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.
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.
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.
The genesis of the TIE fighter sounds is another story, one that began with Ben Burtt's search for the laser gun effect.
Originally, George Lucas had seen a British documentary on PBS about the Battle of Stalingrad in World War II and had noted that the firing sound of some strange Nazi rockets was quite weird and interesting. Lucas mentioned that it might make a great sound for the laser gun and Burtt managed to find a copy of the documentary. He then set about finding sources that could emulate that sound. Luckily, at Twentieth Century Fox Studios, Don Hall let Burtt go through the Fox sound library, where he found recordings of some elephants that had been done for an Errol Flynn movie The Roots of Heaven [1958]. In that film, elephants stampeded and bellowed. with an almost shrieking sound (the same sounds were used for the dinosaurs in Journey to the Center of the Earth).
After making a copy of that recording, Burtt realized that when he slowed it down and stretched it out, he ended up with a sound similar to the rocket one in the PBS documentary.
But it wasn't quite right, so Burtt took the sound of the elephant and mixed it with pass-bys he'd recorded of cars during a rainstorm as they sped through puddles in front of a motel where he was staying (a pass-by is when a vehicle comes toward the viewer, passes by, and then speeds away).
"Swoosh, the car would come by, and you heard this car plowing through the water," he says. "I took that sound still thinking that I was making a laser of some kind." The key "a-ha" moment occurred during temp track auditions, as shots started coming in from ILM of the gunport sequence.
"When we did temp mixes and played it back for the crew at Park Way, I would take advantage of the fresh audience, because the editors hadn't heard anything with sound," Burtt explains.
"The gunport sequence came along with the first trial shots of actual TIEs in motion. There was pressure to just get some temporary sound in for a screening, so I grabbed a random set of sounds I liked and cut in a different one each time a TIE fighter zoomed by," continues Burtt. "One sound was the elephant shriek, the next one was a slowed-down World War II warbird, the next a processed jet or rocket."
After the screening was over, the only talk in the room was about that elephant swoosh sound. "That was the greatest sound for those ships you could have possibly picked!" Of course, I was saying, "Oh yeah, of course". I’d really put it in because I had no other altemative, but it got great reviews, so naturally it became the sound ofthe TIE fighters."
"ln World War II, the super dive bombers had an artificially created siren wail created by air ducts," explains Joe Johnston, visual effects art director. "They didn't serve any purpose except to create this noise, which would terrify people. It was intended that the TIE should achieve the same effect."
by Matteo Milani and Federico Placidi - U.S.O. Project, 2011
Gary Rydstrom was born in 1959 in Chicago, IL. He graduated from the University of Southern California - School of Cinematic Arts in 1981. He began his career at Sprocket Systems, formerly Skywalker Sound, in 1983. Offered the job by a college professor, Gary received the opportunity to work with his mentor, Star Wars sound designer Ben Burtt. He created sound for numerous successful films including Backdraft, Terminator 2: Judgment Day, Jurassic Park, Titanic, Saving Private Ryan, Minority Report and Finding Nemo. Through this work he has won 7 Academy Awards.
Rydstrom did his first work for Pixar on the short film Luxo Jr.. John Lasseter has said it was Rydstrom's work on Luxo Jr., such as creating the lamp's voice from the squeak of a lightbulb being screwed in, that taught him how sound can be a partner in the storytelling of a film. In 2006 he has made his directorial debut with the Pixar animated short Lifted. He recently jumped again into the director's chair to create his second animated short Hawaiian Vacation, set to play in front of Cars 2.
[Rydstrom talks about the first of Pixar's new brand of Toy Story shorts @ AWN] For every director and for all of us the goal is at any one moment in a movie to have the audience on the edge of their feet and can't wait to see what happens next. You are moved by these characters, you believe in these characters. All the meticulous and hard work should be completely invisible. We wanted to be involved in the scene and we don’t you to think that Nemo is a bunch of computer layout. We do not want you to think the many hours that took to create that scene. You are just carried away by the scene and every focus in every step of the production that we do at Pixar is about the story. It is about entertaining the audience. - John Lasseter, 66th Venice Film Festival USO: Gary, you’re the third person – of our personal “respect-list” – who came from a sound career and crossed over to a director’s chair: Walter Murch did it first, Ben Burtt came after him. They still design their own sound for their works, just as you did for your first short movie Lifted (with a tribute like the Wilhelm Scream at the very end). How did you manage the transition from sound designer/re-recording mixer to director? How about your feelings?
Gary Rydstrom: Working in film sound is a great way to immerse yourself in the rhythms of a movie. Having done sound for so many movies, and so many different kinds of movies, I’m hoping I’ve developed some mysterious “film instinct.” I think the best directors – and best sound designers – work more from their gut than their brain. In other words, to make movies, your gut has to be bigger than your brain… or maybe I should rephrase that? GR: "It was a little scary but I always wanted to make films and wanted to have opportunities to write and tell stories. So Pixar being old friends, they gave me this opportunity to come over there and do that. So it was a little scary because there were a lot of things I had to learn. But doing sound for so many years, what I found was that the big similarity is that sound is all about rhythm. It’s about using sound, rhythm helps delineate sound effects, sound tracks, and telling a story with these kind of rhythms is really key. Animation is really about rhythms and timing so I think working in sound gave me a great sense of timing. In fact, on Lifted I used, before animation had been started, used a temp soundtrack to express the timing that I wanted to the animators so they had some reference of what I was after. It was a way for me to even communicate to the animators." - CanMag
USO: Did you develop and learn your new craft in sound room working movie by movie? GR: Central to sound design is finding what feels right for a movie, what matches its look and heart. So every movie I worked on taught me different lessons. I kept thinking I was close to end of my lessons, but they never ended. Turns out that’s what makes working in film fun. It’s never the same twice. USO: Being close to first-class directors during all your sound career has thought you well?
GR: I felt like a spy, watching a lot of directors. I’ve been very lucky to have worked with many of the best – Spielberg, Cameron, Lasseter, Redford – and you probably don’t need me to tell you (their movies do) how different in approach they were. One thing the best have in common: they inspire their crews.
GR: "... I've had this long, great relationship with John Lasseter and Pixar. I've felt involved throughout the whole filmmaking process on their films. They offered me an opportunity to develop and direct films, maybe because I bring an outsider's perspective while still being a Pixar guy through and through. My friends there know that I've had a long-standing love of comedy. When I first told Steven Spielberg and George Lucas that I was doing this, they were touchingly supportive and generous with advice. I'm grateful for my sound career. It gave me the equivalent of 50-yard-line seats, second row, during a fascinating era in film history." - Mix Magazine USO: Can you describe what you were feeling when you left the Technical Building (where you spent almost 20 years), and all your friends at Lucas Skywalker Sound, to your new life/experience in Emeryville?
GR: Luckily I get back to Skywalker Sound quite often, otherwise I’d REALLY miss my old friends and career. Pixar’s no slouch, but there isn’t a more beautiful place to work than Skywalker Ranch.
I've known Gary for over 20 years and he's really been a mentor and a role model for me, as to how to do this work. His standard for quality, inventiveness and humor is really always in the back of my mind when I work. No one is a quicker study when you break down a scene or a film in terms of what, soundwise, is the best direction to go to serve the story. - Tom Myers, Skywalker Sound
USO: What does it mean for you to associate a particular sound to a visual event (identifying it in a vast catalogue as big as the sound library of SkySound)? What are the mental or purely instinctive paths competing in making the choice?
GR: Something magical happens when a sound effect is added to picture – and it’s not predictable. After all my years of doing it, I still depend on experimenting, putting sounds against image and seeing what happens. First time I did this, as a film student, it amazed me how sound could “open up” a movie, how the combination of sound and visual could create something greater than the sum parts. Having a great sound library is essential, but the real secret is how one uses it.
GR: "I wanted to give the lamps in Luxo Jr. character through sound. I told John (Lasseter) that I'd come up with these voices. He'd never imagined they'd have voices and was wary of the idea. But I experimented with taking real sounds — a lot of it as simple as unscrewing a light bulb or scraping metal. Every once in a while, a sound would be produced that would remind you of sadness or glee. I always think of sound design being like prospecting for gold. Start by, say, goofing around, making lots of sounds, then find the one percent that has something interesting about it. Put this against the film, and there's a magical moment when the sound, if it's right, merges into the image, brings it to life. They were not cartoon-y. They were fun, reality-based sounds. It felt like the birth of something new, even then." - Mix Magazine
USO: Many sound artists working in other domains like electroacoustic music, musique concrete, environmental sounds has been strongly influenced by the contemporary cinema, and by its ability to create stories with the help of sound effects, soundscapes and even to define the personality of some "objects" with unmistakable sounds. How it is possible to interrelate these multiplicity of experience?
GR: What all sound artists share is a desire to convey emotions, so I certainly was inspired by non-movie sound work. Sound is emotion. Not just music, but all sound. Humans (who can hear) seem to take sound in general for granted, which is frustrating, but liberating. How manipulative can we be when no one’s paying attention!
USO: While Europe was experiencing electronics and sound design like natural language consequence of the avant-garde of 50's, in the U.S. this journey took place independently in the field of the film industry with other purposes and objectives. You were aware of what was happening in the old continent and its experiments?
GR: I’m certainly aware of the European traditional of producing “soundscapes” (for lack of a better word) for radio. In some ways, I was jealous of sound work that didn’t depend on the visual – how free it seemed! Best I could do was build an “off-screen” world in film. But I always had a movie to be influenced by – how scary to have sound work stand on its own.
USO: You've been one of the most assiduous "regulars" of the Synclavier, an instrument widely used in various musical fields. Can you describe the creative approach with this tool? What were your procedures? What made it such as a instrument so unique? To create the sound of the engines of the Titanic you and Chris Boyes worked long on the Synclavier to reproduce the effect in question. Do you remember how you did it?
GR: I fell in love with the Synclavier early in my career because it was such a powerful instrument for shaping natural sounds. I never used the FM synthesis – even making electronic sound effects I would try to use natural sounds, just because I find real sounds are more interesting. Sampling sounds and putting them on a keyboard allowed me to quickly experiment with pitch and layering, which are my primary tools for bending real sounds to my will. The Titanic engine sounds took advantage of how the Synclavier could speed up and slow down a sound pattern. For me, nothing beats using a “musical” instrument for creating sound effects.
GR: "The idea of using a sampler for sound effects work had astonishing potential. With sampled sounds in RAM, you can instantly pitch-bend it and layer it and play it and shape it, without using any processing time. You can layer on the same key and very finely manipulate the pitch and delay and merge them together in ways that were harder to do in the tape-to-tape days. It allowed me to create the dinosaurs in Jurassic Park, in which I took several layers and blended different animal sounds into what sounds like one animal. With the Synclavier, I have a library of sound “parts,” little snippets that are like phonemes in language. Interesting bits of sound that can be rearranged in multitudes of ways. It's a library of raw material, and it's valuable still." - Mix Magazine
USO: How about your relationship with Ben Burtt along your sound career and especially now in Pixar? I mean crosstalk and dialogue, to share ideas. Could you describe him as a mentor, a friend, a colleague, a druid?
GR: All of my approaches and philosophies about sound come from Ben Burtt. At the time he was revolutionizing sound design, I was lucky enough to get a job at Sprocket Systems and see how he did it, how much he knew about film sound history, and most importantly how much he cared about using sound to tell a story. When I started working on Jurassic Park, I remember Ben was away on vacation. I stumbled along until he came back – for all sorts of reasons, psychological and practical, I couldn’t get started until he was in the building.
[Gary Rydstrom Talks About Cinema Sound - via DolbyInsider]
USO: Nowadays many sound designers are working in nonlinear environments like Pro Tools, Nuendo with tons of plug-ins to make everything. One thing we always admired in your work is the exquisite and unfailing "organic" sound and his innate musicality. It seems that sounds "exist" in nature and are not a product of a skilled craftsman. Would you like to talk about that?
GR: There’s a danger in processing sound too much. I believe the best sound effects come from the best raw recordings, and are tweaked as little as possible. The world is so full of amazing sounds – sounds no synthesizer can match – so why not find them and use them?
GR: [...] I remember a scene in the first Mission Impossible in which Tom Cruise breaks into a computer room at the CIA, for which we’d added all these sound details for equipment he was using to lower himself in. Yet the idea was that if he made any sound over a certain level, he would trip the alarm. Brian De Palma ultimately said, “No, take it all out.” And for the most part, that scene plays with nothing on the track. I went to see it with an audience and it had the desired effect: It made everyone lean in, pay closer attention, get nervous. Tension comes from the silence of that scene. [...] Silence can be thought of as a type of sound. It’s like when somebody years ago figured out that zero was a number. And silence is just as valid as an amazing sound. Every sound editor can’t help but think of how to fill up a track; it’s what we’re paid for. - excerpts from “From here on in, absolute silence.” [via Benjamin Wright]
Ben Burtt's latest film as Sound Designer, "Super 8" - written and directed by J.J. Abrams - opens June 10th.
J.J. Abrams: “Ben Burtt did the sound design, and he brought with him one day a copy of this Super 8 film that he made when he was a teenager, that was about a train wreck, a WW2 film, and it so was much like what happened in this movie, it was uncanny. I was jealous, wishing I had a train wreck to go to when I was a kid.”
Though The Sounds of Star Wars is a gold mine for Star Wars buffs, it's designed to appeal to more casual audiences as well.
"This book is meant to appeal to anybody who's interested in cinema or sound," Rinzler says.
The idea came from an outfit, Becker and Mayer, that had just published a birdsong book.
"They came to us at LucasFilm and said, 'You know, we think the technology is good enough so we could do a Sounds of Star Wars book,'" Rinzler says. "I contacted Ben, who was, I think, justifiably skeptical."
Burtt was afraid the explosions wouldn't sound right, but he came around eventually. When they decided to go ahead and do it, he suggested the book include an earphone jack.
"So kids can take the book to bed and get under the covers with their headphones and their parents won't know," he says, laughing.
An examination of Robby's design, creation, and pop-cultural impact, a celebrity status that no other robot received until C-3PO and R2-D2 hit the screen.
This short documentary can be found on the "Forbidden Planet - 50th Anniversary Special Edition Dvd (disc 2)". It features interviews with Ben Burtt, director Joe Dante, Leslie Nielsen, and others.
While reading this article by Paul Liberatore (via Marin History Museum), we discovered that our hero Ben Burtt just finished editing "Red Tails", the upcoming movie about the Tuskegee Airmen - the African-American pilots who fought in World War II (produced by Lucasfilm). And he's about to start sound work on the first live-action film by Andrew Stanton, "John Carter of Mars".
Ben will join his daughter EmmaBurtt for the premiere of Adventures in Time and Space, the latest chapter of Emma's Time Machine, a 90-minute documentary on the history of Marin County. Narrated by Emma, the film also takes a look back at the early days of Lucasfilm in San Anselmo and includes clips of the Marin County locations used for motion pictures, from the days of silent movies until Indiana Jones.
"This film is really the result of a lot of little stories," Ben Burtt said. "I decided that we'd try to connect them all together in a kind of walking tour idea that juxtaposes the past and the present. It's nostalgia. I've always had a great interest in finding some way to connect with the past."
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.
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.
'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.
“Animation inspires the most inventive world of audio illusions, for it demands the highest performance from dialogue, music and sound effects.” – Ben Burtt
John James "Jimmy" MacDonald (May 19, 1906 - February 1, 1991) was a Scottish voice actor and the original head of the Disney sound effects department, and the voice of Mickey Mouse from 1947 to 1977.
In 1947, Walt Disney was getting too busy and too hoarse from smoking to continue voicing Mickey Mouse, so he passed the torch to MacDonald. MacDonald voiced the mouse on a regular basis until 1953 and a recurring one until 1977, passing the torch to young Disney sound effects man Wayne Allwine for Mickey's Christmas Carol. His voice repertoire included yodeling, whistling and sneezing for the Dwarfs in Snow White and the Seven Dwarfs, barks for Pluto, and the excitable, high-pitched voices of Chip 'n Dale on many occasions. MacDonald also did the voice of Bruno, Gus and Jaques in Cinderella. He developed many original inventions to achieve expressive sounds for characters like the train Casey Jr. from Dumbo (1941) and the bees in Winnie the Pooh and the Honey Tre. For the 1977 animated feature The Rescuers, he came out of retirement to provide sounds for the feisty dragonfly, Evinrude.
Sound Stage Mysterious Place
Recording sound effects at the cartoon studio is more than just interesting. It is like a scene in an old alchemist's laboratory. You hear the director asking for a dog bark, or a dog sniff, for a kiss or shivery growl. Perhaps a door slam. The kisses are made by a musician who kisses the back of his hand. A bottle and a cork in their hands can be made to sound like a monkey chattering. A tin car with a resin covered string sounds like Mickey's trousers tearing. They have dog barks in all pitches, deep barks for big dogs, little barks for little dogs, and yips for frightened dogs. These sounds are made by the imitators who have specialized in voice control or by special apparatus designed for the purpose.
In the following videos, legendary sound designer Ben Burtt and Joe Herrington, the keeper of MacDonald's “old stuff", explored historic props and sound-making devices, looking back on the early days of Disney. The featurette will also include footage with MacDonald at work in these classic animated films.
Videos: "Animation Sound Design: Building Worlds from the Sound Up"
[part 1]
[part 2]
Joe Herrington at the Academy of Motion Picture Arts and Sciences
"The audience gasped in delight as strange devices made from cans, tubing, metal, wood, leather and wire suddenly croaked like frogs and buzzed like flies, creating the bizarre but familiar sounds they’d heard so many times as children. A bundle of bamboo became the sound of Bambi’s fire. From the sound of a million marching ants, to making the mainspring of a clock talk in a human voice, MacDonald did it."
If you don’t know Ann Kroeber’s name, you certainly have heard her work. In 1999 she formed a company called Sound Mountain and has recorded and or provided sound effects for such films as The Star Wars Trilogy, The Lord of the Rings: The Return of The King, Pirates of the Caribbean, The Lion, The Witch and The Wardrobe, Gladiator, The English Patient, The Horse Whisperer, A Bug’s Life, K-19, Polar Express, The Village, Hidalgo etc. and many games. Although she is often called upon to supply sounds from her huge collection of animal noises/vocalizations, she is also renowned for her unusual recordings of sounds from everyday life, many recorded with a FRAP (Frequency Response Audio Pickup) contact microphone custom-made many years ago by an English audio guru named Arnie Lazarus. In fact the Hollywood Edge FX library (@Hollywood_Edge) even put out a disc of her FRAP recordings--Common Sounds Heard in Uncommon Ways--as part of a three-CD set called Sounds of a Different Realm. The other two of the discs are dominated by the work of her late husband, Oscar-winning FX designer/editor Alan Splet, who did groundbreaking work with Carroll Ballard, David Lynch, and other directors before his untimely passing in 1995. His incredible archive of effects recordings was passed down to Ann, who had been an integral part of his recording life since they met while working on The Black Stallion (which won an Academy Award for Sound Fx Editing), where she was an effects recordist. Kroeber quickly established herself as a masterful sound editor, as well, on such films as The Elephant Man, Dune, Never Cry Wolf, The Unbearable Lightness of Being, The Mosquito Coast, and Dead Poets Society. She was also the production mixer on Blue Velvet and sound designer on Carroll Ballard’s Duma at the Saul Zaentz Film Center in Berkeley. The Saul Zaentz Film Center, along with American Zoetrope and Lucasfilm, it was one of only three major film production facilities in Northern California. By 2005, it has largely shut down its post-production facilities, except for the foley recording studio, which is part of the still-active Fantasy Recording Studios. The film center was sold in 2007 and, after renovations, became the Zaentz Media Center.
"Discovery of Sound Mountain is like finding a new star cluster within the Star Wars Universe. Ann offered unique original audio from which I designed many new and fascinating Star Wars aliens and machines."
"Ann Kroeber has a unique ability to provide one-of-a-kind sound effects. Both as a recordist, and as the knowledgeable gatekeeper of a vast, reknowed library. Ann has given me great sounds that lead to great ideas. When we are searching for something nobody's heard before, Ann can help us find it."
by Matteo Milani, U.S.O. Project - Unidentified Sound Object, November 2009
U.S.O. Project meets Paul Frommer, linguist and developer for the long-awaited film Avatar with James Cameron of the whole language and culture for the fictional indigenous race of Pandora called Na’vi.
Fictional languages are by far the largest group of artistic languages. Fictional languages are intended to be the languages of a fictional world, and are often designd with the intent of giving more depth and an appearance of plausibility to the fictional worlds with which they are associated, and to have their characters communicate in a fashion which is both alien and dislocated.
Matteo Milani: Can you describe your background activities and your previous experiences at USC before working with James Cameron?
Paul Frommer: My undergraduate degree, from the University of Rochester in New York, is in Mathematics. Soon after graduating, I spent two years in Terengganu, Malaysia as a United States Peace Corps volunteer, where I taught English as a Second Language and also mathematics, the latter in the Malay language. Although I had studied foreign languages prior to that (Hebrew, French, Latin, German), it was during my time in Malaysia that I really fell in love with languages. I decided to do my graduate work in linguistics and entered the doctoral program at USC.
While I was a graduate student, I had the opportunity to teach for a year in Iran, which was a wonderful experience. Returning to USC, I completed my dissertation on a topic in Persian grammar. Then, after several more years of teaching, I switched careers and entered the business world, becoming a strategic planner and business writer for a Los Angeles corporation.
My return to academia led me in a new direction: business communication. I joined USC’s Marshall School of Business as a full-time faculty member in 1996, teaching in the department now known as the Center for Management Communication. I became chair of that department in 2005 and served in that capacity until 2008.
MM: Traveling back to 2005, how and when did you meet the director?
PF: During the summer of 2005, Lightstorm Entertainment, James Cameron’s production company, sent an e-mail to the USC linguistics department inquiring about a linguist who might be able to develop an alien language for a new movie. That e-mail was forwarded to me, and I jumped on it. I expressed my strong interest in the project and sent Cameron a copy of the linguistics workbook I had co-authored — Looking at Languages: A Workbook in Elementary Linguistics. A week or two later I was called in for an interview. I spent a very stimulating 90 minutes with Cameron in his offices in Santa Monica, where we discussed his vision for the movie and the language. At the end, I was thrilled when he shook my hand and said, “Welcome aboard.”
MM: What were his initial requests?
PF: Well, he wanted a complete language, with a consistent sound system (phonology), word-building rules (morphology), rules for putting words together into phrases and sentences (syntax), and a vocabulary (lexicon) sufficient for the needs of the script. He also wanted the language to be pleasant sounding and appealing to the audience.
"We created the language of the Na’vi starting about the time that I was doing the shooting draft of the script [...] Dr. Paul Frommer, who was with USC (University of Southern California) at the time, spent about a year creating the language. The trick was we had the language before we actually cast most of the parts. So the casting director, Margery Simkin, had to learn a bit of Na’vi so that she could get the auditioning actors to repeat the sounds of the language. If they couldn’t make the sounds, they couldn’t have the part. The studio asked me the same question. They asked, “Do they have to have tails?” We’re very happy with the way the Na’vi worked out because what we found is the tail and the ears show the characters’ emotional state. A cat owner knows that you can tell a cat’s mood by what its tail is doing. Just as we created a verbal language, we created a vocabulary for the tail and the ears."
MM: Can you reveal the process of creating the Na'vi language? What are the major difficulties in creating a phonetic system with its own style, consistency, and unique character?
PF: I didn’t quite start from zero, since Cameron had devised 30 or 40 words of his own for the original script—some character names, place names, names of animals, etc. That gave me a bit of a sense of what kinds of sounds he had in mind.
The next step was to develop the phonetics and phonology—the sounds that would and would not appear in the language, along with the rules for combining sounds into syllables and words and the pronunciation rules that might in certain circumstances change one sound into another. The major constraint, of course, was that although Na’vi is an alien language, it has to be spoken by human actors, and so the sounds it included had to be ones that the actors would be able to reproduce.
To create some interest, I included a group of sounds not often found in western languages—“ejectives,” which are popping-like sounds that I notated as kx, px, and tx. I also needed to determine what other elements in the language would be “distinctive”—that is, would be able to differentiate words: for example, stress (the eventual answer was yes), vowel length (no) and tone (no). I presented Cameron with three different “sound palettes” or possibilities for the overall sonic impression of the language—he chose one, and we were off!
The next step was to decide on the morphology and syntax. For those, I was on my own. Since this was an alien language spoken on another world, I wanted to include structures and processes that were relatively rare in human languages but that could be acquired by humans, since according to the plot of the movie, a number of humans had learned to speak the language. The verbal morphology, for example, is achieved exclusively through infixes, which are less common than prefixes and suffixes. And the nouns have a system of case marking, known as a tripartite system, that’s possible but quite rare in human languages.
"Overall, the creation of alien languages has been the hardest task. A language, or more accurately, the sensation of language, has to satisfy the audience's most critical faculties. We are all experts at identifying the nuances of intonation. Whether we understand a given language or not, we certainly process the sound fully and attribute meaning--perhaps inaccurate--to the emotional and informational content of the speech. Our minds are trained to recognize and process dialogue. The task, therefore, of creating a language is all the more difficult because of the strength of the audience's perception." [Ben Burtt - an excerpt from Galactic Phrase Book & Travel Guide: Beeps, Bleats, Boskas, and Other Common Intergalactic Verbiage]
MM: How did you make the Na'vi dialogue sound "real"? How difficult was it to make the dialogue believable?
PF: Well, that was really more a matter for the actors—and it was quite a challenge. They had to learn their lines in a language no one had ever heard before, including learning to make unusual sounds and sound combinations, and then they had to act convincingly in that language! That involved not only memorizing the sentences but mastering the stress and intonation, so that they could place emphasis in the right place. It wasn’t easy, but they did a remarkable job.
I met with all seven of the Na’vi-speaking actors off-set before their scenes were shot to help them with the pronunciation, and I also supplied recordings in the form of mp3 files so that they could listen to and absorb the dialog.
MM: Is there a “gold standard” for constructed language that served as an inspiration to you?
PF: In terms of “alien” languages, that would have to be Klingon, the language developed by linguist Marc Okrand for the Star Trek series. It’s a very impressive piece of work—a rough-sounding language with a complex and difficult phonology and grammar that now has a devoted base of followers. There are Klingon clubs all over the world where people meet to speak the language, and there’s even a translation of Hamlet into Klingon! If Na’vi ever came close to that kind of following, I’d be delighted.
MM: Do the Na’vi have their own alien writing system?
PF: No, the Na’vi don’t have a writing system, so that was one thing I didn’t have to bother with. But of course I needed to devise a consistent orthography, based on the Roman alphabet, to write down the language for descriptive purposes and transcribe the words and sentences for the actors.
MM: Did you develop a vocabulary?
PF: Yes, I developed it on an as-needed basis. That is, the words I came up with first were those that appeared in the script. This past May, when I translated dialog for the Avatar video game, I faced new situations that required words I didn’t yet have, so that was an opportunity to expand the lexicon further.
"Part of my research was to identify interesting real languages to use as a basis for alien ones. The advantage of using a real language is that it possesses built-in credibility. A real language has all the style, consistency, and unique character that only centuries of cultural evolution can bring. I found that if I relied on my familiarity with English, my imagined "alien" language would just be a reworking of the all-too-familiar phonemes of everyday general American speech. I had to break those boundaries, to search for language sounds that were uncommon and even unpronounceable by most of the general audience."
[Ben Burtt - an excerpt from Galactic Phrase Book & Travel Guide: Beeps, Bleats, Boskas, and Other Common Intergalactic Verbiage]
MM: An "a posteriori" language is any constructed language whose vocabulary is based on existing languages, either as a variation of one language or as a mixture of various languages, unlike "a priori" constructed languages (e.g. Klingon). How did you first search for some exotic languages that would act as inspiration?
PF: I didn’t base Na’vi on any particular human language. In terms of its sound, I thought that the original words Jim Cameron had come up with had a bit of a Polynesian flavor, and I included those sounds in the language. But I added a lot beyond that, so that I don’t believe that Na’vi sounds like any specific existing language.
As I mentioned, there’s nothing in Na’vi that couldn’t be found in some human language—and that’s important, since humans have learned to speak it. However, the particular combination of elements in Na’vi—its sound system, morphology, and syntax—is unique.
Avatar producer Jon Landau to discuss making James Cameron's vision a reality.
And a linguist invented the Na'vi language—did you pick up any? I have enough trouble with English! I could say a few words in Na'vi, but not much. Na'vi is a hard language. When I knew we had to create a language for the movie, I thought, okay, you go hire someone and say, 'This is the word we have to say.' And they'd come up with the word. I was wrong. Paul Frommer, our linguist, took six months just to define the structure of language, which I thought was fascinating. And after that, he'd start coming up with the sentences that we needed. Does it have parallels to any language on earth? I think it's relatively unique. We didn't want someone to hear it and go, 'Wow, that's Watusi!” Or Maori, or French. [via boxoffice.com]
MM: The upcoming score by James Horner will feature vocals in the Na'vi language. Would you like to describe your experience with the singers during those recordings?
PF: That was a lot of fun! James Cameron had written the lyrics for six songs, four of which I translated into Na’vi. (It was interesting to try to write poetry in the language!) Then at various times I met with music director James Horner, his associates, and the singers who had to sing in Na’vi to help them pronounce the words of the songs. For some of the recording sessions, the music was fluid and developed on the spot, which I found a wonderfully creative process. For one session, though, there was already pre-composed music written out on a musical staff. I’m a pianist and I have a musical background, so I was able to read the music with the singer and help him fit the words to the melody.
Thanks, Paul. Congratulations and continue the good work!
[The winners of Academy Awards for Best Sound Effects Editing: Ben Burtt and Charles L. Campbell with Jamie Lee Curtis, Carl Weathers -1983]
The Hollywood Post Alliance has announced that Ben Burtt will receive the organization’s Charles S. Swartz Award for Outstanding Contribution in the Field of Post Production, recognizing his powerful artistic impact on the industry. The award will be bestowed on Mr. Burtt on November 12th during the Hollywood Post Alliance Awards gala at the Skirball Center in Los Angeles.
HPA Awards co-founder and committee chair Carolyn Giardina said, “We are thrilled to recognize Ben Burtt with the Charles S. Swartz Award, an honor that represents everything that the HPA stands for; creativity, technical excellence, and limitless thinking. From R2 D2 to WALL-E, Ben Burtt has helped create some of the most unforgettable characters of our generation. We are honored to present this award to him.”
The Charles S. Swartz Award was created to honor individuals who have made outstanding contributions to the field of post production; an industry in a state of an expanding creative palette and of dynamic transition as a result of digital technologies and societal changes. The award was named in honor of the late Charles Swartz, who led the Entertainment Technology Center at the University of Southern California from 2002 until 2006 and helped to build it into the industry’s premiere test bed for new digital cinema technologies. In addition to a long and successful career as producer, educator and consultant, Mr. Swartz served on the Board of Directors of the HPA. Leon Silverman, President of the HPA noted that “Ben Burtt’s career and accomplishments speak to the true spirit of this award, which recognizes impactful contributions. Ben Burtt’s impact to the art and craft of post production and to our cultural legacy should be celebrated. ”
"One emerging difference that's very important ... is the directors of animation more and more often are asking me and other sound designers to get involved very, very early in the process, and do speculative sounds to help animators get inspired."
"This idea that sound is something you do at the end of the process -- that it's sort of a decoration you apply at the end of the movie -- is false. I think it's bound to make a better movie if you start thinking about sound and start experimenting with sound as soon as you start the project."
He urged the assembled graphics designers and animators to remember, "When you're writing the story, think about what your characters might hear that could tell the audience something about who the characters are. Create moments to feature those sounds."
He also warned that if the characters are always talking, "neither they nor the audience will get a chance to hear the objects, places and events that will make your film more cinematic."
"My SIGGRAPH presentation went very well. There were more than 3000 people in the audience. Gulp! My long time co-supervisor and in-his-spare-time theater sound design and calibration specialist Dennis Leonard worked with the team in New Orleans to create an amazing sounding 5.1 system for a room that large."
"The audience was mostly computer graphics and animation professionals, but included lots of students interested in those areas too. They were very receptive to the ideas I presented about treating sound as a full collaborator, getting sound experiments started as early on a project as possible, and integrating visual and sonic experiments from the very beginning of the project. I had done video interviews with Francis Coppola and Walter Murch talking about the sound on Apocalypse Now; and Andrew Stanton and Ben Burtt talking about Wall-E, and I used excerpts from those interviews in the presentation."
"I made the point that one emerging difference between sound for animation and sound for live action is that animation directors are increasingly interested in getting sound involved early, whereas nearly all live action filmmakers are stuck in this dumb old notion that sound is a decoration you apply to a film just before it's released."
"Basically the presentation was about integrating visual experimentation and sonic experimentation as soon as either of them starts. That's literally what happened on Wall-E. Ben Burtt started doing sound experiments at the same time the animators started imagining what the robots in the movie would look like. Walter didn't start playing with sound quite that early on Apocalypse Now, but he did start while they were still in principal photography."
"I also talked about the sound design opportunities on Apocalypse increasing exponentially when Coppola re-wrote John Milius' original script. Milius wrote the Willard character as more active, aggressive. Coppola decided he should be more passive, like a lens through which we experience the war... basically an observer. That turned the movie into a playground for sound design, because an observer is also a listener. So, even though Coppola may not have anticipated that outcome exactly in terms of sound, he opened the door nonetheless."
Murray Spivak was one of the premier and earliest sound editors. In the 1933 he created awesome sounds for King Kong by going out in the field and recording lions, tigers and other natural beasts, bringing the sounds into the studio and speeding them up, slowing them down or whatever.
To create Kong's roar, Spivak went to Selig Zoo and recorded the growls of lions and tigers. He spliced the growl together and then played them backwards at a really low speed (which lowered their tone an octave, making the growls sound like they coming out of much bigger animals) as he re-recorded them. [...] For Kong's distinctive love grunts, Spivak recorded himself grunting into a megaphone and then re-recorded the results at slow speed.
To create the sound of Kong's footsteps, Spivak wrapped plungers in foam rubber and stomped them across a box filled with gravel.
Kong's chest beats proved to be one of Spivak's biggest challenges. Spivak tried striking his assistant Walter Elliott on the chest with the drumstick while a microphone was held up to Elliott's back. The resulting sound was the one they ended up using.
On the advice of a vertebrate paleontologist from the Natural History Museum of Los Angeles County, Spivak decided to have the dinosaurs hiss and croak rather than roar. To create the hissing sound, Spivak recorded the noises from a compressed air machine. He did the croaking himself. For the T-rex, Spivak mixed in a backward recording of a panther growl. Spivak used an elephant's roar for the Triceratopses (before they were cut, of course) and some bird squawks for the Pteranodon. Bellows were employed to create the sound of the creatures' heavy breathing. All of the sounds were re-recorded at a slow speed to create a lower tone.
In the end, Ben Burtt (Rydstrom's mentor) in his own words.
EGM: Who have been your mentors in sound design?
BB: First, there was Murray Spivak at RKO [co-winner of the 1969 Best Sound Oscar for Hello Dolly!], who created the sound effects for the original King Kong in 1933. His work in King Kong was the beginning of sound design for fantasy motion pictures. The voice of Kong, the sounds of the jungle, the creatures, and the screams—all were individually created and nothing like it existed before. He was able to mix two, perhaps three tracks together at a time, using two optical playback machines, making a loop and blending things together. When people make monster movies today, they still don’t gravitate far from those principles and techniques.