

Sonic Screens 2012 - full lineup


Electroacoustic music concert 
an event by U.S.O. Project (Matteo Milani, Federico Placidi) in collaboration with O’ and Die Schachtel 

Premieres: 
Agostino Di Scipio
"Two Sound Pieces with Repertoire String Music"
for any number of bowed string instruments and live electronics


Andrea Valle
"Dispacci dal fronte interno"
for Violin, Cello, spatialized electronics and printers


Federico Placidi
"TimeCapsule"
for Violin, Cello and live electronics


Performed by: 
Èdua Amarilla Zádory - Violin
Ana Topalovic - Violoncello

Sound Direction: 
Matteo Milani

Live Sets: 
Thoranna Bjornsdottir aka Trouble
Massimiliano Viel

O’ | via pastrengo 12 Milan | Italy
Saturday, December 1st - from 8:00 to 22:30 p.m. 

Door 5 euro

Saturday, October 13, 2012

Randy Thom @ VIEW Conference 2011


On Friday, Oct. 28, 2011 VIEW Conference hosted a Master Class with Randy Thom, Director of Sound Design at Skywalker Sound. He is a firm believer that the sooner the sound designer is involved in the pre-production, the better the story can be told. Randy illustrated how sound can shape a film, talking about how doors can be opened to sound. He also shared clips from movies where this kind of early collaboration has happened. Here's an excerpt of his talk during the workshop.

Sound as a full collaborator to make better films 

Alan Splet, Walter Murch and Ben Burtt where the three people who lived within about 20 miles each other near San Francisco who really brought a new revolution into American film sound during 70s. I was lucky enough to work with all three of them and “steal” some of their best ideas. One of the first things that you learn as a sound designer is not think to literally about sound, so one aspect of training your ear is to interpret sound in emotional terms. Subjectivity in filmmaking is a playground for sound: when the audience understand that they don’t figure out consciously, but what they seeing and hearing is being filtered through a character’s or filmmaker’s point of view in a subjective way. Very often working on a sequence for a film what you want to do is think of how you want the sound to make people feel and you analyze what it is about that sound makes you feel certain way and you go looking for sounds or raw material that have those qualities. 




Apocalypse Now

If there was ever a film where sound and image were treated more or less equally and allow to affect each other certainly is Apocalypse now. The first sound that you hear in the film - before any music or any dialogue - is a very odd, electronically synthesized helicopter sound - the Ghost Helicopter. Captain Willard is hearing the memory of the helicopter that he has. What you’re listening to is this guy’s brain. He’s remembering things, he’s hallucinating, he’s dreaming, he’s drunk and under the influence of drugs, he’s listening to his brain operate. The opening sequence is the launching point for all story, immediately the audience is put in a frame of mind that anything can happen, this is going to be a very strange ride. As he stands at the window looking outside he might heard a little fly buzzing: it took me a week to record that fly (laugh). At first he hears - and we hear - the sound of Saigon outside (car horns, Vespas, police whistles). Those sounds morph into the sound of the jungle: each one of those individual city sounds turns into specific jungle sound. Physically for the all sequence he’s still in his hotel room, but in his mind he moves back into the jungle.


Once upon a time in the West 

Sergio Leone decided early on that they will record all the music for this movie before they started shooting the film and they used the music during the shooting to help the actors and essentially to inform how the film is going to be shot. They were struggling how to make music and sound working together before shooting the sequence. Ennio Morricone, the composer, happened to go to a musique concrete concert - a genre involved using real world sounds, rather than traditional musical instruments - by a guy who played a latter, banging and scraping on it. Then he called Leone and said: “There’s should be no conventional music at all in the beginning of the film: instead you perhaps should shoot around the sound effects.” Leone went shooting the sequence thinking about how the sound of this little train station were going to work in the storytelling.

I think that’s a tragedy that very few studios these days will have the guts to allow a filmmaker to do a sequence like that. They say: “People are going to be bored, we have to fill up with uptempo music through the all thing”. Some budget filmmaking these days is “fear based”, it’s not an attempt to do something new, interesting and unusual, to open people imagination. It’s an attempt to avoid boring people, which is never a good motivation in art.

One of the things that these two scenes have in common is a very strong sense of point of view. Camera angle are very important to sound, believe it or not. The kind of shot, where an actor looking at nothing in particular, is another open door for creative, subjective sound, because the audience knows intuitively that they’re going inside the character’s head. It’s an open door for sound designers to put almost any kind of sound that we want. Having some ambiguity or mystery about the visual image makes it easier for me to do something useful with the sound. Extreme close-ups get across the idea of subjectivity. Long duration shot opens the door for sound, too. The character’s closing eyes is also an opportunity for sound to do something interesting (imaging, remembering...). The most difficult kind of shot is a brightly-lit medium shot, because you’re not focusing on anything in particular and there’s no mystery there, there’s nothing that invites the ear to help figure out what’s going on.

Another element they’ve in common is sparse dialogue. I’m certainly not against dialogue in film - dialogue will always has a role. Dialogue and sound design generally don’t go well together, because there’s something about the human voice that the human ear want to attempt to.
If someone is talking - no matter how hard a director ask me to try to push sound effects during that sequence - it will distract you from the dialogue, which the audience is trying to hear. The way to solve that problem is to design the sequence in a way that there are moments for the dialogue and moments for sound effects. A compromised has to be made, you can’t as a filmmaker try to fire all your bullets at the same time, it’s not going to work. One category of sound tends to dominate at a time - it’s dialogue, it’s music or it’s sound effects. Another bad tendency in contemporary filmmaking is to try to set it up so that all three dominates simultaneously, it will never works. Lazy filmmakers will just call the composer: “make some very strange music telling the audience that this is a very strange place”. As a sound designer you try to do things and variations in the same way a music composer, to use sound in pure musical way: tempo, harmony and rhythm to evoke emotion. Think about what elements in a set could generate the sound useful for the storytelling: this will be more powerful at the end, it’s not a decoration, that’s a very organic way of telling the audience “this is a very strange place”.



Sound-friendly scripts

Most writers are obsessed with words, and they tend to think words should dominate every sequence, with wall-to-wall dialogue.
Filmmakers simply don’t think about how to use sound in that way before start shooting the sequence. Think about what the characters hear. Think about how the things they hear affects them and how character changes over time. I often found people who come from visual/light background - which David Lynch did - have very interesting sound ideas. He demands you to be creative all the time.

Another thing I told to directors is: during rehearsal in a live action scene, play with your actors in terms to find things in the space that can make sound that will be useful to the story.
As a sound designer, try to imagine ways that sound could playing in an interesting but organic, truthful way to help the storytelling in the sequence. Try to think to other powerful sounds that the audience doesn’t expect. Part of your job as a sound person - I think - is to help the director make the best film possible. If you have interesting ideas - and you should have them - about the way of film shooting that allow you to do something you couldn’t do otherwise, of course you should talk about it.


Sound for Animation 

Thanks to big aesthetic jumps in animation, more contemporary animation directors want movies should sound like a live-action movie. For “How to Train Your Dragon” I come up very early on with some speculative vocalizations for the dragons that will help the animators to animate to those elements. I tried to use real-world animal sounds - tiger growls, elephant, whales, goats, camel, dogs - to cover a wide range of emotions, allowing sound to influence the animation. The challenge is how to make the transition from one to another, which needs a lot of work and experimentation with pitch-changing techniques.




Sound Mixing 

Mix is about to choose right or most powerful sound in any given moment. In a moment when you need to hear the dialogue you try to artfully lower or eliminate sets of other sounds that are competing with the dialogue at that moment. Space can make sounds useful to the story: there are a lot of others tricks like moving the sound effects and the music into the side loudspeakers and have the voices mostly come out from the center speaker, which make a little bit easier to understand the lines of dialogue. Sound is more powerful if comes from a place we doesn't expect. You need to think of sound in terms of spectrum and frequencies and tailor those for a given moment.


Related Post:

Monday, August 27, 2012

An interview with Hamilton Sterling

by Matteo Milani - U.S.O. Project, 2012 

I am happy to continue our series of interviews with Hamilton Sterling - sound designer, supervising sound editor, effects editor, and mixer who has worked on The Dark Knight, War of the Worlds, and Master and Commander: The Far Side of the World, as well as many independent films. He recently cut sound effects on MIB3 and The Host, and worked on Terrence Malick’s To the Wonder, and The Tree of Life. Hamilton was the supervising sound editor, sound designer, and re-recording mixer on Tomorrow You’re Gone by David Jacobson, and has edited sound on the films of P.T. Anderson, Christopher Guest, Andrew Dominick, and Steven Spielberg. To date he has worked on over seventy-nine feature films. 


Recording a Demolition Derby (photo: Michael Dressel)


Matteo Milani: Thanks for your time Hamilton! First of all, could you tell me a bit about your education and musical background?

Hamilton Sterling: I come from a musical family. My mother and aunt sang four, five, and six part harmony by ear. They performed as the Silhouettes on KDKA radio in Pittsburgh, Pennsylvania in the 1930’s. Both were very encouraging of my early musical interests. My aunt, who worked at the local newspaper, often brought home fascinating music: György Ligeti, George Crumb, music from all over the world. I heard the soundtrack to Fellini Satyricon before I ever saw the film. My mother was a jazz fan, and when I was a boy, would take me to listen to local groups. 

In high school I played electric bass in the jazz band and upright bass in orchestra. The musician’s union put together an all-star big band for high school students in which I played, and I also performed in the Allstate Orchestra, becoming principal bassist my senior year. I played my first jazz gig when I was sixteen years old, and entered Arizona State University on a four-year music scholarship, graduating with a BA in jazz and classical performance. 

From a social context, I also benefited from the cold war belief that the arts held importance, and that America had to out-compete the former Soviet Union in creative endeavors. Music education in elementary school and high school was excellent and generously funded. Unfortunately, for the arts and young artists, those days are gone. 


MM: Does your experience as a musician help you in your career in film sound? 

HS: I think a sense of rhythm, melody, and harmony is essential in being able to make interesting sound for film. Recent studies show that human beings are wired for music. In studing jazz, the adage of “learn the music theory, then forget it” allows the right brain freedom to improvise from knowledge. I’ve come to feel that cutting and layering sounds is a slow-motion version of improvisation. 


MM: How did you enter the movie industry? 

HS: Alongside my musical activity, I became obsessed with films. Stanley Kubrick’s 2001: A Space Odyssey became the impulse for much of my early creative life. I saw the film for the first time when I was ten years old. It brought to me an interest in modern classical music, archeology, cosmology, astronomy, AI, cinematography, and special effects. It also appealed to my budding existentialism. That any one object of art could do so much was, to a young mind, amazing. 

It may seem hard to believe, but public television at that time played films by Antonioni, Godard, Fellini, Losey, and Bergman, and the art house cinemas were still going strong. I began making short films in the summer vacations between school from the money I made playing music. When I came to Los Angeles in the early 1980s, sound seemed a natural fit. I began by editing documentaries, Warren Miller ski films, industrial films, until I got my first sound effects editing work on Alan Rudolph’s Trouble in Mind. 


MM: Choosing the right sound(s) to picture. An art form? 

HS: Because sound editing began as a technical blue-collar job, many people had the impression that what we did was nothing special – “A monkey could do it” was the often-heard refrain. Here in America, we never developed a militant artistic union, an aesthetic of labor, if you like. Of course, because many of the corporate films being made today are empty of artistic merit, to say nothing of merited thought, it’s no wonder that art and labor are still dirty words. Choosing the right sound is an artistic, and surprising moral endevour. Thinking back on choosing sounds for films I did twenty-five years ago, if you had a scene in a rough cityscape, one might choose a black voice yelling in the street. The effect of that implying threat (at least to a certain part of the population). And that is a choice that can subtly further social injustice. I’m not saying that an artist should proscribe their work, but one has to very conscious of one’s choices, because in mass entertainments, those choices may reach millions of people, and they have consequences. 


MM: You've frequently shared your nominations with Richard King, Christopher Flick and Michael W. Mitchell. How do you guys collaborate on projects? 

HS: When I worked for Richard King, I did sound design and sound effects editing. Occasionally, I did sound effects recording. The frog rain in Magnolia was re-recorded against the reflections of a cliff in the Angeles National Forest. We set up two speakers facing away from the microphones, and slowly rotated the speakers toward mic, giving the playback the effect of distant frogs falling toward us. Eric Potter and I also put a speaker in a pickup truck to record a playback of previously sampled frog elements. Eric put the truck in neutral and steered into the quiet, distant valley. The sound was incredibly bizarre, and I ruined the heads and tails of multiple takes by laughing. It’s always fun to get out into the world to record, and Richard loves to record. 

Chris Flick did all the programming and cutting of the foley, and we conferred with him on elements that effects needed help with. As to the sound effects editing, Michael Mitchell and I did a lot of heavy lifting. Richard cuts sound effects as well, and in this day and age, I admire him for it. 


MM: Would you like to explain your role when working with the other members of the sound editorial?  

HS: When I’m not supervising, I try to communicate very specifically with the supervisor and my fellow editors: what are the stage delivery requirements, the predub breakdowns, or whether there will even be predubs, who is doing what in terms of special design. Hopefully, the supervisor has been able to spot the film with the director. If there is little in the way of specific information, I get a sense of the aesthetics of the director from what’s on the screen. If what you see is a pack of cliches, you know what to expect. If there are few cliches, you have reason for hope. At the end of the day, your work is only as good as the director’s vision, and their courage to take risks. 


On the Cary Grant stage at Sony on Morning (photo: Leland Orser)


MM: What are the musical tools you use to boost your sound designing workflow? 

HS: A number of years ago I purchased a Kyma sound design system from Symbolic Sound. It is very useful in producing unique sounds. It’s always inspiring. I also use my old Kurzweil K2000 as a midi controller, a Haken Continumm fingerboard, and a PC2R. In studio I use Millennia mic preamps. For field recording I use Schoeps mics and Sound Devices mixers as well as different contact, ribbon, and dynamic mics to gather my sounds. My bass is fitted with a midi pickup that I also use through an Axon to trigger my samples. 


MM: Sound processing: can you give us a description of your studio gear? 

HS: I use Pro Tools HD3, Genelec 5.1 speakers with a MultiMax monitor, and many plug-ins. For picture I project HD through a Decklink card to a nine-foot screen. Aside from Kyma, Haken Continuum Fingerboard, Kurzweil, and Axon, I have on occasion used Beat Detective in Pro Tools to place rhythmic structure onto multiple effects, and Melodyne to re-engineer animal vocals. I just started using Battery as a sampler. Altiverb, Pitch ‘N Time, Lowender, and GRM tools are staples. 


MM: Can you reveal to us a "making of" of a very special sound effect(s) or a sound sequence? 

HS: I’m very proud of the storm sequence in Master and Commander: The Far Side of the World. Making the scene dynamic given the similarity of frequencies both in the water and the wind was an interesting problem. First I began by cataloguing the ocean sounds into frequency ranges from low to high. I catalogued the wind in a similar way. At the time, Warner Bros. had terrible editorial rooms that had not been updated since the 1950s. Not only was there no surround system, but there was no wall treatment of any kind. Anyone who has had to edit endless water and ocean effects knows that in a box-like room with hard surfaces, audio hallucinations in the white noise of the waves can produce boat engines that aren’t there and other weird effects. So I brought sound blankets from home and hammered them into the walls. I scavenged an extra pair of speakers from an adjoining room and built myself a primitive surround system. I cut the sequence in 5.1 tracks that would mirror the mixing console and internally panned and level-set everything. Because the water visual effects were actual layered shots of waves, they changed constantly. But the first time I cut the sequence, I really liked the rhythms I had found. As the sequence changed, I was determined to keep this poetic kind of rhythm, so instead of just cutting up the tracks in conforming them, I took the time to find new rhythms and create the sequence anew each time it changed. I was very tough minded in this approach. Fortunately, I was given the time to do this – something that is unique to this day. I then cut the hard effects in the same 5.1 style and processed the siren’s call of the wind in the rigging through Kyma. When the edit went to the stage in this form, the mixers worked on it for a couple of days, trying to tame it. Much to their kindness, they told me they decided to put it all back the way I had originally laid it out because it had a life to it that their smoothing of the rough edges took away. That’s the way the sequence was released. 


MM: What do you regard as your most important credits in your career thus far? 

HS: The Tree of Life and The Assassination of Jesse James by the Coward Robert Ford are my two favorite films. They’re closest to the feelings I felt as a young man introduced to the great European cinema: thoughtful, unsentimental, mysterious. They capture something of eternity. 


MM: How do you get involved with the movie “The Tree of Life”? What kind of approach did you take on foley? 

HS: I have known the sound supervisor, Craig Berkey, for many years. Erik Adahl had hired me on Transformers: Revenge of the Fallen, and mentioned me to Craig. We fell back together again, which is the way of the film business. Andy Malcolm of Footsteps Studios walked the foley. Realism and proper perspective (using multiple mics) is very important. Because Mr. Malick often uses non-synchronous production takes, foley is used to ground the characters within the scene. It becomes another part of his pallet. When it is absent, that too becomes a color. 


MM: Can you describe how some of those sounds were accomplished? 

HS: Andy originally used his house as a foley studio. It’s out in the middle of the Canadian wilderness – forty-five minutes from Toronto. The stairs really creak, he never sweeps his kitchen. It’s all real. (Just kidding about the kitchen.) Now he has a fabulous studio a stone’s throw from his house, so you get the best of both. 


MM: How was the communication with the director and the rest of the team? 

HS: I was only on stage for a few hours during our first temp mix. But I was struck by Mr. Malick’s graciousness. I truely admire his work, and have since I first saw Days of Heaven as a youth. 


MM: To mix "in the box" in sound editorial before the final dub: what are its pros and cons? 

HS: Unfortunately, schedules now seem to only allow the sound effects to be mixed in-the-box. Even on the most well-financed films, mixing in-the-box is now common. On Knight and Day (James Mangold), we pre-mixed all of the sound effects and ambiences into 5.1 groups and kept them virtual. We had a couple of weeks to adjust these pre-mixes on the mixing stage, as the console on the Cary Grant stage at Sony could mirror Pro Tools. But the number of tracks and the constant changes necessitated having to continually re-mix added elements in-the-box. I recently did some work on MIB3, and at least for the temp mix, the effects were pre-mixed in-the-box, then taken to the stage for final adjustment. Keeping a somewhat traditional separation of elements is helpful for conforming, as well as giving the sound effects mixer creative input. If you set your editing room up correctly, it can work out quite well. Of course, sound editors are not being paid as mixers, so there are ways in which this situation is financially disadvantageous. But it is creatively rewarding. For independent films, the future is here. With the track counts of the new Pro Tools HDX cards, traditionnal mixing facilities will have an increasingly difficult time staying afloat. Unfortunately, many fine mixers will as well. 


MM: A networked environment: can you describe the importance of a client/server architecture in sound post production for a feature film? 

HS: It’s great to have. On Knight and Day we were editing at another facility before we moved to Sony for the mix. Sony has a nice server system for moving your work to and from colleagues as well as mixing stages. Structuring the folder architecture on the server is extremely important. Knowing exactly what elements have come from the mixing stage, what needs to be updated, what needs to be mixed, may seem simple, but with multiple versions, competing creative interests, and huge amounts of data, organization and terminology is paramount. 


MM: Sound effects editing for multichannel-surround: what are you spazialization techniques? 

HS: I edit for the 5.1 pre-mixes. When I do have to spread an effect, I’ll use a little delay, reverb, or the Waves PS22. I’ve recently begun using the Schoeps free DMS plug-in for three channel field recording that decodes to 5.0 surround. I love the Schoeps plug-in. Now I record all my sounds on three channels and decode to 5.0. Even simple sounds, like a light switch, pick up the character of the room. It’s a facinating way of creating a feeling, using these simple multi-channel sounds. If the simple sound creates an interesting space, I’ll work backward, and using Altiverb, try to get the rest of the sounds of the scene into that same environment. Of course if it doesn’t work, you still have the mono or MS stereo recording. 


MM: You made a film in the late ‘90s. Did you do your own sound? 

HS: I supervised it and cut, but I had a number of wonderful friends from the sound editing and mixing worlds who helped me to complete it. Because of current events, I decided to prepare a new version of the film, Faith of Our Fathers, for Blu-ray and DVD, and re-construct the sound for 5.1. As I began to re-assemble all the elements, I realized that we who started in the business in the mid-1980s lived through a radical transition in our work. At the time magnetic film was all there was. But by the time I shot Faith of Our Fathers in 1991, the digital world was just beginning. Faith was originally shot on 16mm film with a 1:1.85 ground glass for theatrical blow-up to 35mm. All the dailies were 16mm. I had obtained from a friend, one of the first Sony D10 Pro DAT recorders in the country. It was strictly grey-market. I thought I could mix and record the production sound to one channel and put a 60 cycle pilot tone on the other so that when transfering to magnetic stock (both 16mm and later 35mm) the transfer machine (“dubber” we called it) would stay in sync. So, over a long period of time, friends and I sunk and coded the 16mm dailies. I cut the picture, and when it was time to prepare the track for 35mm mixing in 1995, I used a 16mm to 35mm synchronizer to phase the new 35mm dialogue to the 16mm worktrack. The dialogue was cut on mag. The backgrounds were a combination of 24 track two-inch and DA-88s (the bane of all mixers at the time). And most of the sound effects were cut on an early version of Pro Tools which were then transfered to DA88. When I decided to do my 5.1 re-mix, I had 35mm mag to transfer to Pro Tools, DA88s (I still have one of those boat anchors which work!), and DATS with original production and music. When I think that the process involved 16mm mag, 35mm mag, Pro Tools, 24 Track, DAT, and DA88s, it becomes evident that the transition from analog to digital was quite messy. The other shocking thing is that I was able to finance my film on a sound editor’s salary (which is the reason it took so long to complete). 


MM: What are your thoughts on the boundaries between music and sound design?

HS: Having recently released Migration, I can tell you that creating a 5.1 programmatic musical soundscape is a wonderful artistic process. Combining a purely aural narrative with the abstraction of music and processed effects blurs the creative experience. I don’t mean just adding a sound effect to a music track, I mean creating the entire living thing as one artistic statement. There is a universe of possibility in the soundscape form, and because of my musical life, the addition of ambiences and effects to create emotion is a fullfillment of who I am. Other examples of soundscapes that I like can be found in the plays of Romeo Castellucci’s Socìetas Raffaello Sanzio and the Wooster Theater Group, both of which I find inspiring. As to the boundaries between music and sound design in film, I would say they have been nearly erased. I just completed the film Tomorrow You’re Gone, with Michelle Monaghan and Stephen Dorff. Kyma was used extensively in creating a very musical soundscape in which to set the traditional effects. 


Recording 5.1 ambience for Tomorrow You're Gone (photo: Cris Lombardi)


MM: About your album releases: do you think that detectable technical processes are an integral aspect of the composition’s overall aesthetic? Is it important in this composition that the listener is aware of the technical processes? 

HS: The album Rise and Fall is made mostly of live loop improvisations featuring fretless bass, acoustic bass guitar, and midi-following synths and effects. It grew out of musical feelings, a very simple midi-synth/live stereo mix chain, and the need to not multi-track, or manipulate the live performance. In that respect, technical qualities like midi delay, or tracking annomilies by the Axon pitch controller, were of secondary importance to the spontanious capture of the music. No meta statement should be implied from these technically primative recordings, other than they were all done with as little post-production as possible. As for Migration, the soundscape album I created with Grammy-winning musician Jimmy Haslip, that is a piece that was conceived and composed for surround. It’s feelings and scope are purposely cinematic. 


MM: What's the most important tip you've ever received regarding sound? 

HS: Often on big films, the amount of audio ideas brought to the process can be overwhelming. Sitting on the mixing stage listening to Steven Spielberg, Michael Kahn, and John Williams discuss how best to tell the story of a scene on War of the Worlds, I was struck by their equanimity toward music and sound effects. For them, it is all about story. Their years together have created a language around this idea. What tells the story in a particular moment, and what elements do you have available to do that? An agreement on what the story is allowed them to know what to emphasize on the track. Other filmmakers see story differently, or dissect story as myth and power, and therefore take a very different approach. I love the sound of Jean-Luc Godard’s films because it is a featured element in the argument. Film Socialisme begins with a line-up tone that moves from speaker to speaker around a 5.1 mix. It introduces his dialectic between sound and picture within the contemporary structure of multi-track films. It’s brilliant and very funny. 


MM: What is the most important topic you would want to talk about to make post sound better? 

HS: Forcing USA corporations, either by massive tax penalties or heavy import tariffs, to hire the workers in their own country. Too many of our sound jobs are being outsourced. Germany has good unions, pays its workers well, and has an export rate second to none. The old saw that in-country labor produces products that can’t compete is obviously not true: Germany has a 7% trade surplus. The sad truth is that USA corporate profit is at an all time high, CEO salaries are at an all time high, and too many people are unemployed. Corporate contempt for basic decency is the primary problem at this moment in history. It will eventually change, one way or another. 


MM: Do you have any advice for anyone who is interested in a career in the sound dept? 

HS: With the technology of audio, music, and picture in an ever-increasing cascade toward the infinitely complex, having the time to learn the programs, plug-ins, hardware, softward, picture formats, and optimal work-flow process, is itself becomming a full-time job. Having the mental space to discover why you want to do it, and what doing it even means, to you and to society, is something that young people should consider. This work used to be the wild west. Most of it, for the time being, now sits inside the corporate world. That is not a world that should be perpetuated. So then it becomes about making art, with no potentially viable means of making a living. Last quarter Migration streamed 2500 times and made 3 cents. So is this a risk you are willing to take? Do you see the world differently, and have something to say about it? If so – and now I’ll paraphrase Stanley Kubrick’s advice to young filmmakers – “Get a camera, as soon as you can, and start making films.”... or music, or soundscapes, or installation art. If you are meant to work on a handful of great films in your career, somehow, with luck, you will make it happen. 


MM: Silence is mentioned a lot when discussing sound. What was your approach in its usage? 

HS: As John Cage pointed out, silence is never truly silent. But one must be silent in order to listen. 


Wednesday, November 23, 2011

Sonic Screens 2011

Electroacoustic music concert

an event by U.S.O. Project | Matteo Milani & Federico Placidi
in collaboration with O’ and DieSchachtel

Sound direction: Matteo Milani
Max/MSP programming: Federico Placidi
Visuals: Franz Rosati

O’ | via pastrengo 12 Milan | Italy

Saturday, November 26th - from 7 to 9 p-m.


Free admission

Sonic Screens aims to render the endless possibilities of life and its surroundings experienceable in our conscious activity, trying to deal with the possible infinites of the listening experience, both in their objective and manufactured dimensions. This journey related to the pure immersive listening will take advantage of Ambisonics sound diffusion practice, creating an immersive sound flow between different electroacoustic works by these selected international artists:

1. Benjamin Taylor - Keen Awareness
2. Daniel Blinkhorn - anthozoa
3. Daniel Courville - Variations on Vater unser im Himmelreich
4. Diana Salazar - Spindlesong
5. Jon Christopher Nelson - Just After The Rain
6. Josh Goldman - Hexagonal (Facets 1-6)
7. Kotoka Suzuki - Automata
8. Panayiotis Kokoras - Anechoic Pulse
9. Tae Hong Park - 48 13 N, 16 20 O

At the end of the evening, a/v live-set:

Franz Rosati - Theory of Vortex Sound [OUTFLUX]
PATHLINE #1

Matteo Milani & Federico Placidi

Milan/Rome based Matteo Milani and Federico Placidi (aka U.S.O. Project - Unidentified Sound Object) are sound artists whose work spans from digital music to electroacoustic improvisation. Unidentified Sound Object was born from the desire to discover new paths and non-linear narrative strategies in both aural and visual domains. The project includes several collaborations with visual artists and performers. Milani and Placidi are the co-founders of the label "Synesthesia Recordings", a repository of electroacoustic works. U.S.O. Project is a continuing evolving organism.

www.synesthesiarecordings.com


Franz Rosati

Franz Rosati is a sound and media artist, focusing his research on real-time A/V, Visual Music projects and installations following an aesthetic idea based on discontinuity of aural and visual patterns avoiding any kind of repetition through the use of chaos mathematics, generative and stochastic processes. He uses his own custom made software for real-time micro-montage and sound elaboration in the microscopic time scale to realize compositions and performances based on aural and visual matter’s costant metamorphosis. During the years, Franz Rosati has played in a large number of electroacoustic projects such as Franco Ferguson improvisors collective, Meccanica Ferma, Solderwire, GRIDSHAPE, developing his own approach to electroacoustic improvisation. In 2007 founded Nephogram [contemporary documents] collectives with Stefano Pala a.k.a. UKQWJB. He also teaches MaxMSP/Jitter for sound design, interactivity and multimedia, focusing in computer vision techniques in several Workshops and Art/Design Institutes, and developed Interactive Examples for Electronic Music and Sound Design, a book about sound theory and practice in MaxMSP.

www.franzrosati.com

Friday, August 26, 2011

Rome Calling – The Audio and Loudness Seminar of 2011

In June 2011, some of the most respected audio authorities – including George Massenburg, Bob Katz, Florian Camerer and Thomas Lund – gathered in Rome, Italy, to share their thoughts and experiences on loudness measurement in connection with recording, mixing, mastering and broadcasting. The speakers at the seminar in Rome included such capacities as Simone Corelli, Alessandro Travaglini, Richard van Everdingen, among the others.
The first day of the seminar focused on post-production, while the second day concentrated on professional broadcasting and particularly the radical changes happening in production and distribution of broadcast, film and music as a consequence of new ITU and EBU standards.
The groundbreaking and comprehensive EBU R128 loudness recommendation was investigated from a multitude of angles, as was the just updated ITU-R BS.1770-2 broadcast standard.
Tc Electronic documented the event and on this page they have gathered some of the footage form the seminar. First up are Florian Camerer and Richard van Everdingen from EBU’s PLOUD Group.
Florian provides a general overview of EBU’s R128 broadcast standard presented with great enthusiasm and a twist of humor. New videos will be available soon!


Tuesday, February 22, 2011

Creating Film Sound: an interview with Richard Beggs, pt.1

by Matteo Milani - U.S.O. Project, February 2011

Richard Beggs, sound designer and re-recording mixer, has worked in his career with directors like Francis Coppola, Ivan Reitman, Mel Brooks, Barry Levinson, Kathryn Bigelow, Sofia Coppola (including her latest "Somewhere" - Golden Lion for best picture at the Venice Film Festival 2010), and Alfonso Cuarón, among others.
He won an Academy Award for Best Sound for Apocalypse Now (1979) and has received many Golden Reel Award nominations as sound designer and mixer for Harry Potter and the Prisoner of Azkaban (2004), The Chronicles of Narnia: The Lion, the Witch and the Wardrobe (2005), Children of Men (2006).
Beggs teaches film sound at the California College of the Arts, he is an associate fellow of Berkeley College at Yale University, and sits on the board of directors of the San Francisco Arts Education Project.
Trained as a painter, Beggs received a B.F.A from the San Francisco Art Institute and an M.F.A. from the California College of the Arts. He exhibited at San Francisco Museum of Modern Art and at Oakland Museum of California. A native San Franciscan (1942), Beggs has his sound studio at the San Francisco Film Centre in the Presidio of San Francisco.

[a shot of Richard Beggs in his studio - photo © R.Beggs]

Matteo Milani: I'm very curious about your sound education background, and how you entered the movie industry. Can you tell me about it?

Richard Beggs: I have no formal film or audio education. I had no professional aspirations in this regard. I'm self-taught. During the sixties I was, in the parlance of the time, a "hi-fi bug" and had a consuming passion for classical music that tended to the modern and contemporary. These two interests helped prepare the way for what would eventually become a career in film sound. My vocation and training was to become a painter. My formal education consists of a bachelor’s and master’s degree in fine arts.

During the mid-sixties, my enthusiasm for audio technology and music led to a period of volunteer field recording for KPFA radio, a listener-supported radio station in Berkeley, California. By this time my hi-fi system had come to include an inordinately expensive, semi-pro 1/2 track recorder and four AKG condenser microphones. I recorded lectures and concerts, whatever the station assigned me and I had time for. I really had little understanding of what it was I was about, but KPFA was a nonprofit public radio station and so it dealt with my learning curve, which was often painful for both of us. It was during this period that I was asked to record a chamber music concert independently of the radio station. A fee was mentioned by the musicians and I realized that people would actually pay me to indulge my passion for music and audio. I could support my painting and my family by working as a recording engineer on a part-time freelance basis and devote the bulk of my time to painting. Or so I thought.

I was fortunate in having a technical mentor during those years who taught me the audio engineering principles and practices that allowed me to eventually become professionally viable. My skills with a soldering iron and audio schematics developed along with razor blade editing and microphone technique. Business is not my strong point so client relations and a crude, business sensibility were slow in developing. I ran more on enthusiasm than common sense. A small, garage recording studio in my home was the result. Rock and roll was how I spent most of my time along with field recordings of chamber groups and the occasional symphony orchestra but over time advertising work and documentary scores became increasingly important. These more “fiscally viable” clients often provided more creative latitude and problem-solving opportunities along with a habit of regular payment for services. The idea that there were clients to whom the idea of paying was not an annoying hindrance to creativity but instead a professional obligation was a revelation. The issue of painter versus sound designer remains unresolved.

I eventually moved the studio from the home garage environment to a more professional location. In 1972, together with a partner, I leased the old Kingston Trio Studio in the basement of the Sentinel Building in San Francisco's North Beach. Over several years time, the studio developed a clientele. A part-time audio engineering job I held at Cal State University Hayward’s music department soon gave way to full time demands at my studio. My partner went to NY to pursue fame and fortune, and I hired my first employee. It was my first experience with delegation and surrendering complete control of what till then had been a totally personal, one man undertaking. It was difficult and still is.

In 1974 the director Francis Coppola bought the Sentinel Building and moved in with his film production company, American Zoetrope. In 1976 Francis purchased a controlling interest in my studio and we formed Beggs/AZ. The partnership moved the studio overnight from 4-track capability to 16 and eventually 24 tracks. The studio continued with it's original clientele for several years. Along with a lot of head-banging rock and roll and other album projects, I was doing work for Sesame Street and national and local radio and TV advertising.

When post for Godfather Part ll started, the studio began a fitful transition from music and commercials to feature film. In 1977 Francis bought my interest in Beggs/AZ and put me to work on Apocalypse Now. My first full-tilt foray into film. He talked to me in abstract generalities about the sound of the picture and the areas he would like me to work in. I was so enthused I generated a slightly corny but earnestly felt, 20-minute "tone impression" mood piece that expressed my idea of what Apocalypse Now might sound like. It was an unsolicited demo. I don't remember him ever saying anything about it. The studio was four-walled for 2 years and I became fully committed to film sound. 

[YouTube - “Heard Any Good Movies Lately? The Sound Design of Apocalypse Now” featurette]


MM: What did Apocalypse Now represent in your sound career?

RB: Apocalypse Now marked the beginning of my career in film. Few are fortunate enough to have a picture like that as a first film. Apocalypse Now set the bar very high. That experience and its fallout opened many doors and created many opportunities. My hope is that I’ve been able to follow through and have lived up to my initial success. The entire experience was transformative. Apocalypse was like dropping acid and it went on for two years.


[Beggs was not only the music re-recording mixer, he also recorded the narration (by Martin Sheen) and was one of the six synthesists who “realized” the score by Coppola and his father, Carmine.. The first ghost helicopter, the classic sound effect that opens the film, was created by Richard Beggs on a Moog synthesizer.] 

Larry Blake, Apocalypse Now REDUX, 2001


MM: How do you fabricate the "Ghost Helicopter" sound of the title sequence?

RB: There were many helicopter sounds in the film. They came in two forms, organic and synthesized. I created all of the synthesized helicopters from scratch with pure synthesis. These synthesized elements could stand on their own or were used to sweeten "real" effects. They would often transition between real and synthesized. The synthesized ceiling fan in the title sequence that becomes the Huey landing in downtown Saigon is a synth to real transition.
At the time, Moog synthesizers had no storage capabilities. No samples. Sounds were created from raw waveforms or white noise or played through a synthesizer and manipulated but not stored. I made the helicopter sounds in real time performance, utilizing white noise, envelope generators, filters and a clock driven sequencer to create the modulated, rhythmic patterns of the rotors.

[R. Beggs and R. Thom discuss and examine the sound design of the opening shot of the movie]

[When Willard finally arrives at Kurtz's compound, he is met by an army of natives who shoot a barrage of arrows at him. How was this sound created?
Richard Beggs recorded a stick of willow that you could whip through the air. Then they dumped it over onto a twenty-four-track multitrack and just repeated and repeated it, creating layers of sound on different tracks staggered out of sync. So we had twenty-four tracks of whoosh, whoosh, whoosh, whoosh, whoosh, placed in the space.]

Walter Murch, Sound-on-film: Interviews with Creators of Film Sound by Vincent LoBrutto, 1994


MM: Is your job like a calling, a passion you had when you were young?

RB: At its best, my job is a calling, to use your phrase. The irrational dedication and inhuman schedules of the early days have been muted a bit, but if I'm working on a good picture with a good crew and have that fundamental creative identification with the project, it's a work of passion. Maybe my approach is more tempered and measured these days, but I still feel that rush when a scene’s working, when I've managed to connect with the essence of the project and I think to myself, "I made that happen." In this business, a potential downside to this consuming creative commitment is that it contributes to making one an easy target for financial exploitation. Enough exploitation and passion falters. Art and finance are uncomfortable bed-mates.


[Fog City Mavericks]


MM: You're a pioneer, together with others Bay Area "Mavericks": you were in the right place at the right time to do the right thing. Do you consider yourself lucky to have lived that time in movie history?

RB: Yes, I consider myself lucky. My introduction to the industry was served with a silver spoon. I was brought into the business, I didn’t seek it. I was in league with a brilliant, forward-looking director who placed tremendous stock in creativity and innovation. Francis made a point of demanding these virtues in the creation of his sound tracks. My colleagues and co-workers on Apocalypse Now were accomplished, dedicated players. It was a first film experience that defied convention. I had no standard of comparison and no preconceptions. I knew though, that I was in an exceptional situation with a group of exceptional people. All movies couldn’t be made like this. To my knowledge, multi-track capabilities and skills that I had learned in my music studio had never been applied to feature film production before. To me it made perfect sense and I plunged in, way over my head.

My first serious bruising was when I was nonchalantly presented change notes. I had never seen a change note in my life. When I saw my first and it was explained to me, the pain began. All the fluidity and speed of the 24-track recording format suddenly bogged down in the quicksand of conventional film post-production. The advantages of my native working format, which made sprocketed film technology appear like a vestige of the stone age, were now accompanied by serious liabilities. I won’t bore you with the gory details. It turned out that the technology was at a turning point and it was worth pushing and pursuing despite the inefficiencies. Over the next several years the system came to work and pay dividends in it’s own clumsy, maddening way. If I had come to the project with a practical, traditionally grounded background in film post I may have dismissed the entire notion out of hand. I would have missed out on a preliminary phase of what ended up as the digital revolution. How many sound editors could prepare, mix and audition 22 tracks simultaneously in their cutting room in 1977? Few if any. You could do more than cut sound, you could design sound, assuming a certain amount of patience.

Another advantage of entering the industry in the ‘70s was the exposure to both the pinnacle of analog technology and the arrival of digital and all its possibilities. I know where I came from and I know what I’m doing… most of the time. Film based analog protocols still exist in the digital film world, most with good reason. The reasons were obvious in the analog era. Now they are often an abstraction and their relevance and necessity is a harder sell for a digital generation of film makers new to the craft..


MM: Is there a technological achievement that has radically changed your artistic approach?

RB: No, there isn't any. I could speculate on how my work has been affected by new technologies, but I don’t think it’s that interesting. I feel my approach has always been fundamentally the same. It’s been the same as my approach to painting. My interactions with the track and the process by which ideas occur and develop is very similar to my interaction with the canvas as a painter. Light, dark, mass, line, contrast, color, texture, objects advance or recede, these visual properties all have sonic equivalents. These qualities, when used successfully, contribute to an emotional or expressive state that advances the story. 


MM: Recently, did you preferably work in your editing room and then transfer your material to a bigger facility?

RB: My first cutting room was a recording studio control room. I could not make a useful distinction between cutting and mixing. The technology was there so I did both from the beginning. Initially, mixing in the “small room” was constrained by the inability to efficiently provide flexible and accessible elements to the mixing stage. I was 2” tape, they were 35mm mag. Eq and reverb were major issues. Over time, advances in DAW technology have made it possible to increase the amount of mixing operations that can be performed successfully before going into the “big room,” without limiting mix stage decisions. This is becoming an industry trend that is not without complication.

As a sound designer/mixer, I’m unwilling in general to delegate mixing decisions to the sound editorial department. Mixing decisions are often creative, interpretive decisions that I prefer to make by myself or in concert with fellow mixers and the director. These decisions are made with all the elements of the track on line simultaneously and reasonably accessible. The creative and efficient preparation of tracks and presenting them in the best possible light with the least restriction of flexibility during the final mix, is a good thing. My worry is that our tools allow us to slip into a formulaic, albeit “efficient” methodology. The technology that originally offered a tremendous expansion of creative potential, can, in the wrong hands, become the provider of the pre-assembled, “it mixes itself” mix. Where the line is drawn between mixing and editing is an open question. For some the distinction is very clear, for some it’s a blur, for others the line no longer exists.

I like to think that I’m hired to make a unique contribution with a singular point of view to a film that has a singular point of view. I was once referred to as “the last of the art school sound designers.” While not intended as a compliment, I liked the “art school” part. The notion of being the last, if true, would bode ill for the kind of films I like to see and work on.


MM: Do you have a lot of work proposals? How do you choose the next work? Do you have a trusted team you rely on?

RB: My project calendar is usually determined by directors with whom I have sustained relationships, and those projects seem to arrive in cycles, the “when it rains, it pours” syndrome. I recently had a period of about five years that was breakneck, project to project. The last two years have been relatively quiet. Part of that time was a voluntary hiatus on my part; the rest was waiting for the phone to ring while doing smaller scale and independent or personal projects. Time has allowed me to become more selective as well. That’s a luxury I still have to learn how to enjoy and use well. Now things appear to be picking up again. We’ll see. There are no guaranties.


[The Making of Ghostbusters - 1984]

MM: The first motion picture 'sound' work I remember from my childhood, is the funny Ghostmobile "siren" you created for Ghostbusters (1984). Would you like to describe how you did it?

RB: I made the “Ectomobile” siren sound from a leopard snarl that was edited, pitched and otherwise processed, all in the analog domain. An Ampex AG-440 recorder, ¼ inch tape, VSO (Variable Speed Operation), a razor blade and an Editall splicing block were the tools.


[the distinctive Ectomobile's siren wail - via hprops.com]

Several ago, a “technically sophisticated” young man visited my old Zoetrope studio. I was there, digging around in archive sound effects and he heard something I was playing that I had created for Ghostbusters and asked what “program” I used to create the effect. He was incredulous when I told him “none.” He said he hadn’t thought it possible. 


MM: How did you manage to design the fantastic sound-world of Children of Men? The screenplay helped you to imagine the sound prior to gather and edit the sound itself?

RB: The sound idea of Children of Men is the result of a time collaboration with Alfonso Cuarón, the director. In part, its sound was almost foreordained. I read the script and felt in tune with its sensibility. The script provides the particular set of motivators that determine the style of the track. I will scribble ideas in the margin as I read. That’s the beginning, then I dive in. The most interesting and successful ideas evolve organically, often after long and sometimes tedious manipulation of the practical, prosaic, aspects of the track. Sometimes ideas will present themselves because of peculiar juxtapositions of disparate elements or a particularly unique recording of a sound. There is a balance between calculated preconception and the more spontaneous act of recognizing a possibility that, through serendipity, presents itself. For me, this is an intuitive and somewhat vague area not lending itself to logic or explanation.

One of the germinal ideas for the track of Children of Men was Alfonso’s desire to have the lead character experience the internal ringing sensation of tinnitus after an explosion. This occurs early, during the title sequence, I expanded on the idea and it became a recurring motif throughout the film. This idea wasn’t planned, it grew out of the context of the project.

A major part of the equation is a crew that is responsive to, and excited by, the possibilities of the track. When the materials generated by editors who are in tune come together, either in the cutting room or on the dubbing stage, the possibility of interesting and effective sound solutions is a given This was absolutely the case with Children of Men.

[YouTube - Children of Men, Opening Scene]


MM: Did you have the chance to travel around the world with your equipment to record your custom sound library, in an era when commercial libraries were not available?

RB: I’ve had the privilege of being able to do a fair amount of my own effects recording, often in unique or bizarre locations. I pride myself in using as many production location specific effects as possible. While no picture of mine is 100% original recordings, some come very close. Lost in Translation, Marie Antoinette and Somewhere are good examples. I spent a lot of time in Tokyo, Versailles and the Chateau Marmont hotel in L.A. and its environs compiling libraries for those pics. The bottom of Vancouver Harbor in British Columbia in a three person submarine was interesting as was two weeks in Jodhpur India. The advantage in doing my own recording is that I know what I want and it’s very specific but just as often it’s a mood or sensation, an abstraction. These are ideas that are difficult to communicate. Being on the location stimulates ideas and realizations that wouldn’t occur to me by simply watching the cut. The subtleties are difficult to express to another recordist. I often don’t recognize what I need until I hear it. I can’t put it on a list for someone else to gather. A large portion of my library consists of sounds un-contemplated. A location reveals itself in unexpected ways and provides many pleasant surprises.

An example would be a scene in Marie Antoinette. It’s an evening garden party that would appear to require a straightforward, conventional background. While hanging around on the set during a night shoot I wandered of into the field behind Le Petit Trianon. What do I hear? A very loud chorus of frogs. Frogs like in a swamp. If I hadn’t heard it, it would never have occurred to me. My preconception had settled around the formality and refinement of Louie XVl’s court, and there was no call for a raspy, exotic frog chorus. Apparently, they’ve been there since before Versailles was built. Of course they play a part in the scene. They impart a nervous, contemporary energy to the proceedings because they don’t conform to our expectations.

When I haven’t been able to do my own recordings I’ve had the talents of others to rely on. Randy Thom’s field recordings for Rumblefish years ago were a marvel. He could see (in this case hear) beyond the obvious. John Fasal in L.A. was key in recording the Ferrari for "Somewhere".

[Sofia Coppola and Richard Beggs on the set with the Ferrari - photo © R.Beggs]

MM: I loved your sound work on Somewhere: I especially appreciated the reflections of the car engine under the bridges in the highway. Do you have any favourite sound or scene would you like to brief describe how you built it?

RB: The opening and closing scenes of Somewhere were the first I constructed. Those two sequences dictated the arc of all the sound that came between. The two portentous, low frequency pulses near the end when the car goes under viaducts were created by manipulating the rush of a bullwhip through the air. I created  the extended musical drone that underlays the Ferrari sound in that scene from multitrack elements of "Love Like a Sunset" which were supplied by Phoenix, the band who provided the score. Johnny's lonely helicopter ride is also a composed, manipulated section. Those are the only "special" sound effects in the picure. The opening sequence of the Ferrari on the track is the product of an inordinant amount of editing of recordings I made on the set during the filming of the  shot. Essentially all of the effects in the picture are from recordings made at scene specific shooting locations. I spent two days and nights in Johnny's suite at the Chateau Marmont to aquire the hotel library. Susumu Tokunow's production tracks carried much of the intimate. pointilistic sound in many scenes with some help from foley. It's not an elaborate, showy track but it has it's satisfactions. More than enough to make me happy.  


MM: What's your thinking about the transformation of the independent industry in the latest 30 years, due to the work of Lucas, Pixar, Dreamworks, Zantz?

RB: I don’t have any particular thoughts on the “transformation of the independent film industry”. At least nothing that hasn’t already been said, and whoever said it, said it better than I would anyway. I will say that I don’t think independent film is as healthy as it was during its halcyon days. For the most part, I believe industry values and practices have moved in a negative direction. But I do hold out for the possibility of another “golden age.” There are significant films being made by young (and some not so young) filmmakers that I believe spring from a new, more relevant sensibility than the bulk of the industry’s “product” would indicate. Let’s hope. 

Thanks Richard, it has been a pleasure. — Matteo Milani

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