Showing posts with label THX. Show all posts
Showing posts with label THX. Show all posts

Thursday, January 06, 2011

Friday, June 11, 2010

Ben Burtt receives Silver Award from the Town of San Anselmo

[Photo Credit: berndt2]

Ben Burtt, who helped preserve San Anselmo history in films, has been named a Silver Award winner. Burtt documented the local floods of 1982 and 2005 in “The Great Flood of 1982” and “12/31.” He says, he “collected footage from 15 or 16 different people and added that to my own. The film shows people being rescued, basements being flooded and so on.” 
Burtt, who says he’s always had “a big interest in history,” first became interested in San Anselmo’s while working on the first “Star Wars” film with George Lucas. He became fascinated with pictures he found in the local library that showed some of the changes the town had gone through.
Burtt also made a lengthy audio recording of the town’s historical walking tour, complete with sounds of old San Anselmo. That recording, a celebration of the town’s 2007 centennial, is available for download from the museum’s website.

[via marinscope.com]
[see footage online of Burtt’s film @ filmnight.org]

Before Skywalker Sound there was Lucasfilm's Sprocket Systems, which opened in 1979 at 321 San Anselmo Avenue in San Anselmo. Film editors worked upstairs on "Raiders of the Lost Ark" and "The Empire Strikes Back" while sound editors downstairs worked on "Alien" and "E.T." Kentfield resident Pat Walsh, discovered while shopping at Seawood Photo, provided the voice for the loveable alien, with the help of actress Debra Winger. Sprocket's parking lot was also notable: It's where Harrison Ford practiced snapping a bullwhip for his role in "Raiders." Sprocket's work on "The Return of the Jedi" came to a halt when the Flood of 1982 ruined equipment. The division moved to Lucafilm's Kerner complex in March of that year.

[sananselmohistory.org]

'The Prisoner of Zenda'
- Playing at the Rafael Film Center on June 13th, 2010 -
Craig Barron, Oscar®-winning visual effects supervisor and Academy governor, and Ben Burtt, Oscar-winning sound designer, will introduce a rare screening of the 1937 adventure-romance 'The Prisoner of Zenda'. Burtt will demonstrate how the sound effects from the film's famous swordfights were achieved.

[via California Film Institute]

Wednesday, April 22, 2009

An interview with Tomlinson Holman, pt. 3

by Matteo Milani, U.S.O. Project, April 2009
(Continued from Page 2)


MM: Where did come the idea to write your book Sound for Film and Television? When you started teaching at school?

TH: Yes. It really was taken from the first seven years of teaching and followed the outline of my course. I am currently at work on the 3rd ed. [now out]. Having now fully made the digital transition there is much new information but I'm hoping this is the magnum opus and I won't have to revisit it again for a very long time.

THX continued to grow inside Lucasfilm. A division with excellent revenues and low overhead, the THX Sound System became the 'de facto' standard of superior theatrical presentation, and it had a profound impact on the theater industry. [...] THX remained part of Lucasfilm until 2002, when it was spun off as an independent company, owned partly by LFL, with other corporate and private investors. [...] Tom Holman began working with Audyssey Labs in 2002, a start-up company whose first product was a device that could tune professional and home theater sound.
[excerpt from Droidmaker]



MM: Ten years of '5.1 Surround Sound - Up and Running'. Where are we today?

TH: Well that book is in its 2nd ed. now called only Surround Sound -- Up and Running. We dropped the 5.1 because when it first came out the idea was new to music people, and now the idea is well understood. 5.1 remains the principal film-making format, with up-mixing in home receivers to 7.1 routinely, and newly introduced 9.1 and 11.1 channel systems.


MM: Your thoughts about Cinema Digital distribution. Toward linear PCM (no bit-rate coders) sound on a server with picture?

TH: Yes, they are 24-bit, 48 kHz, multichannel systems, so are transparent in a theatrical environment. Even those who argue for wider bandwidths have to be content with 48k sampling in large spaces because air absorption over 10m and more just does in very hf frequencies.

About Absorption
Sound may be absorbed by its interaction with boundaries of spaces, by absorptive devices such as curtains, or even by propagation through air. Absorption is caused by sound interacting with materials through which it passes in such a way that the sound energy is turned into heat.

[excerpt from Sound for Film and Television]


MM: Meaning and your progress of 10.2 channel sound at 'TMH Corporation'.

TH: I've been working on 10.2 for many years now, a system with a full path (not an upmix) from input to output because among the three competitors for bit rate, sample rate, bit depth or word length, and spatial capability it is the spatial one that is the most interesting since everyone we've exposed to the system can hear the differences across 1 to 2 to 5.1 to 10.2. There's simply no debate except "well how practical is it?" Well how "practical" is 192 kHz sampling? Who can get to 24 bits of precision, one part in about 17,000,000 in just over 5 microseconds? Nobody, that's who. Those extra bits are "marketing bits" if the truth were to be told.


MM: Marketing bits. As you wrote, is sampling at 60 kHz still enough?

TH: Yes I covered this extensively in Surround Professional magazine, taking on every single theory that has been proposed that I could find, and 60 kHz is adequate for all. 48 is pushing things a little bit. You know the 20 kHz limit of hearing is a "soft" limit, an average of thousands. As a young person I could hear an undistorted sine wave out to about 24 kHz, and we've had students who could do this in our lab confirm it in the last few years. But above about 24k there's just no response. So that leaves little wiggle room for 48k sampling, but probably enough for almost all practical purposes, certainly for cinema due to its air propagation effects.


MM: Beyond 5.1 - Height sensation, missing from all stereo and multichannel system. Is it for you unnecessary nowadays to implement in the movie industry?

TH: IMAX has had its Center Top channel for many years. I made that stereo since a width and height sensation is required I believe. In fact, Fantasound in some of its eight renditions in 1939 had some overhead channels, so it's not new, just "new" in the marketplace.

[Prev | 1 | 2 | 3 ]

Related Posts:

Bibliography

Books
Holman, T. (2007) Surround Sound: Up and Running, Focal Press
Rubin, M. (2006) Droidmaker: George Lucas and the Digital Revolution, Triad Publishing Company
Blesser B. | Salter L.(2006) Spaces Speak, are You Listening?: Experiencing Aural Architecture, MIT Press
Holman, T. (2001) Sound for Film and Television, Focal Press

Websites
tmhlabs.com
wikipedia.org
cinema.usc.edu
imdb.com
digitalcontentproducer.com
focalpress.com
britannica.com

An interview with Tomlinson Holman, pt. 2

by Matteo Milani, U.S.O. Project, April 2009

(Continued from Page 1)

MM: You've invented a system that is a signal processing chain of different products, blending knowledge, math, material, and so forth. How did you manage this huge work of taking care of each small step during its development?

TH: With a lot of help, which I credited in the THX Manual. The ideas did come from many sources, some dating to the 1930's whereas some were brand new in 1980. It was my skill to: go to the MIT library and read the whole field within a week of getting the job (I was in Boston at my company 'Apt Corporation' at the time), selecting from amongst those developments the ones that made sense; working with John Eargle at JBL to find real products that would meet the standard sought; to assemble and figure out how to measure them; to exchange measurements with, and have experiments conducted, at Waterloo University (Stan Lipshitz, now retired, and John Vanderkooy); to select the LR4 crossover and get help in implementing it; to figure out how to make delay lines and fit poles and zeros with which I had help from Gordon Jacobs; then to build the crossover networks, find a manufacturer, etc. So there was lots of help but I performed an integration and leadership function.

The invention came about after it was nearly finished. Standing one day at the base of a wall that contained the system, with my head stuck between the wall and screen, I heard lots and lots of high-frequency energy, and figured out that this was from multiple bounces between the wall and screen. The wall was needed to support low frequencies but was a problem at high frequencies, so covering the wall in high-frequency absorbing material made it disappear acoustically at high frequencies. That's the patent: more a "discovery" than an "invention" that I set out to do.

[Holman Talking About 10.2 Possibilities - via sklathill]


MM: How was the relationship with Dolby Laboratories? What's the output of your collaboration at that time?

TH: Dolby set the stage by improving film sound to the point where THX was worth doing. While they concentrated on the pipeline to get program material from studio to cinema and home, I concentrated on what happened to it once it was delivered. So they were compatible completely, although some ignorant parts of the marketplace thought one was supplanting the other and vice versa. Never was true.

By the mid-'80s, Lucasfilm and Dolby labs were ping-pongin developments - "technological leapfrog" Tom Holman called it. Dolby was pushing improvements for recording sound on film and playing it back with expanded frequency and dynamic ranges; Lucasfilm focused on the auditorium.
In 1987, a committee of audio engineers debated the number of channels for digital sound on film. It was lively debate about a range between two and eight channels; Holman proposed 5.1 - five main channels and a dedicated sub-woofer channel. (Technically speaking, the sub-woofer represented 0.005 of a channel in bandwidth. "I call that marketing rounding!" said Holman.) 5.1 Surround Sound became the industry standard.
[excerpt from Droidmaker]


MM: What was exactly the Lucasfilm's Theater Alignment Program? It was an early version of THX?

TH: No, it was a companion program to see that all theaters were tuned up to the best of their ability and consisted of lab viewing of 70 mm prints, installation tune-up by certified technicians, and viewing by trained people separate from the technicians with feedback to Lucasfilm, and end-to-end quality control for films in theaters. It ran a number of years on a lot of films but didn't make any money.


MM: Few words on the development of Home THX.

TH: I went to CES (Consumer Electronics Show) in the mid-80's and found misrepresentations of the work of Ben Burtt and others, some of it deliberate, and some of it from a lack of knowledge. So I set our to better represent movies over home systems, and Home THX with its patented technology is the result. It also had a "better housekeeping seal of approval" component, especially in areas where people routinely stretched the truth, such as power amplifier output capacity. We used loudspeakers to test, not resistors, and some high-end products simply failed to pass the standard based on real program material into real loads.


MM: When (and why) did you move away from Lucasfilm?

TH: I started teaching at USC in 1987 and working at Lucasfilm mainly in THX by that point from 1987 to 1994, but it was a hard road to hoe to have two jobs, one in northern and one in southern California, so the dye was cast with the completion of the Technical Building in 1987, the design and building of which occupied three years of 60 hour plus weeks for me.

Tom Holman had succeeded beyond everyone's expectations in his execution of C Building; he produced some of the most remarkable filmmaking workspaces ever, and, in the process, launched the TAP/THX projects. After testing out numerous ideas on Kerner, Holman transitioned into working full time on the engineering specifications for the 750,000 square foot Technical Building.
[excerpt from Droidmaker]

In the 'Stag Theater' at Skywalker Ranch it's twenty-two speakers all-around which are positioned for uniformity of coverage. The multiple arrival times screw up your ability to localize any one sound. A lot of things in the Tech Building are all hidden from view on purpose, because if you don't see one, you don't locate one.
[excerpt from Sound-On-Film]

[Prev | 1 | 2 | 3 | Next]

An interview with Tomlinson Holman, pt. 1

by Matteo Milani, U.S.O. Project, April 2009

This is the last chapter dedicated to the new era of film sound, started in the early 80's, thanks to George Lucas and his talented crew. His efforts to develop new technologies had taken the cinema experience radically into the future. We take for granted technologies like THX, now been absorbed in the popular culture. I had the pleasure of interviewing Tomlinson Holman, the developer of the THX Sound System and its companions Theater Alignment Program, Home THX, and the THX Digital Mastering program. He was at Lucasfilm for 15 years, winding up as the company's Corporate Technical Director.

Mr. Holman is Professor of Film Sound at the University of Southern California School of Cinema-Television and a Principal Investigator in the Integrated Media Systems Center at the university. IMSC is the Engineering Research Center for multi-media of the National Science Foundation. He is founding editor of Surround Professional magazine, and author of the books Sound for Film and Television and Surround Sound Up and Running, both published by Focal Press. He is an honorary member of the Cinema Audio Society and the Motion Picture Sound Editors. He is a fellow of the Audio Engineering Society, the British Kinematograph Sound and Television Society, and the Society of Motion Picture and Television Engineers. He is a member of the Acoustical Society of America and the IEEE. He has lifetime or career achievement awards from the CAS and the Custom Electronics Design and Installation Association. Tom holds 7 U.S. and corresponding foreign patents totalling 23, and they have been licensed to over 45 companies.


MM: Could you describe the movie sound at the beginning of the 80's, a period of study and development about a new way of experience movies that eventually became THX. But what was there before it (untrained professionals, unprepared audience)?

TH: Just after WWII cinema sound systems had gotten standardized. Drawing on the developments of the '30's, but adding to them the outgrowth of technology developed for the war, the 'Altec Voice of the Theater' became "standard," with 80%+ market share in theaters, and thus in dubbing stages. This chicken-and-egg served decently for decades, but even its own inventor tried to improve upon it, but couldn't crack the chicken begets egg paradigm. An example of the WWII technology employed is the permanent magnets used in the loudspeakers. They were originally developed for bombadier crew earphones! The loudspeakers of the 1930's needed dc current to form their magnetic fields. So the 'Voice of the Theater' was a great step forward, but also froze technology at the 1947 level until 1980.

What I did was to consolidate many of the developments made between 1947 and 1980, add a few of my own (which got patented), and make one comprehensive system out of it, and then install it only in rooms that met required acoustical standards. It was the first time ever that anyone tried to standardize on room acoustics from place to place, eventually around the world, within certain parameters--the very opposite of, say, concert hall design, but in many ways far simpler.

[..] With the introduction of surround sound, audio mixing engineers were forced to adapt the old rules and paradigms to that had been used for mixing a stereo production. Answers were needed for new questions. Tomlinson Holman, the father of THX cinema surround, pointed out that the most important decision in creating surround sound was the choice between two primary listener perspectives: the 'in-audience perspective', where the listener sits in the best seat in the house, sonic activity is located at the front, and surround creates reverberant ambience; and the 'onstage perspective', where the listener sits in the midst of the musicians, encircled by active sound sources.
[excerpt from Spaces Speak, are You Listening?: Experiencing Aural Architecture]


MM: You're in the film history, as you invented the "de-facto" standard of theater industry. How could you describe your early days at "Lucasfilm"?

TH: Heady. We were on a mission to improve the whole experience of going to the movies. THX was only one of the resulting developments, but it had the most public face eventually.

People have been asking the question for years: what does THX stand for? And this is was exactly Jim Kessler's marketing intent: keep 'em asking question after question, and they're taking about you!" [...] "It's gotta sound cool, high-tech, and I wanted a way to credit Tom Holman, the inventor," said Kessler. Doodling around, "I just wrote the initials for Tom Holman Crossover on my desk one day." "Crossover" was a reference to the way the speakers divide the treble and bass for ideal acoustics. Traditionally, the crossover is done passively, in a loudspeaker. Holman had designed an electronic crossover. Kessler wrote "crossover" with an X, as in "X-over." He smiled as he recognized the letters THX from George's film THX 1138. "George always seemed to like them, and had used them as a private joke on a license plate on Harrison Ford's roadster in American Graffiti." Kessler liked that the name was both very "Lucas" and still not immediately identifiable as Lucas. "THX, that's perfect!" So Kessler rushed down the stairs and into the cool dark mixing theater beneath him, where Lucas was sleeping on the couch during another marathon Jedi mixing session. Lucas woke up and watched in silence as Kessler waved the paper around and ranted about how perfect the name would be. "Great" was all he said, and that was the end of it.
[excerpt from Droidmaker]


MM: Could you technically describe the C building in San Rafael, the site of the original THX speaker installation?

TH: Within the first weeks of joining Lucasfilm I had a conversation on the phone lasting past midnight with the architect/acoustician of the C building dub stage. He wanted a text book approach as he was an MIT grad and trained members of the team headed by Leo Beranek, who had written the great classic book 'Acoustics'. Beranek's "recommendation" for cinemas was an average of cinemas he found pre-1952, and in the stereo era, I thought the reverberation time should be shorter than what were in fact old vaudeville theaters revamped for cinema. He wanted 1.2 s RT60 and I wanted something like 0.6 s. We compromised on 0.9 s but he forgot some absorption so it came in at 0.8 s. When we finished and listened to movies in the room, I was convinced of the utility of lower RT than the average 1930's theaters for improvement in speech intelligibility and localization.

The first phase of Holman's work would be the new sound mixing environment for the dubbing stage. "Bring a new level of quality to film post-production," said George Lucas to Tom. C Building was his canvas. [...] The Sprockets theater was a marvel. Visitors to C Building from Hollywood and from theater exhibitor companies were stunned by the audio. "They wanted that sound in their new facilities," said Tom Holman, "because it was clearly better."
[excerpt from Droidmaker]

The reverberant process smears together the syllables of speech and the sound effects so that a loud sound will cover up a soft one that comes after it. [...] If you want reverberation, you record it on the sound track and if you don't want it, you turn it off. That's really a rather different way of doing things. That makes it pretty independent of the number of people in the auditorium. [...] There's a fundamental difference between a concert hall, which is a space for production, where the orchestra plays and interacts with the hall, and a movie theater, which is a space for reproduction.
[excerpt from Sound-On-Film]


MM: How Ben Burtt helped you to develop the system at Lucasfilm? Did you shaped with him the sound post-production workflow and method in an innovative way?

TH: I was hired as a back up in case the computer division didn't get it all done digitally within three years. It didn't, but their work eventually became Pixar and some went to Avid, etc. So the work flow was pretty much standard, but highly cleaned up: three generations of magnetic heads made the response flatter and flatter, 3000 man-hours of modifications to a music industry console for features and sound improvements beat film consoles, and many more. Ben was vital in being the main customer, and at recognizing the value and quality of what was being done. He also taught me a great deal about workflow, history of Hollywood sound, etc. I remember one time we were in the first small room before the C building in a store front. We were working on Raiders. He told me that the sound source for opening the lid of the ark in the last reel was within 20'. I couldn't figure it out. It turned out to be lifting the back off the toilet above the water chamber, and slowing it down. I was astonished at his methods and remain in awe of them as heard recently in Wall-E. I liked later to define the difference in roles as "I make it sound good; he makes it sound interesting."

Film sound consoles weren't very good because they were custom built to the needs of film sound in small quantity without much competition. We bought a music industry console built in much higher volumes and with a lot of more competition and changed its functions to make it into a film sound console.
[excerpt from Sound-On-Film]

[ 1 | 2 | 3| Next ]

Tuesday, February 17, 2009

An interview with James A. Moorer, pt.3

by Matteo Milani, February 2009

(Continued from Page 2)

MM: Can you talk about the synthesized arrows in Indiana Jones and the Temple of the Doom?

JM: This was done by linear prediction. Ben had recorded the sounds of arrows going by, but they were too fast. I took 100 ms from the middle of one of those sounds and created a filter of order 150 from it. When driven by white noise, it made the same noise as the arrow, but continuing forever. He then put that sound in the doppler program to produce the sounds of the arrows flying by.

In addition to being a numbers prodigy, ASP is quite garrulous. It can synthesize speech, the sounds of musical instruments, and even special effects by the same mathematical techniques. In Indiana Jones, for example, there is a hang-onto-your-seat scene in which Jones and his pals, while dangling precariously from a rope bridge slung across a deep chasm, come under attack by a band of archers. Lucasfilm technicians had recorded the sound of a flying arrow in a studio, but they discovered that the whistling noise did not last long enough to match the flight of the arrow on the film.
ASP came to the rescue. Moorer copied 25 milliseconds from the middle of the one-and-a-half-second recording and spliced the duplicate sounds to both ends, all electronically. Then he manipulated the arrow's noise so that it faded as the missile moved from left to right across the screen. To ensure total accuracy, Moorer even used ASP to include a Doppler shift - the change in pitch from high to low heard when an object sweeps rapidly past. Thus, as the arrow flies by actor Harrison Ford's head the audience hears a subtle change of frequency in its noise. In this way the sound track dramatically increases the audience's sense of the hero's peril.
[excerpt from Discover Magazine, August 1984
]


MM: How did Ben Burtt use the machine at its fullest on his projects?

JM: There were a number of sounds in "Temple of Doom" that were done using the ASP. The main ones were the arrow sounds and the sound of the airplane crashing near the beginning of the movie, although there were many, many other sounds throughout the film that were processed on the ASP.


MM: Do you recall the 'SoundDroid Spotter' genesis? Could you describe the early “spotting” system for searching sound effects libraries inside SoundDroid?

JM: People said they wanted a less expensive system. I designed and built a 1-board processor with a TI DSP chip on it for doing sound effects spotting. TI (Texas Instruments) made a DSP (digital signal processor) chip called the 320. It was a bit like the Motorola 56000 that we used later at Sonic Solutions, except that it could only use 16-bit samples.


MM: The first digital devices have landed in recording studios as outboard gear. Does it make sense nowadays to have custom DSP to spread calculation outside the computer?

JM: No. It didn't then, and it doesn't now. First digital devices were outboard devices. This never made any sense. For instance, they could not be automated. You can have this nice, big mixing desk with all this fancy automation, but none of your outboard equipment could be turned on or off using the mixer automation. Similarly, the tape recorder and the mixing desk and the outboard equipment were all separate things. There is no way to make sure that your automation program for the mixing desk is the correct one for the audio tape you put on the tape recorder. If you have to pick up a project a year later, it is impossible to get all the same settings, since you never remember what outboard equipment was used or what special patching might have been present between the tape recorder and the mixing desk. If you want to make the "disco mix" a year later, there is no way to do it. It is like starting all over. It creates more problems than it solves. Now, you do everything through one program, and all the effects are perfectly automated, and all the automation is combined with the editing into one integrated project. The mixing desk with external tape recorded and "uncontrolled" outboard devices never made any sense to me.


MM: You're the real composer of the original THX logo. Michael Rubin wrote in his book "Droidmaker" that it was the startup sound of ASP first, correct? Who came up with this idea like the Apple Mac's startup sound? Did you name it Deep Note (or The Chord)?

JM: It was not the startup sound of the ASP. It was a program that you would load into the ASP which, when started, synthesized the sound in real time. I had named it Deep Note. I have no idea who came up with the Apple Mac's startup sound. The THX logo was started because the THX sound system was to come out in time for the release of "Return of the Jedi". They were doing a 35-second animation that would go before feature was presented in the theater. The director of that animation came to me and said that he wanted a sound that "comes out of nowhere and gets really, really big". I told him that I knew how to do that, and 2 weeks later, we had the THX logo theme.

Jim Kessler found Andy Moorer in the second floor kitchen when he pitched him on his vision for a THX logo. He [...] wondered if the ASP could generate a cool sound. "It's gotta swirl around and it should be like this really big one dynamic thing," Kessler explained, "and make sure we all get the stereo high range and low range." Being a musician and composer himself, Moorer was excited to have a musical project. [...] Moorer retreated to the prototype ASP he had built. It was the only device of its kind in the world. [...] He envisioned a power chord that would emerge from a cluster of sounds. He built a single note from thirty-two voices of synthesized sounds. Moorer called the sound "Deep Note" (possibly one of the most recognizable sound logos ever, and certainly the most recognizable piece of completely digitally synthesized music. It plays more than 4,000 times every day).

Thirty-two simultaneous voices of sound from a synthesizer in real time would be a computational challenge, even by modern standards. Moorer programmed the computer to generate a cluster of sounds between 200 and 400 Hertz that sort of "wandered up and down," but soon resolved into a big carefully planned chord based on a note of 150 Hertz, a little below D. The exact trajectories of the "wandering" sounds were created randomly by the ASP, so every time Moorer ran the program, the score was slightly different.
[excerpt from Droidmaker]



MM: The task of re-creating the THX sound is a standard homework assignment at Stanford's CCRMA (Center for Computer Research in Music and Acoustics) in an introductory course entitled "Fundamentals of Computer-Generated Sound." Every year, twenty or so students attempt to re-create the sound using LISP and Common Lisp Music. How much influence has your musical preparation had in the "composition" of "The Deep Note"?

JM: I knew exactly what it was going to sound like before I made a sound.

The THX logo theme consists of 30 voices over seven measures, starting in a narrow range, 200 to 400 Hz, and slowly diverting to preselected itches encompassing three octaves. The 30 voices begin at pitches between 200 Hz and 400 Hz and arrive at pre-selected pitches spanning three octaves by the fourth measure. The highest pitch is slightly detuned while there are double the number of voices of the lowest two pitches.
[via tarr.uspto.gov]


I set up some synthesis programs for the ASP that made it behave like a huge digital music synthesizer. I used the waveform from a digitized cello tone as the basis waveform for the oscillators. I recall that it had 12 harmonics. I could get about 30 oscillators running in real-time on the device. Then I wrote the "score" for the piece.

The score consists of a C program of about 20,000 lines of code. The output of this program is not the sound itself, but is the sequence of parameters that drives the oscillators on the ASP. That 20,000 lines of code produce about 250,000 lines of statements of the form "set frequency of oscillator X to Y Hertz". [...] It took about 4 days to program and debug the thing. The sound was produced entirely in real-time on the ASP. [...] There are many, many random numbers involved in the score for the piece. Every time I ran the C-program, it produced a new "performance" of the piece. The one we chose had that conspicuous descending tone that everybody liked. It just happened to end up real loud in that version.
[via musicthing.blogspot.com
]


MM: Would you like to make some comments about the evolution of the digital audio industry, and some of the expectations for the future of this technology?

JM: It was very difficult to convince people that we could perform all the operations on audio using the computer. Nowadays, nobody could imagine doing audio in any other way. The big challenge for the future is the amount of audio we will have. By 2040, we will all carry devices the size of an iPod Nano that will hold ALL THE AUDIO THAT HAS EVER BEEN RECORDED IN THE WORLD! You will not download audio any more - it will ALL be on your player all the time. The problem will be in indexing that material so you can find it. You will not press buttons - you will talk to your devices to tell them what to do. You will be able to get your email by asking your telephone to read you your new messages without ever touching it. You will start to forget that they are machines. You will give them names, like we do our pets.

"Sometime in the near future, the technology will make it possible to store all of the information in the world in a cube that's 12 inches square....but the index to access that knowledge would take up an space 1/2 the size of the planet." - James A. Moorer
[via blogs.adobe.com]


[Prev | 1 | 2 | 3 ]


Related Posts:

References

Signal Processing Aspects of Computer Music - A Survey. Invited Paper, Proceedings of the IEEE, Volume 65, Number 8, August 1977, pp. 1108-1137

The Audio Signal Processor: The Next Step in Digital Audio. in "Digital Audio", Collected Papers from the AES Premiere Conference, Rye, New York 1982, June 3-6, pp. 205-214

"Digital Audio Processing Station: A New Concept In Audio Post-Production" by James A. Moorer, et al., Journal of The Audio Engineering Society, 34:6, June 1986, pp. 454-463


Bibliography
Books
Rubin, M. (2006) Droidmaker: George Lucas and the Digital Revolution- Triad Publishing Company

Websites
jamminpower.com
mixonline.com
en.wikipedia.org
cnmat.berkeley.edu

An interview with James A. Moorer, pt.2

by Matteo Milani, February 2009

(Continued from Page 1)

MM: Did Lucas himself choose the name SoundDroid?

JM: No. It came from the name of the group, which was "The Droid Works". Peter Langston came up with the name "Droid Works".


MM: Is it true that SoundDroid was the second generation digital audio workstation after the ASP? Or the ASP was called later SoundDroid?

JM: The ASP was later renamed SoundDroid. We were working on a second generation when the work was stopped.

The Droid Works closed before the production-ready version of the device was completed, before any products were delivered. Still, the audio research that went into it lived on. In the last months of 1986, Lucasfilm tried to find an industry leader to purchase the technologies had been created there, with no success.
[excerpt from Droidmaker
]


MM: What kind of sound processing did you implement? Filtering, eq, dynamics?

JM: All the kinds that were known at that time - filtering, dynamics, spatialization, reverberation, pitch shifting, denoising, and many more.


MM: Did your pioneering work on the Phase Vocoder lead to NoNoise for removing hiss, noise, clicks and pops from recordings?

JM: The Phase Vocoder work did lead directly to the algorithms for removing clicks and pops. The broadband noise reduction came out of some work I did with John Strawn on the "Karen Silkwood Tapes" back at Stanford. These were the techniques used for the Amadeus restoration projects.

Milos Forman was [...] mixing “Amadeus” at Fantasy Films (Saul Zaentz). [...] There was a scene in the movie (the asylum scene) where the performances of Salieri and Mozart were excellent but the audio recording was not. Forman's sound engineers, Mark Berger and Tom Scott, knew that Lucas's teams were pioneering new technology for exactly this kind of problem. They brought the tapes over to Andy Moorer and asked if his ASP could help.[...] Andy immediately digitized the tapes into the ASP. Then he excised small samples of pure noise and had the computer analyze them - getting, in essence, a fingerprint of the background noise. Then the pure noise was subtracted from the dialog tracks, leaving the human voices intact.
"About half of the tapes they brought me we were able to clean up," said Moorer. Amadeus was the first feature film to utilize their new noise reduction technology.
[excerpt from
Droidmaker]


MM: The visual waveform had been demonstrated originally in your program called "S" (for Sound) at Stanford in 1970. How was your contribution to the user interface design? Where did you find your inspiration of waveforms, from optical recordings?

JM: ALL modern digital audio workstations use the SAME waveform display that I created in the program "S". All modern digital audio workstations are descended directly from "S". I have no idea where the idea for the display on "S" came from. It just seemed good at the time.


MM: What was the audio recording format for the SoundDroid?

JM: We used 16 or 24-bit samples at 48 kHz.


MM: How big was the storage of the SoundDroid?

JM: We used 300 MByte "Storage Module Drives" on the original ASP. One drive would hold about 50 minutes of monaural sound at 48K and 16-bit samples. You could attach up to 4 drives to one ASP. With SoundDroid, we got some newer drives that could hold 850 MBytes, or about 2 hours of mono. Four of those drives adds up to about 1 hour of eight-track audio.


MM: How was your connection with Tomlinson Holman? Did you collaborate at that time?

JM: I enjoyed working with Tom Holman, although we had different responsibilities. He was all analog and didn't really work much with digital audio.


MM: How was your relationship with Ben Burtt? Was he the only figure who helped you sweetening the software?

JM: Ben helped me understand what sound designers did and how they do it.

"Ben Burtt said the biggest bottleneck was the spatializing of sounds; it was his biggest time sink," recalled Andy [Moorer]. Ben needed fine control over the room size around a sound, a magic knob that would adjust the spatial environment so he could immediately hear how a sound could be varied.
His traditional method was slow and tedious, with tape decks and amplifiers. And creating flybys! All those objects - space ships, motorcycles, airplanes - that had to be made to sound like they were moving fast by an imaginary microphone. He needed a Doppler shift that could be added to a sound.
Andy provided a solution. "We put a box in his little mixing room in the basement of C building, connected through the wall to the sound pit, where the ASP resided." He wrote Ben a basic set of programs that would allow the box to input a sound, fly it around at a desired speed, and output it.
[excerpt from
Droidmaker]

MM: The Doppler machine you invented for Ben was stand-alone or was it a remote controller doing a specific task?

JM: It was a remote terminal on the ASP. We would load a specific program into the machine for him to use.


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An interview with James A. Moorer, pt.1

by Matteo Milani, February 2009


I had the pleasure of interviewing James A. Moorer, an internationally-known figure in digital audio and computer music, with over 40 technical publications and four patents to his credit. He personally designed and wrote much of the advanced DSP algorithms for the Sonic Solutions "NoNOISE" process which is used to restore vintage recordings for CD remastering.
Between 1980 and 1987, while Vice-President of Research and Development at Lucasfilm's The Droid Works, he designed the Audio Signal Processor (ASP) which was used in the production of sound tracks for Return of the Jedi, Indiana Jones and the Temple of Doom, and others.
Between 1977 and 1979, he was a researcher and the Scientific Advisor to IRCAM in Paris.
In the mid-seventies he was Co-Director and Co-Founder of the Stanford Center for Computer Research in Music and Acoustics. He received his PhD in Computer Science from Stanford University in 1975.
In 1991, he won the Audio Engineering Society Silver award for lifetime achievement. In 1996, he won an Emmy Award for Technical Achievement with his partners, Robert J. Doris and Mary C. Sauer for Sonic Solutions "NoNOISE" for Noise Reduction on Television Broadcast Sound Tracks. In 1999, he won an Academy of Motion Picture Arts and Sciences Scientific and Engineering Award for his pioneering work in the design of digital signal processing and its application to audio editing for film. He is currently working at Adobe Systems as Senior Computer Scientist in the DVD team.


[James Moorer (second from left), who gave the 2000 Richard C. Heyser Memorial Lecture at the 108th AES Convention in Paris, Audio in the New Millennium, receives Technical Council recognition - via aes.org]


The SoundDroid is an early digital audio workstation designed by a team of engineers led by Moorer at Lucasfilm. It was a hard-disk–based, nonlinear audio editor developed on the Audio Signal Processor. Only one prototype was ever built and it was never commercialized. Lucasfilm  started putting together a computer division right after Star Wars as an in-house project to build a range of digital tools for filmmaking. The audio project that became SoundDroid was done in close collaboration with the post-production division, Sprocket Systems, and later spun out as part of a joint venture called The Droid Works. Complete with a trackball, touch-sensitive displays, moving faders, and a jog-shuttle wheel, the SoundDroid included programs for sound synthesis, digital reverberation, recording, editing and mixing. EditDroid and SoundDroid were the beginnings of the desktop tools digital revolution.


MM: Mr. Moorer, who developed the concept of a "digital audio workstation", during those early days? How did you collect the ideas for the ASP?

JM: It was my idea from back in my days at Stanford University. My 1977 paper describes a "digital recording studio". The digital audio processing station and digital audio workstation came out of that work. I first coined the term "digital audio workstation" in a talk I gave at the AES. A paper from that talk came out in 1982, but I don't think the term "digital audio workstation" made it into the paper.

Andy Moorer, the director of Audio Research, was moving ahead with the design of the digital audio processor, the ASP. [...] The sound work centered on the invention of a brand new set of chips that could perform the special kinds of calculations required for digital audio. [...] Designing new hardware chips was a long and complex process. Once the engineer determined precisely what needed to be done, and perhaps executed the various algorithms in sofware, he needed to translate the software into fundamental logical steps that could be built with wire and chips. [...] This process of chip design, finding the best position of the chips on a board and the most efficient way to wire them together, was expedited by using specialized CAD software.
By summer of 1982, after most two years of work, Andy Moorer and his cohorts finally completed the first working prototype of the audio computer, the ASP. The massive ASP consisted of eight oversized boards assembled entirely by hand, requiring more than 3.000 IC chips. It represented a number of significant engineering breakthroughs.
[excerpt from Droidmaker
]


MM: Who's missing from this list of your crew at that time: John Max Snell, Curtis Abbott, Jim Lawson, Bernard Mont-Reynaud, John M. Strawn?

JM: That about it. John Snell worked on user interfaces (touch-sensitive screens, assignable knobs, moving faders and shuttle wheel). The other folks worked on software.

John Snell had met repeatedly with Ben Burtt and the rest of the Sprockets sound team. They all felt that the audio computer had to look and work pretty much like the traditional tools they knew. [...] Though Ben wanted the flexibility that digital processing and random access might provide, it couldn't be at the cost of changing the interface.
"We felt that you could use one knob or slider and have the sofware change its function," said Snell, "and a console could be built with perhaps eight sliders, or twelve, but not a hundred. [ The old console design ] simply wasn't practical."
Before Peter Nye arrived to the audio project, the ASP was controlled by a command-line interface, much like MS-DOS, and a small box of knobs that John Snell had built for Ben Burtt. Peter Nye, a computer-music student of Moorer's, implemented the paradigm on the SoundDroid for a film-oriented system, which traditionally viewed tracks running vertically, from top to bottom. The new SoundDroid interface featured Snell's touchscreen and a novel by-product of the digital audio: a waveform of the sound. [...] The Droid Works trademarked the feature as "See the Sound."
[excerpt from Droidmaker
]


MM: Are you the co-founder of CCRMA at Stanford University? Later, how was your experience in Paris @ IRCAM?

JM: Yes, with John Chowning, John Grey and Loren Rush. It was an interesting experience at IRCAM. I enjoyed my time there. I did not enjoy the internal politics.


MM: Did you help John Chowning during his research of FM synthesis? What kind of sound synthesis run in the ASP?

JM: Yes, of course. I designed the original hardware FM synthesizer that was the basis of the FM patent. Yamaha later built that particular device. We could run all kinds of sound synthesis on the ASP - FM, additive (Fourier), subtractive, whatever.


MM: Thanks to George Lucas who subsidized pure research, for the first time in the movie history scientists and filmmakers were together under the same roof (The Droid Works). What were the big hurdles from the machine-side and from the human-side during the development years?

JM: Technically, the problem was just that we didn't have a lot of the modern technology, like computers with 1 GHz processors and 1 GByte of memory. We had to build all the technology we used. From the human side, people were having trouble understanding the workflow in the digital audio world. I had a very, very difficult time selling people on the idea that you could do "scrub" or "reel-rock" on a computer, rather than by sliding a tape over a head. Someone even suggested that I use the top of a tape recorder as a computer interface, even with no tape on it, so it would "feel" the same. Today, nobody even knows that audio was edited using razor blades and scotch tape.


ASP does for sound tracks - the band of squiggly lines at the edge of a film that encode the film's sounds - what EditDroid does for images: it uses its silicon circuitry to mix, edit, and even synthesize the music, speech, and sound effects so important to film makers, especially somebody like Lucas for whom sound is as important as sight in stirring the emotions of an audience. ASP has already been used to heighten the drama - by changing the pitch of a scream, for example, to make it more chilling - in the current hit Indiana Jones and the Temple of Doom, co-produced by Lucas and Steven Spielberg. Lucasfilm's sound mixer is even more ambitious technologically. Today's films have as many as six sound tracks to drive the multiple speakers in many theaters. But even these are usually the distillation of many more tracks. Project chief Andy Moorer points out that in a film like Return of the Jedi the sounds in a typical scene may represent a mix of 70 separate tracks of dialogue, music, and audio effects. A single change in one of the original tracks - say, the boom of a rocket or the pitch of a siren - would require remixing all of them. Jedi needed only five film editors but 17 sound editors. "What we set out to do," says Moorer, "Was to put a computer in the middle of all of this." That was not easy: just as the visual images must first be converted to electronic signals for EditDroid, so the sounds must be turned into digital form for ASP. This means every flutter of noise has to be translated into the "on-off" binary language of the computer. In other words, the sounds become numbers.
[excerpt from Discover Magazine, August 1984
]


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Tuesday, December 16, 2008

An interview with Michael Rubin, pt.3

by Matteo Milani, October 2008 

(Continued from Page 2)

MM: User interface. I read that the sound tracks were shown as parallel vertical bars with time being represented on the vertical axis. So the SoundDroid's timeline scrolled vertically. Is it correct? Was the purpose to mime the optical track on film? 

MR: It wasn't because of the optical track, not really. It was imitating the physical orientation of things in the mixing theater (the mags were loaded vertically on dubbers), because of the physical Cue Sheet that runs vertically. The cue sheet had several columns for notations of footage, fades, volume levels, and equalizations which are used in mixing sound tracks, where each column usually represents one track. It was a dubbing log used to alert the mixer of events happening from the various dubbers in the old days of mixing. I thought the SoundDroid was fun, no one had seen a program like that before, doing the patching right there on the touchscreen - "I want a reverb on this, I want to patch that track to a reverb unit." It was very exciting to show people those kind of functions. 

Novices were stunned. Professionals thrilled. SoundDroid allowed a user to go to a digital library of effects, grab one, and drop it on a track running vertically on the Cue Sheet. There you could slide it around, up and down in time, or over to another track. There were handles on the edges of each sound, so it could be shortened or lengthened into endless loops as desired. By using the tools on the right side of the screen, any given sound (or entire tracks) could be augmented with professional audio controls, including EQ, pan, and an enormous variety of filters. All the tracks were slaved to a videotape with the corresponding picture and a pointing finger - the "now line" showed where you were scrolling through the project. - excerpt from Droidmaker 

SoundDroid sound editor "cuesheet" screen. Each shaded vertical stripe represents a track of sound, with time going from the top to the bottom of the screen. The amplitude envelope in each track is shown by the solid black outline. Text annotations show the incipits of spoken text fragments, among other things. 

 from Droidmaker, by Michael Rubin; photo courtesy of Lucasfilm Ltd. 


MM: Can you talk about the SoundDroid's early “spotting” system for searching sound effects libraries? 

MR: We were taking orders for SoundDroids, but it was still not ready for shipping. The company asked: "Is there a subset of what SoundDroid did, that is working and that we can sell now?" They decided that the spotting system was the part of the system that worked best. They built the SoundDroid Spotter, and digitized most of the Lucasfilm sound library at that time. I don't think they ever sold it, at least not between 1985 and 1987. I demonstrated it at NAB and AES, but it was just kind of abandoned, it went anywhere. This is my recollection about this product. I've never heard about it outside the company people. 

[...] The SoundDroid was too big, too general, and too expensive. There were several smaller markets that a scaled-back version of the technology would more readily be able to address. [...] The first logical result was called SoundDroid Spotter, a stand alone sound effects spotting station that utilized the database on the SUN with basic processing tools. Noise reduction was another. Specialized synthesis was a third. It would take years before the costs of storage and processing would make a digital post-production workstation viable for movie sound. - excerpt from Droidmaker 


MM: Did you interview Ben Burtt

MR: Yes, I know Ben very well, he's great. When I was writing the book, he spent many months of his time talking to me. At that time he was working on Episode III at Lucasfilm. After Revenge came out, he left Lucasfilm after 30 years of career with George, and went to Pixar. I thought it was a very interesting sight, because back in the 80's, he was one of the people who said: "What are these guys in the Computer Division doing all day? It looks like they're not doing anything." And he's here now, going over to Pixar. He's an unbelievable talent, what he did for the sound of Wall-E is an absolute tour de force. 


MM: Burtt, like Walter Murch did before, moved to picture editing, alongside his main career in sound. 

MR: It's fun, because when Ben first got hired from Lucasfilm, it was because Murch wasn't available. Lucas needed a “young Walter Murch” for Star Wars. His job at that time was partly sound recording, but he was also a production assistant. He said he was driving Carrie Fisher to get her hair cut, or drop off some storyboards over ILM, among other things. 


MM: What's the relevance of GUI (Graphical User Interface) in audio/video applications? What did you expect from its evolution in the long future? 

MR: Predicting the future is notoriously difficult. The best way to predict the future is to invent it (Alan Kay). Haptics will change the way we interact with the machines via the tactile feedback. That will be a cool way to interface with the computer. These devices are very expensive today for industry and medicine use, which means this technology will be cheap in ten years. And I think screens will go away for projections of things in the space. I don't think I would really try to predict which interface it will be, I'm still working by a year out. Watch Minority Report, that's good thinking about. I'm pretty sure it will be something like that, where you move around, you pick this up and control something in the computer, somewhere else. It seems logical to me. Just recently I saw an impressive demonstration of a head-mount that non-invasively reads your brain signals and moves objects on a computer. It is early, but I cannot imagine that kind of technology not changing the way we work with picture and sound. 

droidmaker.blogspot.com

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Related Posts:

Bibliography 

Books
Rubin, M. (2006) Droidmaker: George Lucas and the Digital Revolution - Triad Publishing Company Roads, C. (1996) The Computer Music Tutorial - MIT Press

Websites
droidmaker.com
editorsguild.com 
en.wikipedia.org 
nytimes.com 
money.cnn.com
sonicstudio.com 

An interview with Michael Rubin, pt.2

by Matteo Milani, October 2008
(Continued from Page 1)

MM: EditDroid and SoundDroid in the post production workflow: what were their respective roles?

MR: They were designed to work together. One of the biggest selling points, in fact, was that these two devices connected. It wasn't just cutting pictures and cutting sound, you could send the edits from EditDroid to SoundDroid and then you could do your spotting, your mixing. Everything was there. Those features changed the workflow tremendously.
Avid did acquire the technology from the EditDroid, but didn't need it. They actually started before the EditDroid licensing and invented their own product in 1989. Their acquiring in the Lucas technology was more about being inheritor of that, they wanted to feel like the continuation of the work. There were a couple of interesting years when a product called AvidDroid appeared, but was only a marketing thing.
Primitive graphical and sound editors developed along separate paths until the early 1980s. The EditDroid and SoundDroid systems developed at Lucasfilm in California showed how random-access media, interactive graphics, and automated mixing can be combined into a picture-and-sound editing system.
Audiovisual editing can be quite complicated, since the two domains can be interlinked in complex ways. For example, when a video editor changes a scene, many channels of sound must be redone to fit the new sequence of images. Dialogue, effects, and musical soundtracks are all affected by changes in the visual domain. The visual information is often recorded on many tracks, each one corresponding to a particular camera angle or special effects overlay. To manage the complexity of this information, the usual approach taken is to prepare the raw material as a database of audio and visual data (Hawthorne 1985). The first step is to transfer the material to be edited to a random-access medium such as magnetic or optical disk. The author or director annotates the material with pertinent facts about a particular segment, for example, the scene, the take, and other data.
This kind of audiovisual editing is nondestructive; nothing is physically cut or deleted. Edits can be rehearsed and adjusted ad infinitum. Each edit causes the system to write a description of the edit in an 'electronic logbook'. Since the audio and visual editors share a common logbook, any decisions made in picture editing are reflected in the corresponding soundtracks. At the end of an editing session, the result is a list of entries in the logbook that can be used to reconstruct the desired sound and image combination. If the ultimate medium is, for example, a 70-mm film with 6-channel soundtrack, the logbook shows which segments of film and sound must be spliced and mixed to create the finished product.

[The Computer Music Tutorial, Curtis Roads]



MM: You were one of the first employees at Sonic Solutions. What was your duty?
MR: When my boss Robert J. Doris and Mary C. Sauer started a company called Sonic Solutions, they brought me over. Counting the founders Bob, Mary and Jeffrey (Borish), I was the employee number four. James Andy Moorer, the inventor of the SoundDroid. was employee five, although he had been consulting with Bob for a bit by the time he joined. It’s seems a little odd, but when he left Lucasfilm, he came to Sonic after me.
[..] Andy Moorer joined the Sonic team and the company debuted NoNoise®, a Macintosh-based system that applies proprietary DSP algorithms that eliminate broadband background noise, as well as AC hum, HVAC buzz, camera whine and other ambient noises. NoNoise could also reduce overload distortion, acoustical click/pops, transients caused by bad splices and channel breakup from wireless mics—without affecting the original source material. - Mix Magazine
The first restoration project they did was the live album "Live At The Hollywood Bowl" by the American rock band The Doors. It was recorded on July 5, 1968 but not released until 1987. Starting in 1968, every couple of years, when someone had new technology, Bruce Botnick, co-engineer of the Doors' recording, would bring these recordings to them to try to fix the Jim Morrison's track, which was partly unusable due to a cable fault. It was an amazing thing when Sonic finally solved the seemingly impossible problem.
[...] While still in prototype form, NoNoise was used to resurrect a long-lost recording and film of the Doors playing at the Hollywood Bowl in July 1968. Because of a faulty microphone cord, much of Jim Morrison's lead vocal was nearly obliterated by loud clicks and crunching sounds. ''I sent them a digital tape and in three weeks they sent us back a digital tape and it was glorious,'' said Bruce Botnick. ''We wound up saving 12 minutes of the show that would have been unusable.'' - The New York Times
I did sound restoration for many classic records, including a couple of the Greateful Dead albums (Live/Dead and Europe '72). I went through the entire albums, listening on the headphones, looking at the waveform. If I heard any click, I had to manually set the gate, interpolate and listen if I created any anomalies. That was my job in 1987. It took so long, and I usually had the night shift. When de-noising, I had to find some samples of pure noise, but often the tapes were cut right at the beginning of the song, so you didn't have any ambience. It was very hard sometimes to find a piece of noise signal you can use to filter out the track.
Then I went to CMX to help them design and release their own nonlinear editing system, basically it was very much like a next generation EditDroid. A full digital system was coming, but it was cost-prohibitive. At that time it wasn't ready for a feature film movie, it couldn't cut back to the negative. There were rough years from 1989 to 1994-95 when people were really taking risks using something like an Avid.

MM: Where was the SoundDroid originally located?
MR: The SoundDroid sat in a totally acoustically neutral room called Sound Pit in the bottom floor of the C building, a beautiful kind of redwood building in the middle of Lucasfilm campus, a bunch of unlabeled buildings in Kerner Blvd, San Rafael, CA. If you winded up to the building, you didn't know it was Lucasfilm. It just said "Kerner Optical Company" on the door, there were no guards, it was an unsecured campus, because no one knew it was there.
Kerner Optical:
The SoundDroid is based on a SUN workstation. This is about 1985. At the time Macintosh had just come out and the Mac pioneered the startup sound with its little chime. They were making a joke and decided to make a startup sound for the SoundDroid. Partly for fun, partly because they needed to test everything out. They had to run through a test of all the loudspeakers and all the circuits on the SoundDroid.
Andy Moorer came up with a sound to test the speakers out. Today it is known as the THX logo (The Deep Note). At the time no one had ever heard this before, so in this little tiny room, perfectly silent, with speakers all around, it started swirling and collapsed and resolved in this chord and the hair would stand up on your arms and your neck, and a little tear would form in your eyes. That's how it started everyday. Whenever you went in the Sound Pit doing a demonstration, we often just turned it on when people were seating there and watched them freak out.
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An interview with Michael Rubin, pt.1

by Matteo Milani, October 2008

Michael Rubin is an educator, author, filmmaker and entrepreneur. After graduating from Brown University with a degree in neuroscience, he began his career at Lucasfilm's Droid Works, where he was instrumental in the development of training for the EditDroid and in introducing the Hollywood market to nonlinear editing for film. From 1985-1994 he designed editing equipment and edited feature films and television shows in Hollywood. In 1991, he was also editor of one of the first television programs to be edited on the Avid Media Composer. Since then, Rubin has lectured internationally, from Montreux to Beijing, and has published a number of texts on editing for professionals as well as consumers. His pioneering book for professionals, Nonlinear: a field guide to digital film and video editing (1990) is now in its fourth edition and is widely used in film schools. Rubin has been a teacher to hundreds of professional film editors. Today he continues to teach, write, shoot video, and consult. I reached Mr. Rubin during his stay in Italy for VIEW Conference 2008. We talked about his successful book Droidmaker: George Lucas and the Digital Revolution (2006) and its expanded universe.



MM: Would you like to describe how the project about "Droidmaker" started?
MR: The first thing that got me to write the book was that I was just so surprised no one else had already done it. The descendents of Lucasfilm’s efforts were everywhere I looked. Secondly, I saw Episode II and realized that I only had a few more years before the entire saga was complete; the time to produce a book was upon me. And thirdly was that all those guys were alive, everyone in the book is still alive, and young enough to remember. You know, you wait too long and suddenly someone dies, losing the chance to talk to him/her. The stories from everybody change in a certain way as you get older.
I didn't just interview them. I debated with them about this. Sometimes I would get them together to discuss what happened, because if you just ask someone: "What happened here, why did you do that?" and so forth, he tells you what he remembers, which may or may not be factual. So I talk to someone else asking for the same story and he tells me a different story and then I ask a third person to tell me the story and he tells me a third story. Then I go back to the first person saying: "These guys said this. Is it possible? Because I think from my research that the other guy has actually got closer, because you were out of town..." We worked through these stories which was very unjournalistic. I wasn't just taking their reportages, I was trying to figure out where to put the puzzle together.
In many cases - not so much with the SoundDroid (also known as the ASP -Audio Signal Processor) - but very much so with Pixar, there's lot of people involved in the story. I would come up with an answer to a scenario of what happened in the seventies and eighties and eventually all these people would agree, but it's not always the way any one person remembered it. George Lucas asked me not to trust written reports of what happened from newspaper articles, but only direct interviews from primary sources. If you have an article, you have to go and figure out if it really happened or not. The journalist is different from an historian. For a while I felt like a journalist, but by the end of the book I felt like an historian. That was an interesting process for me.

MM: Did you join "The Droid Works" to introduce the EditDroid and SoundDroid post production tools to Hollywood?
MR: I worked between the engineers and the editors. The salesmen were helped to convince people to use a “droid” if someone else was using them. The engineers knew about editing, but they didn't always know what was going on in Hollywood. I sat in the middle of that. On the SoundDroid I sat with Stevie Wonder, The Grateful Dead, Barbara Streisand. These people came to see it and I demonstrated to them. I had that kind of role. I was a teacher of the editors, a support for them. I learned a lot about what a computer could do. I was constantly reporting back to engineering about the user interface and what it needed to do, what was lacking and I helped prioritize what we would fix, what was most important. Sales need to do this to sell to a client, editor need to do that or they wouldn’t be able finish the project. If you don't finish the project you'll never sell any more systems, but e.g. we're still in the middle of the project, they try to make a sell sale today and we need the money from the sale to help pay for the engineering. So how do you prioritize? It's tricky. I wasn't the final decider, but I would help in those debates. I continued in that role for many years, alternating between training, demonstrating, product definition, and editing myself. Sometimes people would have a smaller project, and they needed someone who could cut their commercial, low-budget feature film, or music video. Sometimes they brought an editor and I trained him. They were usually happy when I cut it, but at that time, at 24 years old, I was new and young, with little experience. I was an apprentice to Gabriella Cristiani and other fine editors, I learned about editing very quickly from watching them. I also learned a lot about user interface design, which helped me later in other types of work. It was a great job and a magical time, the 80's in this all-new field.

MM: How did movie people perceive the experience of navigating in a nonlinear medium rather than an analog linear one in the early days of digital revolution? Were they scared about those new technologies?
MR: They were unhappy. There was usually a silence for a while. On the EditDroid I was usually editing the scene and they were seated watching me edit. Finding a shot for me was to press a button and it was on the screen. It was easy to pick up shots and move them around. They couldn't believe it. The SoundDroid was more far out. Never before could they see the sound! To see a waveform of sound had never been done before. We could zoom into a waveform, go down to the sample, look at it, zoom out. You literally looked and just said: "That's where the amplitude kicks up and where you cut it". In both cases people can't hide their excitement and their fear. It was a combination of feelings. In a demonstration the products looked good; the problems were often more in the production flow. I was not really showing the drawbacks of those expensive computers, they couldn't be aware of what it was not good at, what was hard to do. There's a process to get the images or sound into the computer, with practical limitations. But just in its functioning there were amazing wonderful things to show them. I was really so excited that they got excited, just all the fun things we could do. I truly challenged them, they hadn't seen anything work as fast. That's how people felt about it. I felt good with people who really cared about great tools.
Most people don't like changing the way they work. They've been doing something one way for their entire career. The cost is really high to suddenly work a different way. This makes them nervous. It would take almost ten more years before this type of equipment took over Hollywood. Some of them used that time to experiment with it, some of them decided to not try at that stage of their careers. I was waiting for the senior people to retire and junior people to come up.
It's hard to remember how scary the new technologies can feel for someone. We are good at computers now, but at that time no one had computers, no one had experience on computers. They routinely crashed, they were complicated, there wasn't the help menu, no manual, no internet. People called me at night all the time, because a workstation cutting motion pictures had to work all the time. I can't tell you how often it crashed halfway through a project. Twenty years ago there was often no backup, you lost everything.
[...] more frequently than anyone would have liked, the machines would crash. Not just a system crash, which required rebooting, but a corrupted hard disk. No matter how often you saved your work, there was nothing that could save you from the death of the disk. - excerpt from Droidmaker
Sometimes this computer was very sensitive. If you did something in the wrong order, it crashed. There's no logic for that. I was very good at using the system, I could keep it from crashing, I worked all the time. I knew how it was built and how to do things the right way.
When you teach someone, sometimes they will do the other way. When I worked with Gabriella Cristiani in Bernardo Bertolucci's The Sheltering Sky, I sat next to her many days of work, watching her hands. You're watching her cut, she's not asking, but you're going to see what she's doing. Somedays I sat watching her fingers and if she was about to press the wrong button, I stopped her gently. I didn't want to bother her, but at the same time I didn't want to crash the system. In these early days you had just to be like sidekick, trying to keep them from making the computer screw up. I was good at that (laugh).

MM: Did you coin the terms "non-linear editing", "random-access editing", "virtual" editing (
Wikipedia)?
MR: I didn't invent the terms. A lot of companies were making this kind of equipment at that time and the sales people would use eventually these words. Sometimes they used all the words: "This is random-access virtual non linear editing system, with film style." I tried to figure out what each expression meant. Random access is really about finding stuff, it means that you access stuff in a non linear way. I want that shot and I don't have to go looking through a bunch of stuff. So I looked at the terms I'd been hearing from people and reading through magazines and I decided that the right term for what this kind of editing was non-linear. Everything else was useful in a certain way, but I decided to pick one term and I would use it and try to educate everybody.
By 1990 I wrote my first book for filmmakers called "Nonlinear", it was the right moment in time. It was still five years before nonlinear editing was widely adopted, but the book helped bring together video tape editors, who knew a lot about technology and nothing about cutting movies, film editors, who knew everything about cutting movies but nothing about video or computers and computer users, who are great with the equipment but they didn't know much about editing. It created the language for everybody to use and to help each other going into and through the nineties. So I didn’t invent the term, but I probably popularized it as defining these editing tools.

MM: What's your thought about physical and chemical-mechanical approach on video/sound editing (film, tape), compared to numbers as symbolic representation of images and sound?
MR: Film editors are like tailors, they make beautiful clothes and have a feeling for the material. They can feel the scene and they know that it's good. I did a lot of dark room (photography) and I loved the smell and feel of film. Something is lost when you lose the tactile nature of film and sound. You can do more with the computer and that's not a question. If you're a craftsman, an artist like a sculptor, and you like working clay, you can make beautiful things out of that. No one can tell you that doing a 3D model on a computer, which is way more flexible, is better than clay. You are good at clay. Something is lost, there's no doubt about it, when you leave clay behind. But computers are great and have other attributes. I was sad to facilitate the loss of the art form of cutting film. At the same time, you can't stop the advance of technology, pretend it wasn't going to happen. I thought the best we could do when we're promoting this new technology was to embrace what was going to be lost and the work on transferring the knowledge of the people on how to use it, teaching young people how to do it. I believe in apprenticeship, that's important.
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