Wednesday, July 16, 2014

Tidbits Gary Dystrom's Interview With Mix Magazine 2004, Part 1

Here are the edited tidbits I noted from the interview with Sound Designer Gary Rydstrom in the February 2004 issue of Mix Magazine:

On Cocoon, we had to do alien glow sounds... so I did the glass harmonica trick by rubbing my finger on the top of these glasses that meant a lot to me. A little echo and pitching and layering, and it became an alien glow sound.

I wanted to give the lamps in Luxo Jr. character through sound... 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.

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.

(To this day, I think the biggest advantage to the Synclavier is it's ability to so quickly pitch individual sounds in a layer for tuning.)

When we cut on mag... we had three dubbers available. We could cut up to three tracks — very limited. But you learned to work within this limitation ...if you go right to Pro Tools, you have almost too many possibilities right out of the gate; it's harder to focus on the essence of what sound editing is through all the bells and whistles.

I remember on Saving Private Ryan, I was trying to come up with weird sounds for these incoming tanks as they approached the village. Spielberg wanted scary, odd sounds bouncing between the buildings. I put sounds of metal scraping and engines beating on quarter-inch tape and rocked the tape back and forth by hand — like record scratching — and coming up with strange sounds and rhythms. I could only do that with a quarter-inch tape deck.

There has been no revolution in sound to parallel the revolution in visuals in the last 10 years... I can't go into a computer that I know of and create a lion roar, synthesize it entirely and make it a believable, interesting lion like ILM can make a lion. I would think that creating a lion visually is harder than creating a lion roar, but I guess I'm wrong.

Tom Tykwer Talks Sound and Music

In the January 2007 issue of Post Magazine online, Director Tom Tykwer (Run Lola Run, Cloud Atlus) discusses his approach to sound and music for his movies.  There's more of his conversation in the print issue.  Here are some of the bits paraphrased:

The musical aspect of film in general is of course something that relates much more to the abstract relationship leading us to emotional perception. We were trying to establish a movie that somehow, not only through the sound but through the way that sound and image are intertwined, gives us a certain feeling: it's how the person the film is describing actually experiences the world.

For us, the music has to start first. I'm already starting to compose while I'm working on the script. We start composing alongside the script, so we find the sound in terms of the music of the film while we're in the writing process. When we arrive on set, we already have a substantial part of the music composed, and we've hired a small orchestra to play it for us, so we can really play it to the actors and get it 'into the scenery' of the actual shooting, as it were. So people could already explore the atmosphere and the acoustic world of the film while they were acting in it.

Sound design is often appreciated in films that create a lot of noise, but I'm a big admirer of the quiet movies. I know how difficult it is to mix a convincingly quiet film, because quietness has so many levels. It's much easier to produce a very loud, effects-driven and music-overloaded movie. I remain a fan of films that were made in the very early days of sound design and that can still deliver interesting results. The Exorcist, for example, has an amazing soundtrack, and in more modern times, what David Fincher does is really impressive. The entire suspense of his film Seven is really built through the soundtrack, with music and sound so well intertwined.
 

Brian De Palma on Sound and Music

In the October 2006 issue of Post Magazine, Director Brian De Palma states:

"Music and all the audio is also a very important part of the post process for me, and I like to spend quite a bit of time on that.  So much of what an audience sees and feels is actually created by the music and all the sound effects."

Monday, July 14, 2014

Audiences, not Videences

In the July 2007 issue of StudioMonthly.com, Jim Freeley provides tips on improving the image quality in motion picture, and one such tip includes audio:

Sound isn’t picture, but poor audio draws so much of an audience’s attention that it doesn’t matter what’s on screen. People gloss over or ignore small visual gaffes, but any drop in audio quality pulls the audience away from the image and, more importantly, the story. That’s why they’re called "audiences," not "videences."


Writer/Director/Producer Len Wiseman on Sound

In the July 2007 issue of Post Magazine, Len Wiseman (Underworld, Total Recall, Live Free or Die Hard, Sleepy Hollow) answers the question, "How important is music and audio for you?"

"Huge, half the experience.  It amazes me how you watch a cut with no music or sound design and you want to kill yourself.  It has no pace, you've done a horrible job and then they add sound, and it's like night and day.  Sometimes a scene will just not work, even though you tweak and tweak, and then it hits you -- it needs sound."

Sunday, July 13, 2014

Danny Boyle on the Importance of Sound

In the August 2007 issue of Post Magazine, Danny Boyle, in an interview on his movie Sunshine, says about sound:

"I actually feel it's 70 percent of a film.  You turn the sound off on any film and most are unwatchable!  They just don't work.  It's extraordinary, and sound recordists get treated so badly on sets."

He continues:

"You watch any Pixar film and the sound is phenomenal!  Everyone raves about the animation, and it's great, but the sound's staggering.  It's because you can't see sound.  Your eyes are so fast and powerful, that you can't trick them.  They spot bad CG a mile away.  The only ting that tricks you is sound, because the ears are blunt instruments.  If you watch a CG film without sound, however good it is, you can spot the CG right away.  But once sound's added, it gives the images weight and starts fooling the eyes."

Klaus Heyne Philosophical Tidbits

In the May 2007 issue of EQ Magazine, microphone modder Klaus Heyne had some interesting philosophical tidbits.

"There was magic when sounds sounded good.  They touched you.  When sound didn't sound good, it went to your brain to analyze, to maybe appreciate it on a cerebral level but certainly not on a visceral level."


"A major manufacturer approached me last year and said 'We want you to design a $1,000 microphone.'  I said that I can't do that.  It's impossible.  He said, 'Make a few compromises, it will still be better than any other kind of microphone in this price class.'

I said, ''True, but I cannot live with that.  I must be able to plug it in and feel good about what I hear, whether it's my design or somebody else's.' I can't say 'for what it is it sounds pretty good.'  That's not how I live my life."



"...the best microphones work not by being the closest to how our ears work, but by having the best euphemistic additions or alterations that make us feel good about what we hear."


"My definition of a good mic is: the musical experience never even wanders away from my pleasure center to my intellectual side, to where I might think: 'oh yeah, I can really hear the cymbals, they're right over here...'"

This is similar to poor movie mixes de-suspending reality by making the audience think: "hey there's a sound coming from the left surround speaker!"

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